The Rogue Prince of Persia is set in a fictional rendition of Ctesiphon, the capital of the Persian Empire. The city faces invasion by the Hun's army of possessed soldiers, led by the malevolent Hun chief, Nogai. Players will embody the Prince, who was gifted with a mystical bola that resurrects him each time he dies. This magical artifact has let him take huge risks to perfect the skills of acrobatics & combat in his youth, molding him into a formidable warrior. In attempt after attempt, players must help the Prince explore different biomes, master new weapons, equip new trinkets, upgrade his gears at the Oasis and rally his allies to save the city from destruction.
To master the platforming sections, players will have to use the iconic wall run, allowing them to easily cross gaps, avoid traps and outmaneuver enemies. From the aqueduct to the grand academy, by way of the wild gardens, the Prince must use all his acrobatic skills to safely find a route through procedurally generated levels made of a variety of colorful biomes, inspired by Persian architecture.
On top of all the environmental hazards players will have to deal with, they must fight through various enemies, both Huns wielding the dark shamanic magic and creatures corrupted by its influence. Plenty of weapon options are available, to suit all playstyles, from twin daggers to spears, broad swords, and axes. Secondary weapons open the combat even further, with a choice of shields, bows, grappling hooks and more! Using these in combination with the wall run, shoulder vault, kick and stomp makes the Prince a formidable warrior, and also makes each run completely unique.
Hello everyone,
Here's a roadmap for the next few months – please don’t take this as set in stone, this is game development and stuff often changes including content and timings!
Weapons update
Right now there is quite a limited weapon pool, and the weapons themselves don’t encourage many different playstyles.
This will change with a sizeable expansion of the weapon pool, I mean we’re talking riple the amount of weapons in-game. This includes a rework of how the existing weapons work too, so don’t get too comfortable.
Different weapons will encourage different playstyles like rushing enemies, crowd control or getting timings right. This should put more decision-making and strategy in your hands, especially when combined with what our later updates will bring.
If you want a hint for one of the new weapons, the devs like to call it the 'dagociraptor'...
Speed boost
There’ll also be some adjustments to the speed boost – we’re adding a gauge to show its progress, more visual feedback on what is actually triggering the boost, it will be more difficult to trigger (and easier to lose) and the visual effects will be calmed a lot.
So it should end up being more rewarding to trigger and have more urgency to it once it’s triggered, and won’t assault your eyes half as much :D
Medallion, ‘Rescue’ feature and Bestiary update
Let’s talk about medallions first. These are what should allow you to create your ‘build’ – a key part of pretty much every roguelite.
Right now the whole system is too complicated/obscure, so people don’t see where to create synergies, and many medallions are too niche so their triggers/synergies are rarely seen even if you know what you’re doing.
This has two effects – people don’t realise that there’s this whole other layer to the game so they think the game is too simple, which is rarely a good thing, and they also don’t know how to reach higher levels of damage that you can get from good builds and so they get stuck at lower difficulties.
No surprise then that this will have a pretty extensive rework – we’re keeping the medallion system but it will be chopped and changed quite a bit to make it much more intuitive and to allow you to have more agency when crafting your builds. Of course we won’t give you all the tools to make the exact build you want each run, you’ve gotta have some RNG and trade-offs in there somewhere to keep it interesting!!
So yeah, the name of the game here is to add more variety and choice to your runs, more replayability and to improve comprehension of the game for new players.
Rescue
The ‘Rescue’ feature will test your platforming skills while adding some variety to your run and giving you the opportunity to win big rewards... We won’t say more than this but it’s going to be fun
Bestiary
The Bestiary will do exactly what it says on the tin – you’ll be able to see all the different enemies’ information, but there’ll also be challenges to complete for each enemy type to win rewards, and maybe some other things too!
Mother of all updates
The big one. The bee’s knees. The best thing since sliced bread. The dog’s bollo-
This hefty chunk of content will bring you biomes (yes, multiple), bosses (yes, still not a typo, multiple), a new story act, complete dialogue refresh, new enemies, an overhaul of ALL the art design, a polish of the skill tree system and some other bits and bobs.
As this is quite far away, we can’t really say much more about it except that it’s going to rock your socks off.
Update timings
You’ve probably noticed in the roadmap that the updates have moved to every month, not every 2-3 weeks.
First off, this is a rough roadmap so the timings might change anyway.
Secondly, it is likely that we’ll be dropping minor updates in between the big ones to add bits of polish and other things, so we’ll still be present.
Thirdly, considering the size of each update, the timings are actually still quite quick ^^’
Lastly, the big November update needs a lot of developer time and testing considering all of its content, and on top of that it’s being developed in parallel with the other updates by our small team.
So yeah, our producer has a constant headache called ‘Rogue Prince of Persia production planning’.
Voila. That’s what’s in store for the rest of the year and we’ll probably find something to add in December too. Lots of chopping, changing and reworking, but this is Early Access and this is exactly why we wanted to do it – to hear from you about what works, what doesn’t and then changing, removing or adding things to make the game better.
We can’t wait to show you what we’re cooking up and we’re very confident that everything which is coming in the rest of 2024 will put the game in a really solid position to build on with you after the end-of-year break!
Thanks for playing,
Matt & the EE team
The game’s soundtrack is produced and composed by ASADI, a Persian-American Electronic Music Producer and Performance Artist. His talent and creativity will immerse players into a modern and epic vision of Persian folklore. The Rogue Prince of Persia’s Original Soundtrack is a fusion between traditional and modern sonorities, with rhythms supporting the moves and flow of the Prince.
Evil Empire studio benefits from a solid experience of 2D action-platforming rogue-lites. Wanting to start a brand-new project, they approached Ubisoft with their own take on the Prince of Persia brand, well known for its innovative spirit and gameplay masterclass. Ubisoft, as the publisher, and Evil Empire, as the developer, chose to release the game in Early Access on Steam to work with the community and make the best game possible with the players, using the existing polished heart as a base. As time passes, players can expect new levels, bosses, weapons, enemies and upgrades to arrive, as well as additions based on community feedback. As of now the story has a hard stop in-game, but more will come!
Currently available through Steam Early Access, The Rogue Prince Of Persia is coming to PC (Steam) in 2025, with other platforms to follow.
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