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Rogue Climb

A roguelike mod for PEAK. Crates, statues and amulets turn every climb into a run.

Something survived the crash. The suns aren't the colour they should be. And the moon remembers who takes the relics.

Every player in the lobby needs the mod (same version). Something broke? Press F7 to save a bug report.

What's in it

  • Crate picks - open luggage and pick a card. Items level up, evolve into new items, and finally fuse into legendary gear.
  • Relics - the statue amulets are no longer just amulets. Strong, but dangerous.
  • Coloured suns - each biome's sun takes the colour of its amulet, and it changes the climb.
  • Blood moons - the moon remembers who takes the relics.
  • Starting relics - the crash site holds a few gifts. Choose one.
  • Badge relics - the game's own scout badges, worn as relics for the whole run.
  • Pockets, stacks and trade-ups - packs become pockets, and copies of an item stack.
  • Supply drops and flares - help falls from the sky.
  • XP and campfire blessings - climbing makes you stronger.
  • The Void - it's different down there.
  • Run report - at the end of a run, flip the scouting report to see what every scout did.
  • Your language - the mod follows PEAK's language setting (all 15 of the game's languages).

The game won't explain much of this. That's on purpose: PEAK is about finding things out, and so is this mod. If you'd rather know how it all works, read on.


Behind the curtain (spoilers)

Everything below explains the mechanics. Numbers may change between versions.

Crates and item trees

  • Opening luggage shows a few cards (more with more scouts). Each scout takes one pick per crate (unless the host picked "First come" crates - see Settings).
  • The main items each have a tree: rope, pitons, glider, lantern, balloons, drink, food, bandages and the antidote. Each tree starts weak and gets better with each level. Your first copy of an item is level 1, and later cards for that item come at your current level.
  • Some trees evolve at a certain level (sports drink into energy drink, a balloon into a bunch, the rope spool into a rope cannon...). Some fork, and you choose a path - the bandage tree splits into a holy Health Pack or a dark Medkit.
  • Food climbs slowly: three steps of trail mix, three of granola (each granola bar also holds a full trail mix and mends a little injury and glass), then Airline Food - the game's own meal, which also heals and mends glass. Airline Food never stacks.
  • Cards always show real numbers: metres of rope, seconds of boost, how much they heal. Hovering an item shows its level ("Lv 2").
  • Ancient Luggage offers a +2 levels card and a badge card, and sometimes a finished fusion or a dark item. It only charges its curse when you take a card.

Fusions

  • Max out certain items and you can fuse them into something new. Examples: Jetpack, Sugar-Rush, Big Lollipop, Faerie Lantern, Chain Launcher, Rescue Claw, Anti-Grav Bazooka, Cure-All and Pandora.
  • Fusions have no levels. Each is the game's own item with one twist (extra uses, more fuel, a shield and so on).
  • Any item that goes into a fusion says Fusion-ready on its card.
  • Once you've crafted a fusion, it starts turning up in crates instead.

Pockets, stacks and trade-ups

  • Backpacks and fanny packs become extra pockets (up to 6). Key 4 is your back slot.
  • Up to 3 copies of the same item stack in one pocket.
  • Holding a full stack and getting a 4th copy offers a trade-up: all four become one item two levels higher. A crate shows it as a second card next to the plain copy; you can always keep them instead.

Relics (statue amulets)

  • Taking a statue amulet raises the blood moon at once - grab it and run. It stays unread in your pockets (it already counts as a relic) until you click it in your hand or press L. Then you choose what sets it off: eating food, using a healing item, or using a tool.
    • Red - Initiative: launches you and nearby scouts into a super jump.
    • Yellow - Ambition: gives you and nearby scouts infinite stamina for a while.
    • Blue - Tenacity: heals you and makes you invincible for a moment.
    • Green - Generosity: a crate pick of your chosen kind earns a second pick.
  • Every time a relic fires on you, it adds a little glass (the petrification bar). Spam it and you turn to stone. Each relic has a short cooldown. Feeding or bandaging a friend fires your relic on both of you, and each of you pays your own glass. A friend using a rope or piton you placed gets your tool relic, and only they pay.
  • One relic per colour. An amulet of a colour you already hold can't be read: carry it to the statue or hand it to a scout who doesn't have that colour.
  • Glass can be healed: surviving a blood moon clears some, and so do Scout Cookies, food cooked on a Portable Stove, granola bars, Airline Food and the top Radiant Health Pack.
  • Dying drops the relics you bound as amulets, and whoever picks one up (without that colour) gets that exact relic. Shared copies stay with you.
  • Forgot what a relic does? Pause the game and hover it in the top-left tray.
  • Cursed Skull and Ritual Dagger make cursed copies of relics. Copies shatter on death and don't count toward the blood moon. The dagger can also stack a colour you hold, so it recharges faster; stacks shatter on death too.

Coloured suns

Each biome's sun takes the colour of that biome's statue amulet, and each sun works against its own relic. The Shore is where each sun hits hardest - that's where you learn it (or in every biome, with the Harsh suns setting).

