Project Setback
Initial plans for full release have been pushed back for a few months. I'll share what has happened so that players understand, not to excuse release delay. As the sole developer for this game, I stored the files locally on my 5 year old laptop. The IDE (game programmer) that I was using to code the game, GameMaker Studio, out of comfort, being the only program I was familiar with, discontinued support for this IDE following their release of Studio 2. This discontinuation included no longer offering an installer, therefore unable to re-download the IDE. My old laptop began blackscreening intermittently, and often enough to make programming too difficult, as I would lose progress upon restarts. Unfortunately, when I replaced my computer with a cheap new laptop to keep programming, I couldn't use my old IDE and had to either completely learn a new program (daunting and time consuming) or hope I was able to convert the old project into the new studio. Upon trying to convert, the project failed, so I decided to use this opportunity to fix some underlying design flaws of the original code and re-code from the bottom up. I started saving the new program on a cloud, to ensure my files are always accessible regardless of my hardware. Most of my free time to program is on my lunch breaks at work, which I don't have wifi for: so, my local files don't update until I get home and sync. For whatever reason, I started having corruption issues and files would get lost, setting back progress. At one point, the IDE wouldn't even let me open the project to fix missing files, and I had to create new ones and edit them as txt files outside of the IDE to get the project to open. Recently having to fix all of these non-programming issues has demoralized me and I will take a brief break on the project since I don't want to work on a passion project which I have no motivation for. Please understand my situation and know that when I do return to this project it will be with full motivation to bring it back to life.
About the Game
Protorogo is an idle roguelite with a focus on ability synergies and strategy for defeating progressively more difficult enemies. You play as an immobile white circle, obtaining parts and abilities from the store to defend against the waves of red enemies. Complete achievements and unlock extras! Gameplay is intended to be accessible to most platforms with easy, simple mouse/touch controls. Most of your interaction will be selecting options from the shop to effectively build your strategy for defense. Your skill level will lie in your strategy and luck.
There is a brief tutorial for those who desire it, however, if you've played a roguelike before, understanding Protorogo is very straightforward. The most nuance you may find is how abilities/perks interact with each other and enemies.
자주 묻는 질문
US 지역 Steam 상점 기준 Protorogo의 가격은 $5.99입니다. 2026년 9월 22일 이후 저희가 기록한 최저가는 $5.99입니다. Steam은 이 게임의 가격을 14개 지역에서 각각 따로 책정하며, 지역별 가격은 위에서 확인할 수 있습니다.
Protorogo의 출시일은 2025년 10월 12일이며, 개발사는 Jeremiah Zagala입니다. 12개월 전 출시.
최소 사양: Windows XP, Intel Core i3, Gigabyte GeForce GT 1030, 42 MB RAM. 위의 요구 사항 카드에서 플랫폼별 최소 사양과 권장 사양을 비교할 수 있습니다.
Steam에 표시된 Protorogo의 필요 여유 공간은 4 MB입니다.
Steam 평가 1개 중 100.0%가 긍정적이며, Steam의 평가 등급은 “1 user reviews”입니다.
아니요, Steam에는 한국어 지원이 표시되어 있지 않습니다. Steam에 등록된 Protorogo의 지원 언어는 총 2개이며, 그중 2개 언어는 음성까지 지원합니다.
아니요. Steam에는 Protorogo의 플레이 모드가 싱글 플레이어로만 등록되어 있습니다.
SteamStatistics의 Protorogo Steam 차트에서 실시간 플레이어 수와 24시간·7일·30일 그래프를 확인할 수 있으며, 최소 10분마다 갱신됩니다.
Steam 기준 Protorogo의 지원 플랫폼은 Windows입니다. 컨트롤러 지원 정보 없음.