Tiny Rogues cover
Tiny Rogues screenshot
Genre: Shooter, Role-playing (RPG), Adventure, Indie, Arcade

Tiny Rogues

WHAT'S NEXT FOR TINY ROGUES?

What's planned for 2025?



When is the Abyss update coming out?
I want the first beta updates to come in 2 to 3 months from now.
From there I want to spend 2 to 3 more months in the beta. (Heaven and Hell taught me this.)
So we are looking at October or November 2025.

Wow, that's a bummer, why are you so slow at developing the game?
Taking care of physical health.
Enjoying the freedom you guys earned me by spending money on this game. (Thanks btw. <3)
In Austria we say "Gut Ding braucht Weile!" which means "Good things take time!".

Why don't you hire people to speed up development?
Multiple reasons, most of them personal and highly subjective judgement calls by myself.
I don't want to spend time onboarding people. (e.g.: on the code base)
I don't want to spend time managing a team. (maybe next game)
I don't want to spend time in meetings discussing things and trying to convey my ideas to a team.
I like to work very sporadically, sometimes I wake up at 11 and then I go to bed at 3. This is not compatible with being a boss of a business that takes care of employees.
I don't want to spend time on legal things, hiring, taxes, discussing the implications of hiring people with my tax advisor and all that stuff.

All that being said, I make sure to work with freelancers any time it makes sense. (Thank you to all the freelancers who helped me so far. <3)

Okay, I disagree on all those points, but it's your project. That's a long time to wait. What are you even adding to your game? It has like 3 pixels, things can't take that long.
Let's explore that in the following questions!

Will you add localization?
Yes and No. I want to make it possible to translate the game in the next patch. That way the community can work on translations. Official translations will follow when the game exits EA.

Will you add mid-run saving?
Yes.

Will you add a target dummy?
No. You won't need it. I have a solution. Let me cook.

Will you add a modding API?
Yes and No. I am currently working on a system that should technically, eventually, somehow, enable a sort of "data pack"-type modding.
That system will most likely not be in the next update.

Will you add an ingame wiki?
Yes. I don't want anybody ever to have to go to an external site to learn about the game ever again. I plan to make all information, all enemies, stages, items, traits, even RNG manipulation odds, rarity weightings and more available ingame.

Will you add a bestiary to the game?
Yes.

Will you add lots more content to the game?
Yes. Classes, floors, bosses, enemies, items, traits, companions and everything else. That's the easy part.

The game already has so much stuff, I think by adding random stuff you will just dilute the pool and make it more random?
I have a plan. Let me cook. Things will serve a purpose.

Will you expand the lore and characters of the game?
Yes.

Will you make it so 3 doors can spawn instead of just 2?
Maybe.

Sometimes I just die and I don't know what killed me, can you fix that?
Yes. I have some ideas.

Will you add more achievements?
Yes.

Will skills not suck?
Yes. I still have some tricks up my sleeve. Let me cook.
Other than some fundamental changes to skills, you'll also be able to find skills during the run (similar to weapons) and make them part of your build.

Will you fix visual clarity? I want to change the opacity of my own attacks.
Yes, that and more is coming.

Will you explain what all the funky options do in the options menu?
Yes. I want options to explain what they do.

Will you add multiplayer?
No. (Maybe next game.)

Will you make the game harder?
Yes.

I don't want it to be harder, I already struggle!
I'll make sure the game teaches you how to be a pro gamer.

You underestimate me! I'm really bad at bullet hell games!
You'll be fine.

What are you tryin' to tell me? That I can dodge bullets?
I'm trying to tell you that when you're ready... You won't have to.

Will you add looping or an endless mode? I want to continue my characters.
Yes, the next update will add an endless mode. I came up with a very cool concept to make it work in Tiny Rogues.

Runs are already too long, will you fix that? With endless mode, runs will take hours, no?
Well, mid-run saving is finally coming.
Other than that, I have some things planned. For example, you can finish e.g.: 5 runs back to back and after that go and continue all 5 runs in Endless. This way you can e.g.: if you have time in the evening, play a run in the evening and then on the next day on your lunch break, when you only have 10 minutes to game, hop into an endless floor and continue that run there. Then, whenever you find another 10 minutes after that, you can push another floor, and so on.

I hate endless modes. Don't make me play that!
I'll only "force" achievement hunters to engage with it. "Those people" are masochists anyways. (self proclaimed)
Endless mode will unlock no features or progress in the main game. If you just want to keep gaming you can do that and ignore it completely.

Are you still planning on making 3 more big updates?
No. I've noticed the original plan of splitting the content into 3 updates makes no sense. For example, as you maybe could have guessed from the name "On the Edge of Infinity" an endless mode was not planned for the "Into the Abyss" update. Player desires and my ambitions started to bleed into each other.
Let me cook.

Does that mean the next update will be 1.0?
I am not 100% sure yet. I probably will launch it as something like 0.8 or 0.9 and then we take our time polishing the game to the maximum before slapping that 1.0 version number on it.

Will you make DLCs after the game is done?
I have no idea. That's so far in the future I really cannot tell.

Will the game get more expensive?
Hmmmmm, maybe a tiny bit. I feel like people pay for visual fidelity these days, not for content or game quality. I'm quite fine with the price right now. Maybe I'll make it like 10% more expensive.

Hello can you please add random salami in the corner? Like you enter room, see salami corner, and interact with salami, maybe it say, "HELLO". Friendly salami, but you cannot obtain or receive buff. Only greetings from salami. Thank you.
Let me know in the comments below if you'd like me to add the friendly salami.

Where did you learn to be such a good game designer?
I was already pretty enlightened after spending 37 years of my life meditating in a cave in the Himalayas. I only went out to hunt Alaskan bull worms, armed with nothing but a Smith & Wesson Model 500 — chambered in my .500 S&W Magnum, forged from the collective ego of every action hero since 1980.
Other than that, I got lucky and some guy named Esty8Nine streamed Tiny Rogues and it turned out he has a business giving valuable advice to devs. From that point onwards it was very easy. (But don't tell other developers, I'd like to keep my advantage.)

Will you ever be done with yapping in posts? You should spend time making the game not making empty promises.
Chill out brother, some people ask me for more communication, others like you ask me to focus. I am focusing but let's be honest, a post like this takes me like 30 minutes of my evening to write. I am sitting here in my bathrobe casually yapping on. It's not that big of a deal.
(PS: My promises are not empty. You can use that argument on other devs but not on me.)



Those were some answers to some of the questions I see quite often.
Sorry for the long wait on the next update, but as you can see I have decided to tackle a lot of things that I didn't account for originally.
Things like localization, mid-run saving and endless mode.
Funnily enough, the deeper I get into making Tiny Rogues, simple design steps also take a lot longer to figure out. Early on it was so easy, I just slap things into the game, why not, see what sticks. Now it takes a lot more thought and consideration because my vision for the game is clearer and I am more aware of what it really needs.

Any more questions? Drop them below and let me know about the salami thing.


0.2.8.5 Patch Notes

Fixes



  • Fixed that the effects of Bombardment Tome and Knife Summon Tome didn't actually work. Bombardment Tome can now be upgraded with Illegal Gun Parts and the Knife Summon Tome with Blacksmith Whetstone.
  • Samurai's Dashing Strike skill now aborts when the player is teleported. E.g.: when going through a door.


General Changes



  • These camera shakes are not forced upon you anymore (they are now affected by the option): Centurion Hunter Indicator, Centurion Hunter Appearance, Super Flight Skill, Infestation Explosions
  • Added 2 new Options to the Video Options tab. "Camera Update Method" and "Interpolate Player Rigidbody". I highly recommend that you turn on Player Rigidbody Interpolation in case you switch to Camera Late Update. Some players report choppy gameplay on highframerates and ask me to change the Camera Update from Fixed Update to Late Update. You can now accomplish this in the option menu. In my experience Fixed Update without Interpolation (so the default) looks smoother at low and mid FPS.




  • Added a new tab to the Options Menu: Game Rules. Currently there are 4 Game Rules in the game. You can toggle Equip Load Penalties. You can toggle the Enemy Health and Armor bonus from the 0.2.8.4 Update. You can unlock all classes (only on Beta) and you can go back to old Stamina Recovery.
    To be more specific, the legacy Stamina Recovery Option halves your Stamina Recovery Time but instead makes it so you only generate 1 Stamina Point any time the bar fills.
    When you spawn into a run with Game Rules enabled there will be a message in the Console displaying that those Game Rules are indeed enabled. The message is visible for 10 seconds. (This nuisance is the only downside of Game Rules.)




Other Balance Changes



  • Ethereal Dice are slightly more common.
  • Forethought: Now recovers 2 Hearts upon entering a new Floor, previously 1.
  • Lich Companion (Necromancer Skill): Damage reduced from 105-120 to 90-100.
  • Skeleton Warrior Companion: Damage reduced from 30-70 to 40-55.
  • Skeleton Archer Companion: Damage reduced from 35-75 to 45-60.
  • Skeleton Mage Companion: Damage reduced from 60-70 to 60-65.
  • Dashing Strike (Samurai Skill): Damage increased from 120-165 to 150-205.
  • Viper Loop (Ring): Now grants +2% Poison Duration per 1% Critical Hit Chance, previously +1% per.
  • Flare Mantle: Now grants +30% Burn Tick Speed, previously +25%.
  • Hazmat Suit: Now grants +250% Damage Over Time, previously +100%. Now also makes you deal x0.50 Attack Damage.
  • Inquisitor Robe: Now grants +100% Aura Damage, previously +35%.
  • Dark Moon Hood: Now grants +45% Dark Damage, previously +30%.
  • Demolition Helmet: Now grants +25% Explosion Damage, previously +20%.
  • Inquisitor Mask: Now grants +35% Aura Radius, previously +30%.
  • Shaman Mask: Now grants +25% Nature Damage, previously +20%.
  • Thunder Mask: Now grants +25% Lightning Damage, previously +20%.
  • Voodoo Mask: Now grants +35% Poison Damage, previously +25%.
  • Warlock Hood: Now grants +45% Necrotic Damage, previously +30%.
  • Bone Talisman: Now grants +75% Bleed Damage, previously +50%.
  • Chem-Tech Lantern: Now grants +25% Critical Hit Chance to Damage Over Time effects, previously +20%.
  • Mojo Talisman: Now grants +50% Poison Duration, previously +35%.
  • Inquisitor Set Bonus: Now also grants x2.00 Aura Radius. Now also makes you deal x0.50 Attack Damage.
  • Horseshoe Pendant: Now grants +30% Lucky Hit Chance, previously +20%.
  • Baseball Cap: Now grants +30% Lucky Hit Chance with Melee Weapons, previously +20%.
  • Circlet: Now grants +30% Lucky Hit Chance with Magic Weapons, previously +20%.
  • Cowboy Hat: Now grants +30% Lucky Hit Chance with Ranged Weapons, previously +20%.
  • Talisman: Now grants +20% Lucky Hit Chance, previously +10%.


I've had the idea for the Game Rules tab for a long time. Not every player cares about "my vision" and I don't like standing in their way of enjoying the game.
It's inspired by Game Rules in Minecraft and even I, a person who usually never mods games and fully immerses themselves in other developers visions, have played with e.g.: Fire Spreading Off before. So I am not exempt of this happening or wanting such a feature in a game.
I will always make changes that I think are the best. If you trust "my vision" then you won't mess with game rules but if you are convinced something was a big mistake and is detrimental to your enjoyment - you can now change it.
I hope to add more game rules in the future, especially when more "spicy" or "hot topic" changes come.
I made the Console show which Game Rules are toggled for the case of Challenge Run or Speedrun videos. Most likely those are the only players that care about an even playing field.
I hope it suffices as an indicator.
If you have any ideas for additional Game Rules, please let me know!

Cheerio,
RubyDev

0.2.8.4 Patch Notes

Fixes



  • Fixed that Ice Dragon, Arcane Golem, Jousting Champion and Scholar Mages would still be wearing Santa hats sometimes.
  • Fixed that Chaos would be able to roll Santa's loadout.
  • Fixed the outdated information provided when you got Cursed for the first time.
  • Fixed that Spinners from Flails and Bibles would not count towards Orbital Count for e.g.: Esper's "Mama's Stuff" trait.
  • Fixed that the Puppeteer Set Bonus and Esper's "Mental Link" trait would not work at the same time. If both are active, Companion Damage now applies at 125% value to you.
  • Fixed a game freeze that could happen when spawning into a run.
  • Fixed a game freeze that could happen when somehow starting a run without having a class selected.
  • Put in additional safeguards to prevent game freezes from happening when Boss Pedestals run out of rewards to give. (E.g.: because too many dice were used.) The game should now also show Error Messages if it happens so that this can be further improved in the future.
  • Fixed that Flame Wall from Pyromancer could be placed significantly further away than the indicator would show.


General Changes



  • Damage and Area increase gained from Power now falls off harder. (I don't understand my own formular so I can't tell you by how much.)
  • The Kuo-Tao Merchant (both in the Reef and in Black Market) no longer sells the Jellyfish Companion anymore.
  • The following Companions can now be acquired by fishing: Snail, Eel, Jellyfish and Pistol Shrimp.


Status Effect Changes



  • Bleed: Damage reduced from 105-150 to 70-105.
  • Burn: Damage reduced from 90-125 to 55-75.
  • Disintegration: Damage reduced from 10-30 to 10-25.
  • Echo: Damage reduced from 15-30 to 15-25.
  • Frostburn: Damage reduced from 90-105 to 70-85.
  • Necrosis: Damage reduced from 150-225 to 115-170.
  • Poison: Damage reduced from 10-20 to 10-15.
  • Shadow Fangs: Damage increased from 5-15 to 10-20.
  • All scalings of: Bleed, Burn, Disintegration, Echo, Frostburn, Necrosis, Poison, Shadow Fangs, Glimmer and Nettles are now S/S/S, previously A/A/A.
  • Secondary ailments, namely: Corruption, Diffusion, Frostbite, Judgement, Roots, Rupture, Scorch, Toxic and Zap now apply a x1.30 multiplier to their Damage Type, previously x1.25.
  • Fragility: Now applies a x1.40 multiplier to Damage Over Time taken, previously x1.30.


Weapon Changes



  • Ivy Scroll: Damage reduced from 110-135 to 80-100.
  • Fireball Wand: Attack speed reduced from 1.5 to 1.25. Damage reduced from 115-170 to 80-120.
  • Toad Plague Scroll & Spider Summon Tome: Fixed that multiplicative Companion Damage increases would not apply correctly to these Weapons. They still aren't calculated 100% correctly due to technical limitations in this quick fix. For the purpose of these Weapons, multiplicative bonuses will work but as additive bonuses.
  • Ocarina of Time: Damage reduced from 350-425 to 315-385.
  • Aurora Scroll: Damage reduced from 520-775 to 425-635. Aurora Damage reduced from 210-315 to 170-255. Scaling changed from C/C/S to -/S/S.
  • Nimbus Scroll: Damage reduced from 65-195 to 60-180.
  • Staff of Unlimited Power: Damage reduced from 35-105 to 35-95.
  • Balrog Wand: Damage reduced from 205-310 to 190-280.
  • Blight Wand: Damage reduced from 115-125 to 105-115.
  • Obliteration Wand: Damage reduced from 90-135 to 85-125.
  • Sun Vortex: Damage reduced from 425-575 to 385-520. Trigger Damage reduced from 605-905 to 545-820.
  • Excalibur: Trigger Damage reduced from 60-125 to 75-100.
  • True Excalibur: Trigger Damage reduced from 80-155 to 90-125.
  • Death Sickles: Damage reduced from 100-130 to 90-120.
  • Titan Sickle: Damage reduced from 85-110 to 75-105.
  • Gungnir: Damage reduced from 240-320 to 215-290.
  • Necrosword: Damage reduced from 190-285 to 175-260.
  • Zenith: Damage reduced from 185-250 to 170-230.
  • Boneforce: Damage reduced from 120-165 to 110-150.
  • Kraken: Damage reduced from 100-130 to 90-120.
  • Michelangebow: Damage reduced from 125-190 to 115-175.
  • Phantasm: Damage reduced from 140-190 to 130-175.
  • Seraphim: Damage reduced from 100-140 to 95-125. Trigger Damage reduced from 220-330 to 200-300.
  • Farmageddon: Damage reduced from 125-155 to 115-140.
  • V.B.F.G: Damage reduced from 215-360 to 165-270.
  • Mega Machine Gun: Damage reduced from 100-130 to 90-120.
  • Destructo Glaive: Damage increased from 25-45 to 40-55.
  • Lightning Javelins: Damage reduced from 85-250 to 70-210.


Companion Changes



  • Spirit Bear: Damage reduced from 125-250 to 135-180.
  • Spirit Eagle: Damage reduced from 90-180 to 95-130.
  • Spirit Wolf: Damage reduced from 55-95 to 55-75.
  • Jellyfish: Now have an Attack Speed of 0.5, previously 1.0. (They were too good at applying Shock for you. I originally wanted to increase their weight so you can only have 1 Jellyfish but I decided against it last minute because it's an iconic staple companion at this point.)


Equipment Changes



  • Vampire Cloak: Doesn't make you Hearts count as Soul Hearts anymore. Now grants +10% Damage per missing Heart Container. Now weights 20 Equip Load, previously 30. Now recovers 2 Hearts on defeating a Boss, previously 1.
  • Cloak of Mystra: Now grants +25% Damage per Mana Container you have, previously x1.10 Magic Damage per Mana Container.
  • Archwizard Hat: Now grants +100 Power when you have at least 30 Intelligence, previously would grant +100% Skill Effect.
  • Pyromancy Gloves: Now grant +20% Burn Damage, previously +4 seconds to Burn Duration.
  • Bishop Hat: Now inflicts Judgement to all Enemies in the Room, previously would make Weapons at Upgrade Level 4 and higher inflict Judgement.
  • Kabuto: Now grants +125% Critical Hit Damage while wielding a Weapon at Upgrade Level 4 and higher. Previously it would grant +125% Critical Hit Damage TO Weapons at Upgrade Level 4 and higher. (This means the Critical Hit Damage bonus is now applied to you, instead of the Weapon and thus also works on other sources of Damage than your Weapon now.)
  • Meteor Set: The Set Bonus now grants +20% Melee Damage per Mana Container you have and +20% Magic Damage per Armor Container you have. Previously, +20% Mana Recovery per Mana Container.





Trait Changes



  • Forethought: Has a completely new effect, instead of granting 10% Attack Speed per missing Mana it now grants "Your Hearts count as Soul Hearts." and "Recover 1 Heart upon entering a Floor.".
  • Spellblade: Now grants Attack Speed based on missing Mana, previously based on Mana Containers.
  • Pushing Through: Now grants +0.3% Damage, Stamina Recovery Speed and Movement Speed per Equip Load on you, previously +0.5% each.
  • Grenadier: Damage increased from 295-365 to 365-445. Now triggers a Grenade every 4 seconds, previously every 3 seconds.
  • Cull the Weak: Now also applies Fatigue, which is now purely a x0.80 Movement Speed Debuff, every 4 seconds to the Enemy with the lowest Health.
  • Exit Strategy: This trait now, in addition to refreshing the Damage Over Time effects, now also ticks all Damage Over Time effects once per Stamina Container you have.
  • Opportunistic: Has a completely new effect, instead of making Damage from Skills apply Fatigue Debuff, it now grants x1.20 Damage at Far Range while there are fewer than 4 Enemies in the Room and x1.30 Damage at Close Range while there are more than 2 Enemies in the Room.
  • Bramble Growth: In addition to making Nature Damage inflict Bleed this trait now also grants x2.00 effect of Nettles.
  • Fire and Blood: Now only applies a x0.35 Damage multiplier on Bleed and Burn, previously x0.25.
  • Rage: The Rage Buff now stacks up to 40 times, granting 1% Attack Speed per stack. Previously 10 stacks with 4% each. Rage now decays one stack after another instead of at the same time. Melee Attacks now grant 5 Stacks of Rage, previously 2.
  • Savage Wounds: Has a completely new effect, instead of making Bleed ticks apply Vulnerability it now makes it so that Attacks from you and your Companions tick Damage Over Time effects on the target.
  • Unforgiving: This trait additionally makes Damage from your Skills apply Vulnerability now. The Vulnerability applied is also affected by the "+100% Effect of Ailments and Debuffs inflicted by Skills" that this trait grants. A lot of edge cases of this trait not actually working at all have been fixed. E.g.: Arrest from Soldier, Jinx from Deprived, Consecrate from Cleric and Holy Shield from Paladin.
  • Steady Strikes: This trait halves all Attack Speed modifiers but makes them also apply to Damage at 200% value. Previously this would only affect "Attack Damage" but now it's all Damage. While being a huge buff to the trait, this makes the trait a lot more interesting to scale e.g.: Damage Over Time effects or Skills with it.
  • Lightning Conductor: Damage increased from 130-380 to 145-425.




Skill Changes



  • Consecrate (Cleric): Damage increased from 125-185 to 140-205.
  • Dark Arts (Ninja): Damage increased from 445-679 to 545-820.
  • Dashing Strike (Samurai): Damage increased from 95-130 to 120-165.
  • Flame Wall (Pyromancer): Damage increased from 30-45 to 35-50.
  • Frost Nova (Sorcerer): Damage increased from 220-265 to 300-365.
  • High Noon (Gunslinger): Damage increased from 225-305 to 280-375.
  • Jump (Dragoon): Damage increased from 210-285 to 260-350.
  • Missile Storm (Cyborg): Damage increased from 135-165 to 150-185.
  • Parry (Mystic): Damage increased from 160-220 to 180-245.
  • Piercing Volley (Ranger): Damage increased from 275-370 to 305-410.
  • Rend (Warrior): Damage increased from 70-90 to 85-115.
  • Shield Bash (Knight): Damage increased from 160-220 to 200-270.
  • Smoke Grenade (Bandit): Damage increased from 270-330 to 300-365.
  • Super Flight (Super Hero): Damage increased from 635-855 to 770-1045.
  • Telekinetic Barrier (Esper): Damage increased from 50-70 to 60-80.
  • Twirl (Dancer): Damage increased from 455-615 to 505-680.
  • Vengeance (Demon Hunter): Damage increased from 95-125 to 105-140.
  • Arrest (Soldier): Now also deals 105-140 Physical Damage.
  • Holy Shield (Paladin): Now also ticks for 10-15 Radiant Damage 3 times per second.
  • Flex (Barbarian): Now also deals 85-110 Physical Damage to all Enemies in the Room.
  • Deceive (Jester): The decoy now also attacks Enemies, dealing 130-175 Slashing Damage. The decoy has the Attack Speed of your Weapon.
  • Wild Shape (Druid): Bear Form now grants Attack Speed instead of Stamina Recovery Speed. Transforming into a Bear recovers all Hearts now. Transforming into a Monkey grants Stamina Surge (the buff that Green Blessings grant) now. Transforming into an Owl grants a Soul Heart if you don't already have one now. Mana Recovery reduced from 0.25 to 0.1 per Room.


Enemy Changes



  • Enchanted Enemies now have a base health and armor multiplier of x1.25% on them, scaling up to a x3.00 multiplier at Floor 10. Previously this would start at x1.00 and scale to x2.50 at Floor 10.
  • Each Cinder modifier now only increases Enemy Health and Armor by +0.25% per Floor, previously by +0.5% per Floor.
  • All Enemies now gain +5% Health and Armor per Floor. This stacks additively with the bonus from Cinder. Basically this means, Enemies on Cinder 0 are significantly harder to kill (+50% Health and Armor at Floor 10). The more Cinder modifiers you play at or are used to, the less effect this change has on you. The base game without Cinder modifiers has been too easy for a long time. A lot of power creep has happened over the past year. Many players have been asking for a beefier base game as not everybody enjoys the mayhem that Cinder modifiers bring to the table. This was a well needed shift in difficulty distribution. Read my yapping below if you are interested in more of my thought process.


Mastery Tree Changes



  • The nodes "Repercussions" and "Superstitions" swapped places as "Throne Quest", being gated behind "Superstitions" could be an unfavorable things when trying to go for specific class unlocks.


As you can see a lot of buffs happened but the base game also got a bit more resilient.
Some legendary weapons have been nerfed - which probably won't stop them from being an automatic win - but it's a nice balance attempt on my part.
All Damage Over Time effects have had their base damage reduced but the opportunity for scaling them has been increased by e.g.: buffing Fragility, some traits and their scalings.
This should limit their ability to completely annihilate Floor 1 and 2 Bosses within 3 seconds. Instead it will be 10 seconds now!
I've played a few runs on Cinder 0 myself, trying to make as suboptimal and non-synergistic trait choices as I could and the pace of the game was still very quick. I definitely wasn't annihilating Bosses within 1 second anymore but they fights were still very quick. Some players were even directly asking me to include some way to make enemies a bit beefier as they didn't enjoy the added noise Cinder modifiers bring with them but still wanted enemies to put up a bit more of a fight. I agree, hence the changes in this patch.

I am also happy to announce:
For the first time in Tiny Rogues history I will make this version of the game available as a separated Beta version to preserve this game version for the future. This update is most likely one of the last patches of the "Between Heaven and Hell" era of the game. With the next big update a lot of changes will come and while it won't be quite as crazy as when we went from Pre-0.2.0 into "Between Heaven & Hell" there will still be a ton of changes. I believe this version of the game deserves to be preserved as it is quite fun and served us well!
This patch was an attempt at polishing this state of the game so that it will be preserved in the best state possible. The next patch will probably bring the technical requirements for splitting save files between versions. (I still plan to make even older versions available too - eventually.)

I am still tinkering on the scope of the next big update (which obviously will include the Abyss!).
Let me know below if you'd be interested in a post where I talk about all the planned features and changes.

- RubyDev


0.2.8.3 V3 Patch Notes


  • Removed ad for the Tiny Rogues Death Plushie.
  • Fixed a bug that could freeze the game when toggling the inventory while a popup text, e.g.: explaining Poison would be on screen.
  • Sleeping at the tavern doesn't reset fishing at the aquarium anymore. Instead you can now catch 2 fish, previously 1 per tavern.

0.2.8.3 V1 and V2 Patch Notes

V1 Patch Notes



  • Super Hero trait Super Friendly: Now grants +3 Companion Capacity, previously 4. Now also grants +100% Companion Damage.
  • Esper trait Spontaneous Combustion: Description has been shortened to fit the box.
  • Esper trait Mastering Randomness: Fixed that the Lucky Hit Chance granted was a %-increase not a flat value.
  • Jellyfish Companion: Average Damage reduced by 10%. Damage range updated to reflect modern Lightning Damage range.
  • Zenith Weapon: Damage range increased from 150-205 to 185-250.
  • Fixed that during Game Over a weird box would appear on character.
  • Wit Meta Perk → Sleight: Now grants -0.5 seconds Bomb Explosion delay, previously +2.5% Critical Hit Chance.
  • Speed Meta Perk: Now grants +0.5 Movement Speed, previously +1. (Forgot to change this one last patch, sorry it was meant to be lower.)
  • Added an ingame notification when your Mastery Tree was reset.


V2 Patch Notes



  • Super Hero trait Super Devoted: Fixed that the Curse protection didn't work.

0.2.8.3 Patch Notes

The main purpose of this patch was to finally disable the Christmas event.
While doing that I got sidetracked and added a bunch of smaller features and fun additions.

I hope this will help bridging the time until the next big update. (Which is being developed at full force from now on! If you want, you can change your game version to the public beta in the game settings on Steam. This way you will receive beta updates.)

0.2.8.3 Patch Notes



Your Mastery Skill Tree has likely reset due to pathing changes.

Major Changes



  • The Christmas Edition has been deactivated.
  • Christmas can now be toggled via the cheat console. This enables Santa, enables the Christmas Tavern including the Christmas NPCs and Music and makes some enemies have their unique Christmas appearance.
  • From now on, in this version of the game, Christmas is now also automatically active during December.
  • The Christmas themed achievements have been changed to Super Hero themed achievements. The Steam IDs for the achievements are the same, so if you have unlocked them already you don't have to unlock them again.
  • Added a new option to the gameplay tab: Visualize Player Hitbox Off by default.
  • The Arcade now has a 1% chance to land a Jackpot.
  • Added a total of 10 new traits to Super Hero and Esper. Check out trait changes below.



Minor Changes



  • The Plushie Ad is now significantly smaller.
  • The Fishing Minigame has been made slightly easier.
  • You can now only stay overnight at the tavern 5 times per tavern.


Stamina Changes


Stamina recovery is still a hot topic. I want to tweak it further in it's current iteration before deciding on whether or not a bigger change will be needed in the future. Some players have voiced that they are too used to the way Stamina used to work to enjoy the new system. Some other players have voiced that they much prefer the new system as it is less overpowered and requires them to make more careful gameplay decisions. I will keep observing Stamina and I still have some tricks, tweaks and potential bigger changes up my sleeve.



  • Base Stamina Recovery Time has been reduced from 5 seconds to 4.
  • A new meta perk has been added to the mastery skill tree which makes it so that draining Stamina only halves the current Stamina recovery progress instead of emptying it. I recommend players that miss the old Stamina system to try this perk.
  • An existing meta perk has been changed to make it more attractive. Stamina Scout now only works for the first 3 floors. This way you can boost the chance of acquiring Stamina related items in the early game but it won't affect your RNG in the mid and late game. The perk now also makes items more common that grant Stamina Recovery Speed, not just items that grant Stamina Containers. It now also makes those items x2.00 more common, previously only x1.25 more common.


Mastery Perk Changes


Your Mastery Skill Tree has likely reset due to pathing changes.

  • In addition to the Stamina related perk changes some other perks have been changed, this includes: Heart Seeker, Playtime, Prodigy, Reflexes → Vigor, Stamina → Wit, Throne Quest
  • Added 6 new perks: Faith, Fishing Club, Repercussions, Skirmisher, Wrangler, Superstitions












Class Changes



  • Santa's Bag now grants an Uncommon or Rare Weapon, previously always a Rare Weapon.
  • Santa's Skill now costs 2 Mana, previously 1.
  • Santa now starts with 2 Mana, previously 1.
  • Fixed ability and room reward descriptions for Cyborg.
  • The Hero now gains +1 Luck at level 1, 3 and 5, previously at 2, 4 and 6.


Companion Changes



  • Reindeer: Accidentally had 100% chance to drop Gift Box due to a debug value that made it into the patch. It now has a 5% chance. The Mistletoe Branch is now a Rare item, previously Legendary.
  • The Archangel and Archdemon Companions now specify to grant Damage to Weapons.


Weapon Changes



  • Zenith: This weapon got a new effect because it's old effect tended to lead to performance issues. In a future patch the code for this effect will be updated but in the meanwhile it got a new effect.
  • Cross Glaive: Now has a damage effectiveness of 75%, previously 50%. Now gains 15 to 30 Radiant Damage per Upgrade Level, previously 10 to 20.
  • Stormhammer: Now has a damage effectiveness of 200%, previously 150%.
  • Made some minor attempts at improving performance of weapons with effects like Cross Glaive or Grass Blade. These now check to update stat calculations less often.



Equipment Changes



  • Puzzle Cube: Now Uncommon, previously Rare. Re-phrased the description slightly.
  • Golden Puzzle Cube: Now Rare, previously Epic. Re-phrased the description and changed the effect slightly. Previously this would make it so you are considered as having 6 Strength, Dexterity and Intelligence traits but now it makes it so you are considered as having +6 Strength, Dexterity and Intelligence traits.


Trait Changes



  • Dominance: Now makes each point of Intelligence grant +1.25% Buff Effect and Aura Radius, previously 1%.
  • Added 6 new Super Power traits for Super Hero.
  • Added 4 new Psychic Power traits for Esper.
  • The following Super Power traits have received changes: Super Armor → Super Durability, Super Regeneration → Super Health, Super Reflexes, Super Speed, Super Stamina, Super Strength, Super Smarts. Some of these traits have been slightly nerfed to make new and other traits more competitive choices.
  • Made some numerical changes and added additional minor effects to these existing Esper traits: Disintegration Aura → Energy Aura, Lightning Force, Mama's Stuff, Mental Link, Papa's Stuff, Psionic Blasts → Psionic Bombardment, Spontaneous Combustion. In general I don't like overloading traits with minor effects but I want to try out how getting additional effects and stats feels on this class.


Esper:




Super Hero:





That's all for now!

Cheers,
RubyDev

Tiny Rogues: Death Plushie

It's finally here!

Presenting...

The Tiny Rogues: Death Plushie!



I sincerely want to thank everybody that initially pledged for the plushie.
I am so happy to have such an awesome community that made this possible!
You all are genuinely nice and understanding. A rare sight to behold these days on the internet! We can be proud of our community.

Big thanks also go out to Makeship; it was a pleasure working with the folks there.

CLICK AND ORDER YOUR PLUSHIE NOW!


As the developer, I plan to acquire a bunch of plushies myself and hopefully give them away over the coming months and years. Be it on Bluesky, Reddit, Discord, here on Steam or at real life events.

But if you really want one, be sure to grab it now—I don't have the storage space for too many.

By the way, the 0.2.8.2 patch is literally an #ad patch. All I did was add an ad to the plushie and I added a disclaimer that the Christmas Edition is lasting until the end of January.


Cheers,
RubyDev

0.2.8.1 Patch Notes


  • Fixed that when re-rolling the tavern by staying overnight it could lead to an error that froze the game when having the Dryad meta perk allocated.
  • Fixed that Krampus and the Christkind could appear both at the same time.
  • Base stamina recovery time is now 5 seconds, previously 6 seconds.


I am still having an eye on the recent stamina recovery changes. I will also have to play the game more myself before making more changes to the system.

Sorry for the tavern bug, it must have been very frustrating to lose some runs over the holidays.

Cheers,
RubyDev

Full Transparency

Hello fellow Tiny Rogues and welcome to 2025. I hope you had a cozy holiday season.

TL;DR can be found at the bottom.

The Tiny Rogues Death Plushie



Quite a while ago I collected pledges for a Tiny Rogues Plushie. I partnered up with Makeship to design, produce, sell and ship a plushie.

At this point I own a sample of the Death plushie and you can see it already in the thumbnail of this blog post. I am very happy with the quality and I am sure everybody who ends up buying one will be satisfied.

The plushie launches on January 27th, 2025. There will be one more post with a link to the plushie here on Steam.



Originally I planned to "boost" this merch-drop with an accompanying update but my plans have changed. As a self-published solo developer I have no marketing obligations. I see no point in stressing myself out that early in the new year delivering another small update that distracts me from the bigger picture. After all we just had a small update for Christmas.

The plushie will come and if you want one you can buy one and that's going to be it.
I want to thank all the people who pledged for making this possible.

Makeship themselves are also giving away 2 plushies. Follow Tiny Rogues on X for more info. You will be able to participate between January 22nd and 25th.
If you don't use X (understandable - good for you) I will hopefully also giveaway some plushies on other platforms such as here on Steam, on the Discord and possibly on Bluesky but I don't know specifics yet.



The next Early Access Expansion



At the end of 2023 I expected to add far more content throughout 2024. On the contrary, 2024 was spent cleaning up. (Okay, I also got sidetracked and added skills at some point.)
I am happy to announce that I will actually start working on Into the Abyss VERY SOON™️. At the moment I am still finishing up a Visual Clarity Update which will also come with some other cool new and revamped game mechanics.
I am not sure yet if that update will be some sort stand-alone pre-patch for the next expansion or just be part of the actual expansion.

In 2025 my plan is to finally let Tiny Rogues live up to it's calling. If you don't know, this is my first commercial game project and the reason for Tiny Rogues' simple art style was that I intended to add a lot of content and make a ginormous roguelike. Back in 2022 I thought to compete with roguelike giants such as The Binding of Isaac I would need to catch up to their legacy of content. While I don't think like that anymore I am still keen on finally making use of this simple foundation of a game.

There are still some time-intensive non-content features which will have to be tackled at some point, mainly mid-run-saving and localization.
Before I invest time into those features though I want to go crazy and design another major expansion with a lot of content like classes, bosses and more.

Be assured, before 1.0 mid-run-saving and localization will be added.

I am actually not sure yet if it will be the promised Into the Abyss update, as the concepts for Into the Abyss and On the Edge of Infinity slowly started to merge. Without promising too much: Into the Abyss originally wasn't intended to offer any "endgame" system, such as "looping", "new game plus", or "endless mode". I found a lot of people wish for a game-mode allowing to continue certain characters beyond the run. I've spent a lot of time thinking about and designing a system that fits into Tiny Rogues and I'd personally enjoy. Contrary to what some people expect, the Abyss itself will not be an endless mode but I still want to add a similar thing in the next expansion.
Either way, don't be surprised when I come up with a new name for the next expansion. The rough expansion-name-roadmap outlined at the end of 2023 has changed quite a bit by now.



I cannot give any dates or even time-frames yet. I will go into my development cave and relentlessly work on what's hopefully going to be another incredible expansion. If you don't hear from me for months, rest assured that I'm working diligently and will release more information when the time is right. Wish me luck!



Near Future of Tiny Rogues


The Christmas Event will last until the end of January.
You might wonder, what will happen to the new Santa-specific achievements.
The current plan is to add an additional unlock condition to those achievements and disable Santa until next Christmas. The achievements will probably be un-Christmassy-fied and then attached to another character. (Some character that's also kind of a cheat and "for fun" character, possibly Super Hero.)



TLDR / Summary


  • No update will accompany the Tiny Rogues Death plushie merch drop on January 27th.
  • One more Steam post will follow and announce the plushie and give a link to the store page.
  • Makeship will be giving away 2 plushies on X between January 22nd and January 25th.
  • I am working on a Visual Clarity update at the moment. This update will possibly release before or alongside the next expansion.
  • An early access expansion is the next step in the Tiny Rogues update pipeline. I am done with smaller patches for now. (other than maybe the Visual Clarity update, we will see)
  • I cannot give any estimated date of release of any future update as of yet. The scope of the updates isn't even clear yet. As soon as I know more I will let you know here on Steam with another post.
  • After next expansion I will look into mid-run-saving and localization but for the sake of releasing some actual playable content (floors, bosses, ...) those features will wait on the sidelines for now.
  • Christmas Event will last until the end of January. The Santa specific achievements will probably get an additional non-seasonal unlock addition added to it. If you have the achievements already you won't have to unlock them again. (I can just change the achievement description on Steam.)




Thanks for reading and thanks for playing Tiny Rogues. Happy new year!
- RubyDev


PS: To clarify, because a lot of people might not know. I (RubyDev) call very big milestone updates throughout early access that bring large amounts of content: "expansions". They are not DLCs, they are just normal, free, very big updates which come with a subtitle for marketing purpose. Currently we are in the era of the 1st expansion called "Between Heaven and Hell".

SURPRISE CHRISTMAS EDITION

Hello fellow Tiny Rogues!



It was a calm December night. RubyDev sat at his desk, the world around him quiet and still. The kind of night where the air feels heavy with possibility, like something unexpected is about to happen. He was deep in thought, plotting out the perfect Gemling Legionnaire Archmage Path of Exile 2 build. The glow of his monitor lit the room as his mind buzzed with strategies and numbers.

Out of habit, his hand drifted to the mouse, clicking on YouTube without a second thought. The homepage loaded, and there it was—a video in the recommendations. Tiny Rogues? Santa Claus? By whom? Old man Olexa. He clicked it. The video started, and sure enough, it showed Santa in Tiny Rogues. Wait—what? Santa Claus? Could it be? RubyDev leaned back, the cogs in his brain turning.

He hit pause. His gaze wandered. “Man,” he thought, “so many people are playing Tiny Rogues regularly. And here I am, just leaving them hanging. Who am I? The dev who skips Christmas? The dev who doesn’t celebrate with the best community on Earth?” The thought lingered, heavy and uncomfortable. He couldn’t shake it. It was like a tiny snowball rolling down a mountain, growing bigger and bigger until it couldn’t be ignored.

The clock struck 5 AM. Most would call it a night—or maybe an early morning. But not RubyDev. Determined to make things right, he took a deep breath and muttered, "One more try."
GIT CLONE. CHECKOUT BRANCH. OPEN UNITY.
(Okay, maybe ChatGPT got involved somewhere in there—it wasn’t all magic. GIT is weird.)

The hours flew by in a blur of keystrokes and coffee refills. Morning turned to day, and day faded into night. But something was happening. Slowly but surely, the pieces began to fall into place. A little miracle was unfolding, pixel by pixel, line by line.

And then, as if the universe itself approved of his determination, it happened. It worked.

The Tavern sparkled with holiday cheer. NPCs came to life, brimming with Christmas spirit. A new class appeared, bringing gifts and chaos in equal measure. The Christmas Edition 0.2.8 update was real, and it was glorious.

RubyDev leaned back in his chair, exhausted but triumphant. He glanced out the window at the first hints of dawn. “For the best community in the world,” he thought with a smile. And with that, he hit publish.



(I swear I wrote 80% of this myself. ChatGPT only did touch-ups. Listen. I am on a strict schedule.)

Ok, enough of this Christmas story! A man can only write so much of himself in third person before it feels really cringey, and I think I already went overboard.

You are here for the patch notes? Oh, no? You're here because you are sitting in a 2-million-player-queue waiting to log into Path of Exile 2? Well that's fine too.

Here. We. Go.



0.2.8 Patch Notes



Highlights



  • The Tavern is Christmas themed once more. Playing Jingle Bells and this year, there is even a Christmas tree.
  • Added 3 NEW Christmas themed NPCs. (AUSTRIAN EDITION, ... to balance the American-Christmas themed additions like Santa.) You can meet Krampus, Saint Nicholas and the Christkind itself in the tavern.
  • Some enemies dressed up for Christmas and are wearing Santa Hats. This includes old favorites and newcomers.
  • ADDED A NEW CLASS: Santa (I have no idea if or how this guy will stay and in which roster. I just added him for fun. There are 3 new achievements related to Santa, so he probably will stay somehow.) Santa is automatically unlocked for this event. After this event, there might be an unlock condition added.
  • Santa starts with a NEW companion, the Reindeer.
  • Santa starts with a NEW smuggler-pouch-esque item that always grants a random rare weapon.
  • Added 3 NEW achievements related to making you play Santa.




Gameplay Changes



  • Stamina Recovery has been halved but when the stamina recovery bar fills, you now regenerate all stamina points.
  • When you drain stamina, your stamina recovery progress resets now.
  • Mana Recovery now fills up all mana points. Mana recovery rates have been adjusted accordingly. (See below.) I also added a new particle effect and sound when your mana refills.
  • Base aura radius has been increased from 6.5 tiles to 7 tiles.
  • Arcade: The slot machine now gains +5% chance to break every time it's used after being used 3 times. Previously it would gain +10% every time after being used 10 times. It also only drops 3 dice now when exploded, previously 5. (I think this is the only nerf in this entire patch.)




Minor Changes



  • The character panel now shows companion damage percentage in the offense tab.
  • Added 6 new splash texts.






Meta Perk Changes



  • Odyssey: (lower right) Now makes legendary items x1.20 more common while you are not using any, up from x1.10.
  • All In: (upper left) Now grants 50% chance of attribute pickup rewards matching your highest attribute, previously 30%.
  • Explosive Delivery: (center right) Now grants 3 bombs but only after floor 5.
  • Rainy Day Fund: (center right) Now grants 10 gold but only after floor 5.
  • The Key to Success: (center right) Now grants 2 keys but only after floor 5.
  • Playtime: (center, slightly down and right) Now makes event rooms with minigames in them x3.00 more common, up from x2.00.
  • Smuggler Nook: (bottom very-left) Now adds +25% chance for taverns to have a black market, previously +15%.
  • Suit Up: (center, slightly up and right) Now adds +20% chance for treasure chests to contain an additional reward, previously +15%.
  • Weave the Arcane: (very bottom left): Now grants 30% chance for enchanting weapons to result in a legendary modifier, previously 25%.


Gift Changes



  • Scroll of Escape: The hero hideout now always spawns a random (locked) treasure chest inside it.
  • Golden Spatula: Now adds a +15% chance to upgrade food rewards, up from +10%.
  • Replenishing Repair Powder: Now replenishes 11%-16% every room, up from 7%-14%.
  • Mana Elixir: Now grants +25% mana recovery, previously +20%.


Enemy Enchantment Changes



  • Totem Enchanted: Nerfed health and armor of totems by roughly 30%. They also spawn 50% less frequently.
  • Possessed Weapon Enchanted: Nerfed health and armor of weapons by roughly 50%. They also spawn about 20% less frequently. The maximum number of weapons has also been reduced.
  • Resistance Enchantments: All resistance enchantments now only reduce damage taken by x0.75, previously x0.70.
  • Super Health and Super Armor Enchanted: Both enchantments have been nerfed by roughly 20%-25%.
  • Shielding Enchanted: Is now up for 4 seconds and then down for 4 seconds. Previously was up for 4 seconds and then down for 2 seconds.
  • Airstrike Enchanted: Reduced explosion radius by 0.5 tiles and increased delay between airplanes by 1 second.
  • Arcane Enchanted: Now spawns an indicator before spawning. Additionally the length of arcane beams has been reduced by 1 tile.
  • Black Hole Enchanted: The indicator for the black hole now appears earlier and is bigger. Added a particle effect and sound when the Black Hole spawns. Increased the gravitational force a little bit.


Cinder Changes



  • Centurion Hunters: Now spawn every 8 to 20 rooms, previously every 6 to 14 rooms. The final sound and screen-shake before the robot spawns are now played at the start of the room it will appear.
  • Reaper spawn chance and spawn rate has been slightly lowered, both for the base-line Cinder value and for the natural value from Curse.
  • Defensive Measures: Now a 20% chance to add a defensive enchantment, down from 25%.
  • Twice Enchanted: Now a 50% chance to add an additional enchantment, down from 75%.


