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

  1. Timer Phase — Targets flood the arena. Eliminate them for XP and Gold before the clock hits zero.
  2. Level Up — Pick randomized Charm upgrades (rarity-weighted). Reroll if you want to gamble for better offerings.
  3. Combo Bonuses — Chain hits cleanly to fill the combo meter. Hit thresholds to unlock powerful bonus offerings.
  4. Boss Fight — A phase-based fight with mechanics that force precision under stress.
  5. Shop — Spend Gold between ranks and prep for the escalation.
  6. 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.

CharmEffect
Gold CharmGold multiplier
Crit CharmCritical hit chance
Damage CharmDamage multiplier
Deflect CharmChance to deflect incoming damage
Dodge CharmChance to dodge attacks entirely
Lifesteal CharmHeal on hit
Max HP CharmIncrease max health
XP CharmXP multiplier
Luck CharmImproves 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: