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For those of you cutters who aren't well-lanned in the game development world, last weekend was the Global Game Jam 2013, in which a bunch of barmy sods from all over the world got together, grouped up, and tried to begin and complete a video game over the course of 48 caffiene-fueled, hallucination-filled hours.
So, naturally, we at Rogue Dao decided to join the ranks of those qualified to live in the Gatehouse. We sat at our computers, linked up through cyberspace, and cracked open Purgatorio. For over 48 hours we had at least one person at any given time with visions of Sigil dancing before them (though, admittedly, some of that may have been caused by sleep deprivation).
Here's the progress report:
And now a more big-picture view:
While not really a release update as one might hope, I hope that this humble hallmark of headway has heartened you. We are very much alive and very much kicking!
As always, if you'd like to join in on this effort, please email mcarmody@rdsplanescape.com.
Also, be sure to check out this interview.
So, naturally, we at Rogue Dao decided to join the ranks of those qualified to live in the Gatehouse. We sat at our computers, linked up through cyberspace, and cracked open Purgatorio. For over 48 hours we had at least one person at any given time with visions of Sigil dancing before them (though, admittedly, some of that may have been caused by sleep deprivation).
Here's the progress report:
- Bugs found: 125+
- Bugs fixed: 24
- Words written: Over 7,000 (dammit, 2,000 short!)
- Scripts created: 12 or so
- New ideas recorded: About 20
- Cups of coffee consumed: At least a dozen
- Twitter posts made: 5
- Splines reticulated: Yes
And now a more big-picture view:
- Threshby overhaul is about halfway done.
- Mechanus bug catching is finished (for now).
- Right Angle bug catching is finished (for now).
- Side quest shakedown has begun.
- Four of seven companion characters were discussed and developed.
- Most of the game breaking bugs thus far are fixed, in addition to a few, more minor bugs.
While not really a release update as one might hope, I hope that this humble hallmark of headway has heartened you. We are very much alive and very much kicking!
As always, if you'd like to join in on this effort, please email mcarmody@rdsplanescape.com.
Also, be sure to check out this interview.

Well, it's time to eat my words. I made a mistake.
The release date for Purgatorio will be extended indefinitely. And I apologize for leading you all on.
My thinking was this: a person can write 50,000 words in a month. A person can build up to 1,000 push-ups in an hour. A person can create an RPG over the course of a summer. All these are challenging but possible. So surely we can finish Purgatorio (something that's already mostly done) in a month and a half! I presented the challenge to the others in the hopes that my enthusiasm would inspire them. And then I tried to make the deadline official so the stakes would be clear.
Essentially I galloped out of the starting gate but left my jockey behind. And so I tried to run the race alone... but fell behind with no goad at my flank.
We have made progress. We will continue to make progress. But I cannot say when we will be finished. And, again, I'm sorry for this unintended bait-and-switch.
I do know, however, that if we get more team members, progress will be quicker. So if you know how to use the NWN2 toolset and are willing to join the team (or know someone who is), please email mcarmody@rdsplanescape.com.
The release date for Purgatorio will be extended indefinitely. And I apologize for leading you all on.
My thinking was this: a person can write 50,000 words in a month. A person can build up to 1,000 push-ups in an hour. A person can create an RPG over the course of a summer. All these are challenging but possible. So surely we can finish Purgatorio (something that's already mostly done) in a month and a half! I presented the challenge to the others in the hopes that my enthusiasm would inspire them. And then I tried to make the deadline official so the stakes would be clear.
Essentially I galloped out of the starting gate but left my jockey behind. And so I tried to run the race alone... but fell behind with no goad at my flank.
We have made progress. We will continue to make progress. But I cannot say when we will be finished. And, again, I'm sorry for this unintended bait-and-switch.
I do know, however, that if we get more team members, progress will be quicker. So if you know how to use the NWN2 toolset and are willing to join the team (or know someone who is), please email mcarmody@rdsplanescape.com.
We at RogueDao have been working hard lately on getting Purgatorio polished up and ready for release. Of course, that could mean that it'll take anywhere between a month and a year before all of you can get a chance to play it.
So, we've set a deadline.
]Monday September 10, 2012
That's when the full beta should be available.
If you'd like to help us in our efforts, there's still time! We could especially use a character modeler/animator and we could always use more builders. Just send an email to mcarmody@rdsplanescape.com.
So, we've set a deadline.
]Monday September 10, 2012
That's when the full beta should be available.
If you'd like to help us in our efforts, there's still time! We could especially use a character modeler/animator and we could always use more builders. Just send an email to mcarmody@rdsplanescape.com.
]Download Here
The next chapter in the Purgatorio main plot takes you to the Outlands and the Hades gate-town Hopeless.
This is a milestone of our progress, a rough sketch of things to come. While feedback is certainly appreciated, be certain that we will add more to the Outlands main plot (and certainly add in more side plots as well) as we continue.
If you'd like to become a part of this project, please let us know at devteam@roguedao.com! We could always use new level designers, scripters, and writers. Even if you don't fall under any of those categories, send us an email anyway—we may still have a spot for you!
Many thanks to those at Neverwinter Nexus for hosting our module and readily offering advice to help us get started.
Enjoy!
The next chapter in the Purgatorio main plot takes you to the Outlands and the Hades gate-town Hopeless.
This is a milestone of our progress, a rough sketch of things to come. While feedback is certainly appreciated, be certain that we will add more to the Outlands main plot (and certainly add in more side plots as well) as we continue.
If you'd like to become a part of this project, please let us know at devteam@roguedao.com! We could always use new level designers, scripters, and writers. Even if you don't fall under any of those categories, send us an email anyway—we may still have a spot for you!
Many thanks to those at Neverwinter Nexus for hosting our module and readily offering advice to help us get started.
Enjoy!
Greetings cutters, berks, and bloods!
In the last major announcement, Ekscom announced that he was hired by a game studio due to his work with Purgatorio. So firstly, I'd like to offer him congratulations and good luck in his exciting new job and I encourage you all to do the same. It's THE dream for many of us in Rogue Dao and I imagine many of you as well.
Secondly, I'd like to let you all know that we're still working hard on Purgatorio. With the completion of the Outlands, we can move on to the next phase of development. Stay tuned! And if you were thinking about joining our team, please shoot us an email at devteam@roguedao.com. We could always use more help!
Thirdly, I'd like to introduce myself. I'm Nut Meg and I'll be the new lead. I've worked as a writer for Purg since June, doing extensive work in the Outlands.
However, before I was part of the team, I was a fan. I remember my excited daily forum-lurking slowly shifting to weekly, then monthly, then the vague "occasionally," and finally with the dreaded "seldomly." While I hadn't given up on Purgatorio, it was disheartening to hear so little from the staff.
Now, I understand (and ask you to understand) that, in the midst of life, work, and all that we do in Rogue Dao, it's difficult to maintain a presence in this community. But those of you who have faithfully retained hope deserve at least a little something. So my goal is to, at the very least, post weekly updates on here and on Rogue Dao's Twitter.
Believe well—and don't forget to check back next week!
In the last major announcement, Ekscom announced that he was hired by a game studio due to his work with Purgatorio. So firstly, I'd like to offer him congratulations and good luck in his exciting new job and I encourage you all to do the same. It's THE dream for many of us in Rogue Dao and I imagine many of you as well.
Secondly, I'd like to let you all know that we're still working hard on Purgatorio. With the completion of the Outlands, we can move on to the next phase of development. Stay tuned! And if you were thinking about joining our team, please shoot us an email at devteam@roguedao.com. We could always use more help!
Thirdly, I'd like to introduce myself. I'm Nut Meg and I'll be the new lead. I've worked as a writer for Purg since June, doing extensive work in the Outlands.
However, before I was part of the team, I was a fan. I remember my excited daily forum-lurking slowly shifting to weekly, then monthly, then the vague "occasionally," and finally with the dreaded "seldomly." While I hadn't given up on Purgatorio, it was disheartening to hear so little from the staff.
Now, I understand (and ask you to understand) that, in the midst of life, work, and all that we do in Rogue Dao, it's difficult to maintain a presence in this community. But those of you who have faithfully retained hope deserve at least a little something. So my goal is to, at the very least, post weekly updates on here and on Rogue Dao's Twitter.
Believe well—and don't forget to check back next week!
Hello everyone and thank you for your support.
We are about to release the next chapter in the Purgatorio adventure. Look for news here when it actually becomes available on the Vault. It will be any day now.
Please keep in mind this is still just a demo to show our progress. The quality is not up to "final release standards" but it's still fun. It will be polished later on. I hope you enjoy it. All bug reports are welcome in the SPOILERS section of our forums.
As for me, I am leaving Rogue Dao Studios. I was hired by a game company because of my work here.
And to anyone looking to get an edge when applying for a Game Development job, here's my advice: Sign up with the Purgatorio team! I'm the 13th member who gets a job because of working here. The training is one of a kind
and it does pay off! 
Farewell, Everyone.
I will miss working here...
*Signing out*
Ekscom
We are about to release the next chapter in the Purgatorio adventure. Look for news here when it actually becomes available on the Vault. It will be any day now.
Please keep in mind this is still just a demo to show our progress. The quality is not up to "final release standards" but it's still fun. It will be polished later on. I hope you enjoy it. All bug reports are welcome in the SPOILERS section of our forums.

As for me, I am leaving Rogue Dao Studios. I was hired by a game company because of my work here.

And to anyone looking to get an edge when applying for a Game Development job, here's my advice: Sign up with the Purgatorio team! I'm the 13th member who gets a job because of working here. The training is one of a kind
and it does pay off! 
Farewell, Everyone.

I will miss working here...
*Signing out*
Ekscom

Hello everyone,
We're making huge progress lately. I don't have a release date yet, but it looks closer with each passing day.
Since we're now planning a major invasion into Sigil and Beyond, I'd like to issue a call for testers.
Everyone is welcome to help us test the planes, but we do require some skill though. Here's a simple test: see if you can name your favourite game and then point out 3 bad things about it. If you can, then chances are you'll be able to do that for other games too and we're willing to give you a chance.
In return we offer Game Industry Tester experience that the big companies look for when hiring testers.
Testing is not about playing a game. You will learn how to hunt for bugs, how to point them out to the designers, and how to document them. We use programs similar to what the big companies use. Not to mention that "Rogue Dao Studios" looks good on any resume.
If you are interested, please contact us at devteam@roguedao.com.
We look forward to working with you.
Sincerely,
The Rogue Dao Studios Dev Team
We're making huge progress lately. I don't have a release date yet, but it looks closer with each passing day.
Since we're now planning a major invasion into Sigil and Beyond, I'd like to issue a call for testers.
Everyone is welcome to help us test the planes, but we do require some skill though. Here's a simple test: see if you can name your favourite game and then point out 3 bad things about it. If you can, then chances are you'll be able to do that for other games too and we're willing to give you a chance.
In return we offer Game Industry Tester experience that the big companies look for when hiring testers.
Testing is not about playing a game. You will learn how to hunt for bugs, how to point them out to the designers, and how to document them. We use programs similar to what the big companies use. Not to mention that "Rogue Dao Studios" looks good on any resume.
If you are interested, please contact us at devteam@roguedao.com.
We look forward to working with you.
Sincerely,
The Rogue Dao Studios Dev Team
Hi all,
Rogue Dao Studios is hiring.
What RDS offers as compensation, is experience that you would need to get a job in any big Game Development company. We use the same practices and procedures, but in a more relaxed environment. Having been part of a Dev team such as RDS looks good on any resume and the big companies like to see that.
Twelve of our previous members have found permanent employment with a Game company because of their work with us. RDS Experience works!
Also, you don't need to relocate; we do everything online.
We are currently looking for Scripters, Level Designers (Builders), Writers, Modelers and Game Testers.