Class Changes



  • NEW class: Santa
  • Deprived, Thief, Wanderer, Barbarian, Demon Hunter and Pirate now only start with 1 mana container.
  • Skill descriptions now state mana recovery in this way "recovers every X rooms" instead of "x.x per room". This lets you identify breakpoints in mana recovery. While holding for details, you can also see the mana recovery like before.
  • Almost all skills had their mana recovery rate halved.
  • The exceptions are:
  • Flame Wall from Pyromancer: Now 0.1 mana recovery per enemy, previously 0.1 per second.
  • Frost Nova from Sorcerer: Now 0.1 mana recovery per enemy, previously 0.1 per second.
  • Parry from Mystic: Now 0.25 mana recovery per room, previously 0.125 per enemy.
  • Jump from Dragoon: Now 0.2 mana recovery per enemy, down from 0.5.
  • High Noon from Gunslinger: Now 0.25 mana recovery per room, previously 0.2 per enemy.
  • Cyborg NEW passive ability. Eventually I'd like to revisit Cyborg's unique traits. I was not happy with the last iteration of them and there was no way of buffing them in a way of feeling satisfying. So I just slapped a new ability on the class for now.
  • Cyborg's drone companion now grants +20% companion damage per full weapon upgrade level you have.
  • A lot of Esper's traits have been buffed. Overall I feel like, because Esper sacrifices a trait, the unique traits should be very strong.
  • Papa's Stuff: Assault Rifle companions now grant +100% critical hit damage, previously +75%. They also now deal 135-255 damage, previously 110-210.
  • Lightning Force: Now deals 165-485 damage, previously 135-405.
  • Psionic Blasts: Now triggers 5 blasts, previously only 3.
  • Spontaneous Combustion: Now has a 25% chance to trigger, up from 15%. Now deals about 25% less damage.
  • Mama's Stuff: Orbitals now deal 255-435 damage, up from 185-315.
  • Disintegration Aura: Increased base damage by 25%.
  • Druid's Bear Form: Now grants +100% stamina recovery speed, up from +50%. Now deals 280-380 damage, previously 235-315.
  • Druid's Monkey Form: Now grants +0.25 seconds of invincibility after dash, previously +0.1. Now deals 180-240 damage, previously 150-200.
  • Druid's Owl Form: Now grants +30% movement speed, previously +20%. Now deals 175-260 damage, previously 145-215.
  • Pirate: Bounty thresholds have been lowered by roughly 1000.






Item Changes



  • Items that internally were classified as "Insanely Heavy", "Giga Heavy" and "Impossibly Heavy" had their equip load values reduced. This affects e.g.: items like Balrog Heart, making it weigh 80 equip load, previously 100.
  • Balrog Heart: Now grants +25% burn damage per heart container, previously +20%.
  • Meteor Helmet: Now weighs 20 equip load, previously 25.
  • Meteor Armor: Now weighs 50 equip load, previously 60.


Strength Trait Changes



  • Titan Grip: Now works with all two-handed weapons, not just melee weapons.
  • Battle Rush: Breakpoints of movement speed are now 10%, 20% and 30%, previously 25%, 50% and 100%. Now only grants up to 75 Power, previously up to 100.
  • Brawn Over Brain: Now grants +25% mana recovery per strength trait you have, previously +20%.
  • Fire and Blood: Now only reduces burn and bleed damage by x0.25, previously x0.20.
  • Momentum: Now grants +50% stamina recovery speed, previously 30%.
  • Pushing Through: Now grants +0.5% stamina recovery speed, movement speed and damage per point of equip load on you, previously +0.25% for all 3 values.
  • Steady Strikes: Now makes modifiers to attack speed also apply to damage dealt at 200%, up from 150%.
  • Testudo: Now grants x1.20 melee damage per block you have, previously x1.10.
  • Berserk: Reduced duration from 10 to 8 seconds. Reduced attack and movement speed bonus from x1.30 to x1.25.
  • Burning Passion: The buff now grants 45-95 fire damage, previously 35-85.
  • Arrogance: Now grants x1.40 damage with non-crits, previously x1.30.


Dexterity Trait Changes



  • Pet the Dog: The puppy is back to granting +50% buff effect, previously +35%.
  • Blood Infection: Now makes every bleed tick apply 5 stacks of poison, previously 3.
  • Dynamo: Now makes modifiers to movement speed apply to stamina recovery and mana recovery at 200% of value, previously 100%.
  • Spellblade: Now affects all weapons, not just melee.
  • Step of the Wind: Tailwind has been nerfed to not be multiplicative. Instead it's bonuses are now additive but it can stack to 5, up from 4.
  • Influence: Now grants +30% attack speed to you and your companions per aura you have, up from +20%.
  • Chill Aura: Doubled the base damage.
  • Opportunistic: Fatigue now increases damage taken by x1.25, previously x1.20.




Intelligence Trait Changes



  • Anatomical Knowledge: Now grants +200% critical hit damage against bleeding enemies, previously +150%.
  • Astromancy: Now powers up the multiplier of lucky hits to x4.00, previously x3.00.
  • Vision Quest: Tally threshold is now 30 attacks, previously 50.
  • Burn Aura: Increased base damage by 50%.
  • Shock Aura: Increased base damage by 50%.
  • Elemental Focus: Now also makes auras inflict these ailments, not just only skills.




Bug Fixes



  • Fixed bug where if you clicked dice bag and then quickly closed inventory, the dice bag could not be opened again by clicking until the end of the run.
  • Fixed that when a character started with no weapon, the HUD element in the bottom right showed the Zweihander icon. Now shows fist icon.




Afterword



So, obviously a bunch of changes that I've shown in my recent YouTube videos have not made it into this patch. Those changes will come at some other point.
As you might have noticed, this is a giga power-creep fun-loaded mega patch with like only 1 or 2 nerfs in the entire thing.
I figured I want everybody to enjoy this update and join in on the fun. Adding difficulty to games is usually a more nuanced topic that can't be solved within a 1 day session of coding. I have many plans and trust me, not every future patch will be sunshine and rainbows like this one. I hope I didn't overdo it, though I have an odd feeling that Santa class is really overpowered.
I don't even know how many of these changes will be kept in the next patch, a lot of traits that I have buffed this patch have been fundamentally altered in the other patch. (that is in the works) I figured to make these traits less bad, I'm just gonna numerically buff them now.

Oh, and as always: I am aware not everybody celebrates Christmas. Which is totally fine, I am personally a fan of Christmas and I'd like to celebrate it in my game, I hope that is fine with you. Oh, and yeah I am aware it's not Christmas yet, but I felt like starting the Christmas event now is better than like on the 24th. The event will probably stay up well into late January. I will see how to proceed from there.

I am so glad I got to release a Christmas update after all. I felt bad all week for abandoning the idea of doing one. I'd like to thank Olexa, Elouyn, BaerTaffy and ItsKB who one after another popped up with playing Tiny Rogues, be it in my Twitch or YouTube feed. Olexa makes way too many Tiny Rogues videos for how dead the game felt lately. Elouyn streams Tiny Rogues religiously on Twitch. ItsKB makes videos religiously on YouTube. And even somebody like BaerTaffy has Tiny Rogues in his roguelike-roulette, so it pops up every now and then. I sometimes forget that people really love to play my game. There is so much buzz in the industry, awards here, game of the year there, new game here, d4 bad, drama there. I literally haven't released anything for months now. But people still pop up and make a video, buy the game, join the discord, play the game. I am thankful for that and I wanted to show that. That's why I stayed up and made this patch. I hope it still feels like it was made with love and not too rushed.

Enough yapping. Enjoy other awesome games that are coming out like Caves of Qud or Path of Exile 2. I for one have been waiting for Path of Exile 2 for 5 years by now, so I am very hyped to finally play it (a lot).
In case I don't release another blog post before 2024 ends: I wish everybody happy holidays in advance and I hope you have a great start to the new year.

Thank you for playing. Keep supporting indie games. You are the best.

PS: I have gotten a sample of the Death plushie. Superb quality. It will launch in late January so don't spend all your Christmas bonus immediately.