  • Blue: every hit and every kind of harm lands 1.5x harder, and healing items heal half. On the Shore, direct sunlight slowly turns you to glass (shade stops it).
  • Red: sprinting and the climbing lunge are weaker, gliders and balloons work at half strength, and jetpacks burn fuel faster. On the Shore you're heavier too, and jumps are lower.
  • Yellow: stamina drains faster, and infinite-stamina items run out sooner.
  • Green: multi-use items wear out twice as fast, and nothing new joins a stack. On the Shore, one card in each crate withers.

Items a sun weakens show their name in red. Holding that biome's relic makes the sun go back to normal. An open parasol shades you from any coloured sun for a minute, then burns. Lit campfires, the crash site and the summit are safe ground.

Blood moons

  • Taking a relic raises a blood moon (a blood eclipse by day), and so does every nightfall while your squad holds one.
  • The tier is how many relic colours the squad holds (each colour counts once). Each tier adds a hazard: zombies, the Scoutmaster, a tornado or meteors. They take turns, 30 seconds each, and each one comes at full strength. The order is shuffled by the "Relic order" setting on the airport ticket.
  • The hazards go after relic carriers first.
  • When a relic fires during a blood moon, you're hidden from the hunters for a few seconds.
  • Campfires are safe ground - but a moon that comes while everyone sits at one waits for you to leave. Surviving a blood moon clears some glass.

Starting relics

When you wake at the crash site, a few items are lying there. Each scout binds one, and it lasts the whole run and never raises a blood moon.

  • Bugle: you reach farther to help scouts up and pull them harder. More healing cards.
  • Binoculars: a marker points at the nearest food or useful item. More food cards.
  • Compass: a marker points at the nearest crate. More tool cards.
  • Frisbee: a thrown frisbee knocks down whoever it hits.
  • Bing Bong: Bing Bong plays pranks every few minutes. Some help you and some don't.

Badge relics

  • 26 of the game's scout badges are relics that last the whole run. Each card says exactly what the badge does, and no badge buffs anything by more than 25%.
  • Blessing statues offer three badges to pick from. Reviving someone at a statue gives every scout a random badge. Ancient Luggage can hold one too.
  • No duplicates, and never a badge that copies your own starting relic.

XP and campfires

  • The gold CLIMBER XP bar fills as you climb to new heights, open crates and use what they give you, and help other scouts. Clearing a biome fast gives a bonus.
  • Each level-up lets you raise one of the items you're carrying.
  • At every lit campfire, each scout picks one of four blessing cards.

Supply drops and flares

  • From the second biome on, every few minutes a crate floats down on balloons, aimed at the scout who needs it most - but only if that scout hasn't taken an item card in the last 5 minutes. Bigger lobbies get them more often, and in lobbies of 5+ a group that splits off gets its own.
  • Firing a flare calls in a Big, Explorer's, Clown or (rarely) Ancient Luggage.
  • If your pockets are empty when you reach a sky crate, you get two picks.

The Void

  • Hand a relic back by holding interact on the Scout's Honor statue without an amulet. Only a relic you bound goes in (not a copy), and only a colour the statue doesn't have yet.
  • Entering the Void takes away every amulet relic. Your starting relic and badges stay.
  • Void crates hold fusions only. All four suns take turns, with a short blood moon after each one.

Settings

The host sets up the run on the airport ticket, under the ascent. The second choice of each is the harder one, written in red:

  • Relic order: Off / Daily / Every run - how the statue amulets and the blood moon's hazards are shuffled.
  • Blood moons: Relay (hazards take turns) / Stacked (every hazard at once).
  • Crates: Shared (every scout gets a pick) / First come (the game's own number of cards, a taken card is gone, anyone takes what's left).
  • Relics: Shared (a relic taken from a statue is offered to everyone as a copy) / First come (only whoever takes the amulet gets one).
  • Harsh suns: Shore only / Every biome (each sun's Shore lesson follows you all the way up).

Most of this can be tuned or turned off in the BepInEx config file (rey.PeakRoguelike.cfg). The host can also press F8 in game to check which build each player has.

Languages

Rogue Climb speaks whatever language PEAK is set to: English, French, Italian, German, Spanish (Spain and Latin America), Brazilian Portuguese, Russian, Ukrainian, Simplified and Traditional Chinese, Japanese, Korean, Polish and Turkish. Change it in the game's settings and the mod follows. Item and place names use the game's own translations.

The translations are machine-made, so some lines will read a little oddly - but they should be clear. Spotted a bad one? Each language is a plain text file in the source (src/PeakRoguelike/Lang/, e.g. BRPortuguese.txt), one numbered line per entry. Send a fix on GitHub and it'll go into the next version. The F8 dev panel and the config file stay in English.

Credits

  • Music: "It's In The Fog" by Darren Curtis (@DarrenCurtisMusic)
  • Meteor showers and the darkness of lights out: built with reference to True Final Ascent by CptPICHU - thank you!
  • Playtesting: yuston, Pon the wizard, sea ottar, and Kyu - thank you for all the help testing!
  • And thanks to everyone else who jumped in and tested along the way.

AI disclosure

This mod is a proof of concept. The code was written with AI assistance (Claude). The card art and the mod icon are AI-generated placeholders and will be replaced with hand-made art. The translations into other languages were made with AI (Claude) - corrections from native speakers are welcome. The music is by Darren Curtis (see above). Everything else you see and hear in game (characters, monsters, items, sounds) is PEAK's own.

License

Code: MIT (see LICENSE). The music is not covered by the MIT license.

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