Requirements:
- Scripters and Level Designers: experience with the NWN2 toolset
- Writers: basic knowledge of the Planescape multiverse. (we can teach you the writing tool of the NWN2 toolset in about 1-2 hours, and if you played Torment or any of the P&P adventures, you cover the knowledge requirement.)
- Modelers: Max, Z-brush, etc... The usual.
- Testers: patience!
If you (or someone you know) are interested in a position with us, please e-mail us at: devteam@roguedao.com.
We look forward to working with you.
Sincerely,
The Rogue Dao Dev Team.
Rogue Dao Studios is hiring.
What RDS offers as compensation, is experience that you would need to get a job in any big Game Development company. We use the same practices and procedures, but in a more relaxed environment. Having been part of a Dev team such as RDS looks good on any resume and the big companies like to see that.
Twelve of our previous members have found permanent employment with a Game company because of their work with us. RDS Experience works!
Also, you don't need to relocate; we do everything online.
We are currently looking for Scripters, Level Designers (Builders), Writers, Modelers and Game Testers.
Requirements:
- Scripters and Level Designers: experience with the NWN2 toolset
- Writers: basic knowledge of the Planescape multiverse. (we can teach you the writing tool of the NWN2 toolset in about 1-2 hours, and if you played Torment or any of the P&P adventures, you cover the knowledge requirement.)
- Modelers: Max, Z-brush, etc... The usual.
- Testers: patience!
If you (or someone you know) are interested in a position with us, please e-mail us at: devteam@roguedao.com.
We look forward to working with you.
Sincerely,
The Rogue Dao Dev Team.
Edited: 4 Dec.
Get the Prime Material module from:
Our torrent: http://www.roguedao.com/files/Planescap ... mo.torrent
The Vault: http://nwvault.ign.com/View.php?view=NW ... ail&id=463
----------------------------------------
Hi all,
We have begun implementing the main storyline of Purgatorio into the game. Since most level art and side quests are finished, I hope we can hit a major milestone every 2 months until the final release of the game. Each milestone will mean a new Update to the Vault.
We have scheduled the next one for 29 November 2010, when you will be able to download the beginning of our adventure: the Prime Material plane.
Please note that this is a demo and the final version may differ from what you see on 29 Nov.
Get the Prime Material module from:
Our torrent: http://www.roguedao.com/files/Planescap ... mo.torrent
The Vault: http://nwvault.ign.com/View.php?view=NW ... ail&id=463
----------------------------------------
Hi all,
We have begun implementing the main storyline of Purgatorio into the game. Since most level art and side quests are finished, I hope we can hit a major milestone every 2 months until the final release of the game. Each milestone will mean a new Update to the Vault.
We have scheduled the next one for 29 November 2010, when you will be able to download the beginning of our adventure: the Prime Material plane.
Please note that this is a demo and the final version may differ from what you see on 29 Nov.
We are currently developing a single player fantasy RPG adventure called "The Blood Ransom". TBR will be a commercial project developed with the Unity engine, and the adventure will take place in an iron-age, agrarian, feudalistic kingdom.
- A "pirate opera" adventure in the tradition of the ancient Greeks & Vikings.
- Old school dungeon/pyramid exploration with puzzles, tricks, and traps.
- 4 primary henchmen with detailed interaction.
- At least 12 original music tracks and high quality voice acting.
RDS is recruiting paid team members for The Blood Ransom. We are particularly looking for programmers (C#, etc.), 3D artists and animators, but are always happy to be contacted by talented and experienced people. Please e mail us at devteam@roguedao.com for more information.
- A "pirate opera" adventure in the tradition of the ancient Greeks & Vikings.
- Old school dungeon/pyramid exploration with puzzles, tricks, and traps.
- 4 primary henchmen with detailed interaction.
- At least 12 original music tracks and high quality voice acting.
RDS is recruiting paid team members for The Blood Ransom. We are particularly looking for programmers (C#, etc.), 3D artists and animators, but are always happy to be contacted by talented and experienced people. Please e mail us at devteam@roguedao.com for more information.















