The Rogue Prince of Persia is available now on Early Access through Steam and GeForce Now, letting players dive into a polished but still-evolving version of the 2D roguelite action-platformer. Starring an entirely new Prince - one with the power to resurrect himself after every death - The Rogue Prince of Persia challenges players to parkour and battle their way through continually reshuffling levels in a bid to fend off an invasion from the Huns. During the Early Access period, more biomes and other content will gradually be added as the developers at Evil Empire gather feedback from the community. To find out more, we spoke with Game Director Lucie Dewagnier at Evil Empire about how The Rogue Prince of Persia took shape and what's in store for the future.
What made you want to work with Prince of Persia initially, and what made it seem like a good fit for the kind of roguelite action game your team has experience with?
Lucie Dewagnier: We wanted to use what we learned on [our previous project] for nearly five years. We learned a lot about game feel, fast-paced combat, and difficulty. Prince of Persia was the right franchise to do that, because the movement, the speed, and the fluidity are in the DNA of Prince of Persia. So we talked with Ubisoft about how it would be cool to make a Prince of Persia game with our learnings, and it became The Rogue Prince of Persia.
The game's wall-running is unique, in that it's not just up walls that block the player's path, but horizontally and vertically across the background as well. How did that mechanic develop?
LD: I think what we call the back wall run was in the game since the very beginning. I don't remember if it was the third or the first day of development, but it was