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.
Spelare uppdaterade 18 sep. 19:07 UTC · butiksdata 22 sep. 08:18 UTC · källa: SteamWebAPI
Protorogo kostar 5,89€ i Steams DE-butik. Det lägsta priset vi har registrerat sedan 22 sep. 2026 är 5,89€. Steam sätter separata priser för spelet i 14 regioner – de regionala priserna finns ovan.
Protorogo släpptes 12 oktober 2025 av Jeremiah Zagala. Släpptes för 12 månader sedan.
Minimum: Windows XP, Intel Core i3, Gigabyte GeForce GT 1030, 42 MB RAM. Kortet med systemkrav ovan jämför minimikrav och rekommenderade krav för varje plattform.
Steam anger 4 MB ledigt diskutrymme för Protorogo.
100,0% av 1 recensioner på Steam är positiva – Steam klassar det som ”1 user reviews”.
Nej – Steam listar ingen svensk språkversion av Protorogo. Totalt listar Steam 2 språk, varav 2 med fullt ljud.
Nej – Steam listar Protorogo som ett enspelarspel.
Steam charts för Protorogo på SteamStatistics visar antal spelare live och kurvor för 24 timmar, 7 dagar och 30 dagar, uppdaterade minst var tionde minut.Öppna Steam charts för Protorogo ›
På Steam fungerar Protorogo på Windows. Inget stöd för handkontroll angivet.