Alpha Dev Blog
Alpha Dev Blog
A roguelite FPS aim trainer where every run sharpens your aim — and your build.
No downtime. No filler. Just reps, pressure, progression.
What is AimGod: Rogue?
AimGod: Rogue is an FPS roguelite built around real aim-training fundamentals. Every run is a playable aim routine: targets spawn in patterns inspired by proven scenarios from popular aim trainers, and the game pushes you through the same core skills that translate to real FPS improvement — tracking, dynamic clicking, target switching, and speed-under-pressure — while roguelite progression keeps it addictive.
You’re not “practicing” in a sterile grid. You’re fighting for your run, building synergies, managing risk, and getting stronger because the game demands cleaner aim the deeper you go.
Survive all seven ranks — Unranked → Bronze → Silver → Gold → Platinum → Diamond → Master — and earn the clear.
The Core Loop
- Timer Phase — Targets flood the arena. Eliminate them for XP and Gold before the clock hits zero.
- Level Up — Pick randomized Charm upgrades (rarity-weighted). Reroll if you want to gamble for better offerings.
- Combo Bonuses — Chain hits cleanly to fill the combo meter. Hit thresholds to unlock powerful bonus offerings.
- Boss Fight — A phase-based fight with mechanics that force precision under stress.
- Shop — Spend Gold between ranks and prep for the escalation.
- Rank Up — The arena gets faster, meaner, and more technical every tier.
Why this actually improves aim
Aim trainers work because they deliver high-quality reps in specific skill categories. AimGod: Rogue keeps that same DNA — but turns the reps into a run you want to finish.
- Tracking reps (smooth + reactive) from targets that strafe, surge, and change pace.
- Dynamic clicking reps from rushers and movement bursts that force timing and control.
- Target switching reps from shield breaks, spawns, and child-target bursts.
- Pressure reps from timers, boss phases, add waves, and risk/reward offerings.
It’s the same skill training you’d get from established scenarios — just packaged as a roguelite where your performance directly feeds your power.
Target Types
Each target type is designed to train a specific fundamental.
XP Gem
Your bread-and-butter rep machine. Spawns, hovers, then aims and rushes you.
- Trains: smooth tracking → reactive correction → finishing click discipline

Strafe Gem (Small / Medium / Large)
Horizontal strafes before committing to an attack.
The Large variant uses a “DVD bounce” style movement — unpredictable, angle-heavy, and punishing if you’re late.
- Trains: tracking on lateral motion, micro-corrections, timing on direction changes

Rusher Gem
Charges straight at you and grows as it approaches. The closer it gets, the more your nerves matter.
- Trains: calm flicks, click timing, staying accurate while threatened

MicroShot Gem
Shielded. Requires multiple hits to break, then pops child gems around the parent.
- Trains: speed target-switching, burst accuracy, reacquire timing under chaos

Boss Encounters
Every timer phase ends in a boss fight. Bosses are multi-phase aim exams: shields, crit targets, add waves, and movement patterns that test what you’ve been drilling.
Unranked Boss (Fully Implemented)
- Shield phases at 90%, 60%, 30%, 10% HP
Boss goes invulnerable and spawns adds you must clear. - Crit Gems during phases
Require multiple precise hits — no sloppy spray. - Add Waves alternate between two scenario-inspired patterns:
- PasuRasp Adds — straight-line motion with sharp direction changes + wall bounces (inspired by Pasu-style movement)
- Bounceshot Adds — 3D parabolic arcs with depth changes, tracing a “C” path from above (Bounceshot-style reads)
- Boss Movement — strafes in a sine-wave with vertical bob, forcing sustained tracking while you handle mechanics.

Bronze → Master
Prefabs are in place for all seven ranks. Each tier will introduce new patterns and mechanics — faster reads, nastier mixes, and more layered decision-making.

Upgrade System — Charms
Leveling up gives you a selection of Charms — modifiers that define your run. Five rarities: New → Uncommon → Rare → Epic → Legendary.
| Charm | Effect |
|---|---|
| Gold Charm | Gold multiplier |
| Crit Charm | Critical hit chance |
| Damage Charm | Damage multiplier |
| Deflect Charm | Chance to deflect incoming damage |
| Dodge Charm | Chance to dodge attacks entirely |
| Lifesteal Charm | Heal on hit |
| Max HP Charm | Increase max health |
| XP Charm | XP multiplier |
| Luck Charm | Improves rarity of future offerings |
Pick new charms or level existing ones. Don’t like your roll? Reroll — but the cost scales, so greed has consequences.

Combo Bonuses
Stay clean: chain hits without missing or taking damage to fill the Combo Bar. When it levels up, you get Bonus Offerings — high-impact power picks.
- XP / Gold / Damage / Luck — raw multipliers
- Lifesteal / HP Regen — sustain to stabilize runs
- Max HP / Shield — survivability
- Difficulty Bonus — turn the heat up for better rewards (true roguelite greed)

Combat & Weapon
AimGod: Rogue uses a hitscan weapon: what you see is what you hit.
- Center-screen raycast for pixel-accurate shots
- Critical hits (scaled by Crit Charm)
- Combo system that rewards consistency
- Gun Jam: miss too many times and your weapon jams. Spam gets punished. Precision gets rewarded.
This is designed to keep outcomes honest: aim is the engine.

Audio & Visual Feedback
The game is built to feel readable and intense:
- Dynamic music (lobby / fight / boss), with pitch shift under low health
- Camera shake on damage
- Health vignette that tightens as HP drops
- Hit markers + miss counter for immediate correction
- Particles for pickups and target deaths
- Depth-of-field during upgrade selection to keep focus on decision-making
Settings & Quality of Life
- Mouse sensitivity + FOV (60°–120°)
- Separate Music / SFX volume
- FPS counter toggle
- Crosshair display
- Pause menu with full settings mid-run
- In-game bug report screen
- Localization: English, Spanish, Chinese

Persistence
Saved locally via JSON:
- Language preference
- All settings (sens, FOV, volumes, etc.)
- Scrap: meta-currency for permanent upgrades (Meta Shop in development)
What’s Next
- Boss mechanics for Bronze → Master
- Meta Shop (Scrap-based permanent upgrades)
- More target types to expand the mechanical vocabulary
- Balance tuning (spawn rates, XP curves, charm scaling)
- Polish pass (juice, VFX, animations)
Play the Alpha
AimGod: Rogue is in active development, and the Alpha is where the game becomes real.
If you want a roguelite that makes you better at FPS aim while you chase builds and clears: