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

Tiny Rogues

Tiny Rogues News: November 2024

TLDR;

  • I am not sure yet if there will be any more updates in 2024.
  • There might be an update, there might be only a beta update, there might be no updates at all.
  • Tiny Rogues project (as in, my development project) is going through some big changes at the moment, and thus it's not possible to pump out a quick update.


Hello fellow Tiny Rogues!

What's up?


I wanted to make this post to keep you in the loop. While working on the 0.2.8 update, which would have included some stuff promised in the 2024 roadmap, I ended up stumbling from one TODO to the next.
I started cleaning up the entire Tiny Rogues code-base which broke a lot of things, which now need to be set up anew.
One thing lead to another and at this point, there is a huge amount of work that needs to be done before Tiny Rogues is even in a play-able state. Because of that, I can't just "quickly make a content patch", which was the original plan. I remember saying "there will be a patch before November 15th" again and again and again. Everything turned out differently and thus at the moment I am not sure at all how the future of Tiny Rogues will look like.

Currently things are quite broken in many places and I need to repair the entire project before I can work on new features. After I have repaired it though, everything should run so much better and development should also be a lot easier.



0.2.8 when?


There might be no more updates in 2024, there might be a 0.2.8 update, there might be a beta for 0.2.8 or there might even be a beta for Into the Abyss starting. At this point I don't even know if I want to make a 0.2.8 update or officially start working on 0.3.0 (Into the Abyss) and bundle up all the features and changes into the expansion.
I just don't want anybody to be actively waiting for an update that might not come any time soon.
Obviously, I know most of you are super understanding and trust my development process. Let me cook!

I am too hyped!


I start to feel a bit like the dev known for promising big but then not delivering, but in actuality I am probably the dev that promises big but delivers late. Which I hope is fine, I really try to hold back on promising big but I am just too god damn excited about getting to develop this game for you. I probably get more excited about new features and ideas than you do, in my head, it's all so glorious and shiny.

If you want more detail about what's going on, in the past few days I've recorded 2 unedited, unfiltered, unscripted videos on the current state of Tiny Rogues.
One is a bit longer, maybe watch on x2.00 speed.


[TAG-40]

I wish you a nice week and maybe even a nice end of the year. Though I am sure you will hear from me again before 2024 ends!

Cheers,
RubyDev

Tiny Rogues: The Input Update

0.2.7 Patch Notes



Hello fellow Tiny Rogues, it's finally here: The Input Update!

For once I went all out and even recorded and edited a video for you all!


If you prefer reading, here is the full 0.2.7 Patch Notes:

TLDR TO-DO LIST TO JUMP INTO THIS UPDATE:


  • Once more, your input bindings have been reset. (Both for gamepad and keyboard.) There are also new input actions, so please adjust them to your needs.
  • Check out all the new options and adjust them to your needs:

    • Show Controls in HUD [Tab: UI] (by default ON)
    • Input Icons [Tab: Controls] (by default Auto)
    • Mouse Aim Assist [Tab: Controls] (by default OFF)
    • Auto Attack (Always Attack) [Tab: Controls] (by default OFF)
    • Aim Stick Deadzone [Tab: Controls] (by default 0%)
    • Movement Stick Deadzone [Tab: Controls] (by default 0%)
    • 360° Movement [Tab: Controls] (by default ON)
    • Always Show Cursor [Tab: Controls] (by default OFF)
  • If you play on Steam Deck, read the Steam Deck Changes section below. It's short and important for you.



Major New Features and Changes


  • Completely revamped controls for Gamepad and Keyboard-Only.
  • Added a new input action that shows a radial menu, allowing quick-accessing items in the inventory.
  • The game now displays icons for input actions. The game can auto-detect what control scheme and gamepad you are using but you can also manually set it in the options menu.
  • The options menu has been overhauled.
  • Aim assist can now be used when playing with Mouse. By default OFF, you have to enable this in the options menu.
  • Some input bindings can now purposefully overlap and have the same binding. The game can now distinguish between active input contexts. This way you e.g.: can now use the A button to Heal, Interact, Use Item and Confirm Choices all at once.
  • The game now pauses when you open the inventory during combat.


Other New Features and Changes


  • Added an option to enable 360° movement for gamepad controls. By default ON.
  • Added 2 new options to configure stick dead-zones.
  • Added a new option to Auto Attack (Always Attack) while in combat.
  • Added a new input action that toggles aim-assist. By default on Right Stick Press on gamepad and Z on keyboard.
  • The controls of the meta skill tree have been revamped and simplified.
  • The random button has changed slightly, it will now randomly select within the currently selected roster.
  • I've paid attention to the game being more consistent with selecting buttons when menus close and open. E.g.: when going from the character selection to title, when opening character panel or pause menu, and so on.
  • The controls of the dice bag have been improved. It can now be also be opened during combat.
  • On gamepad, the character panel can now be scrolled with the aim-stick.
  • The controls of the trait selection screen have been revamped. You now need to hold to confirm your choice, preventing miss-clicks. To re-roll traits you now use a hotkey, by default Button West on gamepad and R on keyboard. Additionally, inconsistencies such as items being shown as "usable" while in the trait selection have been fixed.
  • Dropdown menus in the option menu can now be scrolled with the mouse wheel.
  • Dropdown menus in the option menu now auto scroll when selecting an option with gamepad or keyboard.
  • The option Seamlessly Switch between Mouse and Controller has been removed. This feature is now ON by default. Additionally, keyboard and controller work at the same time now.
  • Added a new option to Always Show Cursor. This option turns on the behavior of never hiding the mouse cursor, which previously was attached to the removed Seamlessly Switch between Mouse and Controller option.
  • The controls of the class selection have been revamped and simplified. Opening sub-menus now works with hot-keys. To start game you now have to hold the key or button.



Minor Features and Changes


  • The players aim graphics (e.g.: the arrow pointing in your aim-direction, the indicator which enemy is targeted by aim assist, ...) are now blue, in the same style as the skill indicators.
  • The Aim Assist option now shows the angle (in degrees, from 0° to 360°) instead of the percentage.
  • Removed the ability to click the status effects bar in the HUD to open the character panel. The status effects bar also doesn't block your mouse anymore.
  • Interactables (such as NPCs, Doors, Pickups, ...) now show their name and then below their name the interaction prompt with the input icon. Previously, these would display a textbox saying e.g.: "E to open".
  • The option Camera Aim Strength now has a default value of 0%, previously 25%.
  • The option Camera Dampening now has a default value of 25%, previously 50%.
  • The option Camera Shake now has a default value of 25%, previously 100%.
  • Added a new indicator element to the player character which displays the angle of aim assist.


More Specific Features and Changes



Dialogue Message System Changes


  • Dialogue choices are now consistently showing the Confirm Choice on the left and the Cancel/Decline Choice on the right.
  • Added a new input action to decline dialogue choices, by default Button East on gamepad and X on keyboard.
  • The new decline input action can also progress dialogue. That way, if you e.g.: talk to an NPC by accident, you can quickly mash through it.
  • Dialogue messages don't show the continue prompt anymore.


HUD Changes


  • By default, the HUD now shows input icons on screen.
  • Added a new option to hide the input icons in the HUD.
  • Resources and stats shown in the HUD have a new structure and more of the HUD hides during combat.
  • Reduced thickness of the EXP bar by 2 pixels.
  • Added a new HUD element to the bottom right of the screen, showing your current weapon and skill.


Steam Deck Changes


  • These options now have a Steam Deck specific default value.
  • CRT Strength
  • Font
  • Aim Assist
  • Auto Attack (Always Attack)
  • Resolution
  • HUD Inventory Opacity
  • Input Icon Set
  • These options have reset for your device, you need to reconfigure them.
  • Added the Steam Deck's 1280x800 resolution. This resolution is now selected by default on Steam Deck.


Options Menu Changes


  • The controls of the options menu have been revamped and simplified.
  • Scrolling the options menu has been fixed for both gamepad and mouse. Previously this was buggy in one way or another for both control schemes.
  • Added new tabs to the options menu: UI and Controls. UI encapsulates all user interface options and controls encapsulates all general controls options so that the Keyboard and Gamepad tabs can focus solely on the rebinding of inputs.
  • You can now hold down buttons in the options menu to scroll through the options.
  • The options menu remembers the tab and option you were on when re-opened.
  • When rebinding an input action would result in multi-binding that is not allowed, a modal dialogue now pops up that explains the problem at hand and asks you if you want to swap the bindings. Previously it would just play a buzzer sound.



Skill Controls Changes


  • All skills, when used with gamepad or keyboard-only, have some sort of auto-aim now.
  • All skills auto-aim can be bypassed to manually control them by using the aim stick or arrow keys. E.g.: to manually place where to throw your Smoke Grenade.
  • Targeted skills can now swap target by tapping the stick or using arrow keys.
  • Skills like Shield Bash and Parry now also respect the aim assist option. E.g.: if you play at 30° aim assist, Shield Bash will auto parry in that 30° angle.
  • All charged skills can now be cancelled with the new input action "Cancel Skill", by default on Button East on gamepad and X on keyboard.
  • Targeted skills cannot target invincible enemies anymore.


Bug Fixes


  • Fixed invisible popup screens that paused the game, making it seem like the game froze.
  • Fixed that cancelling e.g.: obsidian dice wasn't possible after pressing confirm once and then declining the modal dialog.
  • Fixed that you had to escape some traits names with '\\' when trying to acquire them through the cheat console.
  • Fixed that the trait Hex Touch was giving a multiplicative bonus instead of an additive one.
  • Fixed that the screen transition canvas e.g.: after entering a floor, could block the options of the pause menu.
  • Fixed a bug with dialogue boxes flickering or rebuilding for 1 frame before showing in the correct size.
  • Attempted to fix a camera bug that usually happened during some boss monologues.


Game Changes:


  • Shock and Nettles have been fixed and actually work as intended now.
  • The trait Ascetic's Discipline was flagged to not appear at all, it can now appear.
  • The status effects Retribution, Bola and Paperbomb now also explode after the delay after having reached full stacks.
  • The status effects Retribution, Bola and Paperbomb now also trigger when the target dies.
  • Fishing is now faster and you are more likely to get a fish. The chance of nothing biting at all has been reduced drastically. Because fish are more common trash and treasure are way less common.
  • Companion summon items now show the count of how many of that companion are summoned at the moment.
  • Mana recovery now spills over into the recovery of the next point.
  • Reward selections from bosses now can't contain multiple items of the same set bonus anymore. As this basically made it impossible to complete that set from that point onwards.
  • If you now dismiss a set item after having found it in a run, (e.g.: you leave it behind or sell it,...) the other parts of that set will have a weight of 0. (Which means they won't appear, unless the game runs out of things to give you, at which point all 0 weight items become available in the pool.) While wearing the Ring of Royal Grandeur this rule doesn't apply.
  • Floor 10 and beyond doesn't offer Infusion or Gold rewards anymore.
  • Floor 10 and beyond can't contain Black Markets anymore.
  • Items in your inventory now have less influence on your discoveries.
  • Added a new RNG manipulation layer to some traits, making them more likely to appear early, mid or late game.
  • This RNG manipulation layer has mainly been added to make the traits Mageblood, Transcendence and Boozer more likely to appear early game and not appear at all in the very late game anymore.
  • Reduced the charge times for these skills:
    • Arrest
    • Charisma
    • Consecrate
    • Flame Wall
    • High Noon
    • Jinx
    • Magic Circle
    • Pickpocket
    • Polymorph



Finishing Words


I really hope this update hits the spot and satisfies all the things the community brought to my attention when I asked them for feedback.
If a specific change that you would have liked to see (regarding controls and inputs) didn't make it into this patch, or you find a new issue, please feel free to let me know about it right below these patch notes.

Now we can finally resume with gameplay updates. *insert evil laugh*

Sincerely, RubyDev



PS:
  • Death Plushie has already gone through several iterations of design and the design will be soon finished.
  • I indeed received a Steam Deck OLED, so OLED support can come for Tiny Rogues. (Soon™️)
  • When's the next patch?

    In last weeks PSA I announced that I might release the gamepad improvements update earlier by splitting it into Part 1 and Part 2.
    After the weekend, I decided against doing that after all.

    I’m still working on the update. It's taking longer to complete than expected. I hesitate to give another deadline, but I want to release this update AND a content update before November 15th. (So, this update and then another update. The gamepad-improvements update will not add or change content.)

    Without going into too much detail, a big part of the delay is that I’ve been shifting my priorities in life.
    I've been trying to live a healthier lifestyle. So, I’ve been spending a lot of time in the kitchen, tracking calories, doing proper grocery shopping, and walking on my treadmill.
    Don't get me wrong, I’m not apologizing for this. It’s a good thing because I need to be healthy to keep providing updates and games in the future.

    On this note, I want to thank everybody who has supported me. Your support enables my freedom and has played a huge part in allowing me to adopt a happier, more active, and healthy lifestyle.
    So, thank you!

    Here are some teasers for the upcoming gamepad-improvements patch:


    The option menu has new tabs and is now controlled via bumpers.
    It also has more accurate scrolling that isn’t super buggy anymore. It also remembers which option you had selected when you closed it, so when you reopen the menu, the same option is highlighted.
    As you can see, input icons for gamepads and keyboard have been added, and the game can now display them. (X-Box, PlayStation, SteamDeck, Switch, and Keyboard are supported.) Your controller is automatically detected, but if you use an off-brand controller that isn’t detected, you can choose the icon set manually.


    There is now a radial menu to quick-use or quick-equip items in the inventory.


    The character selection now requires way less navigation. Menus and actions are performed by pressing buttons. The meta skill tree controls also have been refurbished.


    Aim assist can now be enabled for mouse users.

    Other Features (which I can’t really screenshot):

    • Dialogue choices in the game are now consistent: confirm on the left, cancel on the right. Also, the game now knows which is the decline option, so if you press (for example on an Xbox Gamepad) B, it will decline.
    • There is now an option to toggle auto attacking, which makes it so you will always attack when an enemy is in the room, even without pressing the button.
    • Aim assist can now be toggled mid-combat by pressing a button (By default, Right Stick Press).
    • The game now features 360° movement when moving with the stick. (Option to toggle included.)


    As you can see, the patch is already taking shape! I’m very pleased with the progress and improvements so far. It shouldn’t take much longer.
    Stay tuned, and have a great week!

    PS: Good news! I also have been given access to a Steam Deck OLED so Tiny Rogues might officially get OLED support soon!

    Important PSA

    Hello, since the last patch there is a big bug in the game but I missed the opportunity to hotfix it.
    Due to version control shenanigans I am now inclined to finish the current patch than to go through the hassle of pushing a hotfix.

    If the game seems to freeze, please just press Escape.
    It actually is not frozen it is just a tutorial panel being offscreen.
    For whatever reason in the last patch the panel moved offscreen and thus it now looks like the game freezes, even if it's just pausing the game to show you information.



    I am working hard on the gamepad improvements and I have made the decision to split that update into Part 1 and Part 2 so that the update and features can release sooner.

    Expect Part 1 at the end of this week or start of next week.

    - RubyDev

    0.2.6 Update

    Hello fellow Tiny Rogues!

    This patch I focused on cleaning up the clean update. Thus the fix-list at the bottom of the post is very long. Some other changes also snuck in. Enjoy!

    Disclaimer


    This is not the patch yet that focuses on the gamepad improvements. Some suggestions have already be implemented and some gamepad bugs have been fixed but major new features and revamps will happen next patch.

    Patch Notes



    Major Changes



    • Added a new option that makes it so weapon enchantments are shown as a prefix in front of weapon names.
    • Every active Cinder modifier now also adds +0.5% health and armor per floor to normal enemies, not just bosses. This does not apply to Automatons and Reapers.
    • Removed status effect immunities from all enemies. (E.g.: Troll was Poison Immune)
    • Poison on player now slows flask drink speed by x0.75 instead of applying x0.50 heart recovery rate.
    • The Tavern NPC spread has changed. Less cosmetic NPCs (with no purpose) will appear. There is now 3 main clusters of NPCs, down from 4.
    • The Tax Collector has been moved to the Black Market and shares a cluster with the Fair Lady NPC.
    • Cigarettes have been reworked, they now refresh the duration of Potion, Infusion and Booze effects.
    • The Tax Collector now sells Soul Hearts for Souls.
    • These NPCs only sell once now: Tax Collector, Demolitionist and Dwarf Soldier
    • The meta perk that made the Tax Collector appear now makes the Dryad appear instead.
    • Potions from the Potion Seller NPC are cheaper, costing only 10 Gold, down from 20.
    • Fairy Tale branches from the Princess are cheaper, costing 30 Gold now, down from 45.
    • The deal for Illegal Gun Parts at the tavern favors being Evil a bit less but is also less punishing for being Good.
    • Set item parts CANNOT be found more than once per run anymore. If you drop a set item you are super unlikely to find it again. (Basically, the game will only hand it to you if it runs out of choices.)
    • Base aura radius increased to 6.5, previously 6.
    • Added a new HUD element which displays Strength, Dexterity, Intelligence, Luck, Curse, Good, Evil, Lawful and Chaotic. (This HUD element currently auto-hides in combat but I might add an option in the future to make it always show.)




    Minor Changes



    • Removed the tooltips that said e.g.: "Not Encumbered -> Slightly Encumbered" because they didn't really provide any useful information.
    • Items that put you over equip load capacity now show which penalties you will face in a tooltip.
    • Cast Time for Skills is now called Charge Time.
    • Fragility, Vulnerability and Instability now last 8 seconds, previously 4 seconds.
    • Added a new splash text.
    • General tab in the character panel now shows total Skill Effect.
    • Defense tab in the character panel now shows total Stamina Recovery Speed.
    • Added new tooltips to Eden's Touch and Amon's Grasp items which show the current alignment value.
    • Added new tooltips to the hoodie items which explain what the mentioned pickups do. E.g.: Explains that a Meat Shank grants +3 Strength.
    • Added new tooltips explaining what boss crowns are to e.g.: Demon King Blade, Champion Armor, ...
    • Added new tooltips to Bibles, Flails and Scepters explaining that these weapons cannot repeat attacks.
    • Misc. tab in the character panel now shows total boss crowns.
    • Reworked the Dragon Head event. Camera now moves so the dialogue can be read and it offers new powerful enchantments for your weapon. Can now also enchant rare weapons and only chars Common and Uncommon weapons.
    • Infusion consumables now also show the ailment you will apply as a tooltip. (Doesn't solve the problem that you don't have access to this tooltip as soon as you consume the infusion, but it's a step into the right direction.)
    • Added new tooltips to infusion consumables that explain basic game mechanics such as "All Cold Damage inflicts Chill."
    • Damage type colors now apply to the full string of e.g.: "Fire Damage" instead of previously just coloring "Fire".
    • The Status Effect and Revive display in HUD now have 0 height while empty.
    • Added a small animation to dropping bombs.
    • Fixed the order of choices of the Old Hag event which knits a hoodie for you.
    • Floor 10 and the Rat shop can now sell Soul Hearts.
    • Chance to repeat attacks is not affected by luck anymore.
    • Added new option to Limit Bonfire Chatter. This option prevents random messages from the bonfire in the character selection.
    • In many instances, the description of tally effects have been shortened even further.
    • Added new visualization for close and far range thresholds that happens while a tooltip regarding close and far range is shown.




    Skill Changes



    • Added new metrics for the game to recognize if effects associated with skills are useful to your skill. E.g.: If your skill doesn't scale with Skill Effect, these effects won't show up anymore. Overall skill related traits and items should now show a lot more when useful and a lot less often or even not at all, when not useful.
    • Mana Recovery Per Room now actually happens when entering a room. Previously it used the legacy event trigger of On Combat Started which could lead to weird behavior. You also gain mana when entering a new floor.
    • 📈Barbarian / Flex: Now 1 second duration, up from 0.5 seconds.
    • 📉Soldier / Arrest: Now 0.05 mana per room, down from 0.1.
    • 📈Ninja / Dark Arts: Now 0.5 mana per room, up from 0.25. Increased Strength and Intelligence scaling. Increased base damage by 25%.
    • 📈Gunslinger / High Noon: Now 0.2 mana per enemy, up from 0.1.
    • 📈Dragoon / Jump: Now 0.5 mana per enemy, up from 0.2. Increased base damage by 25%.
    • 📉Mystic / Parry: Now 0.125 mana per enemy, down from 0.5. Increased base damage by 75%.
    • 📉Thief / Pickpocket: Now 0.25 mana per room, previously 0.05 per enemy. Now gets 4 to 6 gold from stealing from normal enemies and NPCs, previously 10.
    • 📉Ranger / Piercing Volley: Now 0.25 mana per enemy, down from 0.35. Increased base damage by 10%.
    • 📈Warrior / Rend: Now 0.25 mana per enemy, up from 0.2. Increased base damage by 10%.
    • 📉Monk / Serenity: Now 0.2 mana per room, down from 0.1 per enemy.
    • 📈 Bandit / Smoke Grenade: Now 0.25 mana per enemy, up from 0.2. Increased base radius by 1. Increase duration to 8 seconds, up from 4. Increase damage by 65%.
    • 📈 Super Hero / Super Flight: Now 0.1 mana per room, up from 0.05. Increased base damage by 65%.
    • 📈Esper / Telekinetic Barrier: Now 0.25 mana per room, previously 0.1 per enemy. Increased base damage by 100%.
    • 📈 Dancer / Twirl: Now 0.25 mana per enemy, up from 0.15. Increased Strength and Intelligence scaling. Increased base damage by 25%.
    • 📉Demon Hunter / Vengeance: Now 0.1 mana per room, previously 0.05 per enemy.
    • 📈Druid / Wild Shape: Now 0.5 mana per room, previously 0.05 per enemy. Increased scalings of all forms. Increased Bear base damage by 40%. Increased Monkey base damage by 25%. Increased Owl base damage by 25%.
    • 📈Pirate / Rally Riffraff: Increased base damage by 20%.
    • 📈Samurai / Dashing Strike: Increased base damage by 15%.
    • 📈Cleric / Consecrate: Now 0.2 mana per room, up from 0.05. Doesn't deal true damage to undead and fiends anymore but now always deals radiant damage.


    Enemy Changes



    • Dragonfly enemies in the swamp now only shoot 3 projectiles but now shoot more frequently. They also move 25% faster.
    • Reapers spawn less often.
    • Both Reapers and Centurion Hunters have a larger spawn range to hopefully overlap less often.


    Class Changes



    • Ranger: Ability has been simplified. Now Ranger deals x1.30 damage at Far Range and faces no penalty for being at far range anymore.
    • Sorcerer: Ability now scales of Soul Hearts, previously Mana Containers.
    • Cyborg: Lucky Core trait has a new effect, it now grants +100% lucky hit chance for 8 seconds on using a skill.
    • Druid: Druid shrines now appear in spawn rooms, previously they appeared as random rooms.


    Companion Changes



    • Gnome: Now grants +5 Luck, previously +1.
    • Donkey: Now grants +25 Equip Load Capacity, previously +30.
    • Spirit Bear: Now grants +10 Equip Load Capacity, previously +25.


    Weapon Changes



    • Colossus Machete: Increased base damage by 30%.
    • Eldritch Bible: The tentacle now inflicts Grapple, previously Despair. It now also states to do so in the description.
    • V.B.F.G: The projectile explosion deals x2.00 damage, previously x3.00. Additionally the base damage has been reduced by 50%.
    • Plasma Cannon: Reduced base damage by 25%.
    • Mjolnir: Reduced base damage by 25%.
    • Ragnarok: Now has a tally requirement of 50, previously 100. Reduced base damage by 40%. Increased attack range to 6 tiles, previously 5. Now has an attack speed of 5, previously 4.
    • Poison Sickles: Now mention that they inflict Poison and show the tooltip for Poison.


    Equipment Changes



    • Angelic and Devil Set bonuses: Now also grant +4 to maximum Good and Evil. Both sets don't have attunement anymore.
    • Power Upgrade: Now grants +10 Power, previously +20 Power.
    • Onyx Ring: Now grants +30 Equip Load Capacity, previously +50.
    • Hercules Boots: Now grant +75 Equip Load Capacity, previously +125.
    • Muscle Charm: Now grants +10 Equip Load Capacity, previously +25. All these items were an oversight and very overpowered after the Strength nerf in last patch.
    • Sophisticated Headgear: Is now a legendary item and grants +30% damage per legendary equipment item you are wearing. Previously granted trigger damage per weapon upgrade level which was the same effect as the Trigger Maniac trait.
    • All Lantern items now weigh 5 equip load and grant generic effects that are not related to Skills.
    • Chem-Tech Lantern: Now grants +20% critical hit chance with damage over time, previously x1.10 damage over time per mana container.
    • Cultist Lantern: Now +20% damage per missing heart, previously x1.10 skill damage per missing heart.
    • Lantern: Now +10% critical hit chance, previously x1.20 skill damage.
    • Papercraft Lantern: Now +10% damage per heart container, previously x1.10 skill damage per heart container.
    • Soul Lantern: Now +10% damage per soul heart, previously x1.10 skill damage per soul heart.
    • Star Lantern: Now +10% mana recovery per mana container, previously x1.10 skill damage per mana container.
    • Wisp Lantern: Now +1% damage per soul you have, previously x1.01 skill damage per soul you have.
    • Champion Armor: Now 10 points lighter.
    • Rhythm Anklets and Rhythm Bracelets: Both now grant +20% skill damage, previously +10%.
    • Kitsune Mask: Doesn't trigger of skills anymore.
    • Top Hat: Now grants +10% damage at close range per weapon upgrade level, previously +10% close range threshold per weapon upgrade level.
    • Wedding Veil: Now grants +10% damage at far range per weapon upgrade level, previously -10% far range threshold per weapon upgrade level.
    • Tuxedo: Now only grants +20% damage at close range per weapon upgrade level, previously +25%.
    • Wedding Dress: Now only grants +20% at far range per weapon upgrade level, previously +25%.
    • Mega Bombs from the Bomber Set now have same explosion delay as normal bombs.
    • Bomber Garb: Now grants +100% Bomb damage, previously -50% bomb explosion delay.
    • Zealot Gloves: Now have tally threshold of 50, previously 100.
    • War Belt: Now grants +25% damage at close range, previously +30%.
    • War Boots: Now grant +25% close range threshold, previously +50%.
    • Sniper Quiver: Now a rare item and grants +100% damage at far range. Previously was epic and granted x1.25 damage at far range but x0.75 damage at close range.
    • Wolf Pelt Hood: Now grants +20% companion damage per aura you have, previously
      x1.10 damage and companion damage per aura you have. Is now a rare item, previously epic. Now 5 points lighter.
    • Cerebro: Now rare, previously epic. Now 10 points lighter. Now grants +20% aura radius per intelligence trait you have, previously x1.10 companion damage per intelligence trait you have.
    • Old Hunter Cap: Now grants +25% critical hit damage per dexterity trait you have, previously +20% damage over time per dexterity trait you have.
    • Horn Helmet: Now 10 points lighter.
    • Parsec Boots: Now 10 points lighter. Now grants +10% stamina recovery speed per intelligence trait you have, previously +5% movement speed.
    • Magi-Tech Boots: Now uncommon, previously rare. Now 5 points lighter.
    • Sprinting Shoes: Now rare, previously uncommon. Now 5 points lighter.
    • Apprentice Boots: Now 5 points lighter.
    • Leather Boots: Now 5 points lighter.
    • Mage Treads: Now 5 points lighter.
    • Peg Leg: Now 5 points lighter.
    • Wildling Boots: Now 5 points lighter.
    • Gunpowder Ring: Now has a limit of +50 power.
    • Turban: Now 10 points lighter.


    Trait Changes



    • Lightning Conductor: Doesn't trigger of skills anymore. (Wasn't useful and shortens the description.) Now 25% chance, down from 35% chance.
    • Ice Conjuration: Doesn't trigger of skills anymore. Description now mentions that it triggers 3 icicles.
    • Spontaneous Combustion: (from Esper) Doesn't trigger of skills anymore.
    • Blessed Hammer: Doesn't trigger of skills anymore.
    • Explosive Force: Doesn't trigger of skills anymore. Now 40% chance, up from 25%.
    • Opportunistic: The inflicted Fatigue debuff is now permanent but weaker, from x1.25 damage taken and x0.75 movement speed to x1.20 damage taken and x0.80 movement speed.
    • Vision Quest: Now has tally threshold of 50, previously 100.
    • Hearts in Hand: Now grants +15% lucky hit chance per heart container you have, previously +10%.
    • Insight: Now grants +25% skill effect per intelligence trait you have, up from 20%.
    • Forethought: Now grants +10% attack speed per missing mana, previously +30% while missing mana.
    • Apocalypse: Description now mentions that it triggers 3 meteors.
    • Ascetic's Discipline: Now +25% skill effect per stamina, up from 20%.
    • Prodigy: Has a new effect because previous implementation was flawed.




    Controls



    • Increase how far you can zoom out in the Mastery Tree.
    • Increase how far you can pan the Mastery Tree.
    • After selling an item at the Pawn Shop, the inventory now re-opens automatically.
    • The button you have to hold to consume an item from the ground now is consistently the Show Details button. Binding now displays correctly on gamepad.
    • The bumper and trigger actions have been swapped for the default gamepad controls.
    • You can now hover your fists with gamepad.
    • Target cursors such as e.g.: Jump skill use now reset their position to your character before using them next time.
    • Trait selection now only confirms when using the Interact button. (other than Mouse Click)
    • Sped up the virtual cursor in menus. Sometimes it's even instant now.
    • The sidebar inventory now doesn't show numbers anymore when playing with gamepad.
    • You can now use weapon swap while in inventory when playing with gamepad.
    • When hovering an item in inventory interaction with the world is disabled and using the item takes priority. This fixes problems such as dropping items at Alchemy Stations.
    • REMOVED aim reticule aiming for some weapons like Two-Handed Swords, Scythes and Scrolls. Now these weapons aim at the nearest enemy into the direction you are pointing.




    Controls Fixes



    • Fixed that when the trait selection opened, no trait got default selected when playing without mouse.
    • Fixed that interactables would always show keyboard binding instead of gamepad binding when playing with gamepad.
    • Fixed that you could bomb a shrine and still interact with it, receiving both rewards. You now cannot interact with interactables while a bomb is on the ground.
    • Fixed that when picking up a weapon from ground, it wouldn't be picked up into the weapon swap slot.


    Fixes



    • Fixed a bug that would lead to heavy game stutters when spamming the Show Details or Compare button, even when no text was on screen that could show details.
    • Doppelganger's mirror is now moved aside 1 tile when the room only has 1 door.
    • Fixed that the temporary boss crowns granted by Champion Armor would persist after unequipping it.
    • Fixed that the Festive Dress would apply +0.3 Stamina Recovery Speed instead of +30%.
    • Fixed that the Tent would spawn heart pickups outside of the room.
    • Fixed that missing hearts were 1 pixel higher than other hearts in HUD.
    • Fixed that the attacks of Poleaxe and Bardiche were classified as Skill instead of Attack.
    • Fixed that Ice Scimitar had the wrong trigger configured.
    • Fixed that trigger tooltips would show Added Damage Effectiveness even when the option was turned off.
    • Fixed that Floor 11 and 12 shops would not show the tooltip that they influence your alignment.
    • Fixed that the "Repair Armor" option at the bonfire wasn't highlighted correctly when selected.
    • Added missing dialogue text to library fossil event room.
    • Added missing dialogue text to the potion seller NPC at the tavern.
    • Reworked the tooltips for Close Range and Far Range.
    • Fixed outdated usage of the heart icon instead of the flask icon at flask charges sold at shops.
    • Slightly changed description of Fists and added an explanation that they count as Two-Handed while not wearing an offhand.
    • Fixed that the Two-Handed and One-Handed tags in weapon descriptions would not show up when the weapon was modified to be either by an outside effect.
    • Fixed multiple instances of the word "Damage" missing in descriptions. E.g.: Quasar Pendant, Nun Robe, ...
    • Fixed instances of wrong number formatting on the Mastery Tree. E.g.: The Glass Is Half Empty, ...
    • Polished instances of the game using the word "Key", now capitalizing it and displaying the key icon next to it.
    • Polished instances of the game using the word "Companion", now capitalizing it and displaying the companion icon next to it.
    • Polished description of the Throne door before final boss room.
    • Polished description of the Abyss Key.
    • Polished description of Zenith weapon.
    • Polished the tooltip for Suppression.
    • Polished name colors of all companions.
    • Capitalize instances of the word "Threshold" in e.g.: "Close Range Threshold".
    • Fixed description of the Meteor Set bonus.
    • Fixed description of the Conqueror's Will Cinder mod.
    • Fixed that Mana Potion said Mana Regeneration instead of Mana Recovery.
    • Fixed that the character panel said Critical Hit Multiplier instead of Critical Hit Damage.
    • Fixed formatting issue with rich presence (Steam and Discord) using color tags even though these tags are obviously not supported by these platforms.
    • Rich presence doesn't show version number anymore.
    • Fixed that the Mana points in HUD were missing a pixel.
    • Fixed that the Divine Axe effect would be based of "per 10 Strength" and not "per Strength Trait".
    • Fixed spelling mistake in Mana Catalyst description.
    • Fixed that cancelling the Soul Orb would now make the HUD reappear.
    • Fixed that the Fortune Potion was called Treasure Potion.
    • Fixed that looping sounds e.g.: Sphinx's laser would not stop.
    • Fixed many instances of double-spaces in descriptions. E.g.: Aura descriptions
    • Fixed that Hydra Tome's attacks were classified as Companion and not an Attack.
    • Fixed that Ancestral Spirit companions didn't have an attack animation.
    • Fixed that when multiple instances of invulnerability ran side by side, one could disable invincibility while another still was active.
    • Fixed error that happened when immediately using skills in the spawn room.


    Remember to leave a review if you like the changes and haven't done so already.

    The next patch will focus on gamepad controls.

    I hope you enjoy the patch and I wish you a nice week!

    Gamepad Results

    Hello fellow Tiny Rogues!

    Usually I wouldn't write posts like this, because I would feel like the time spent writing this would be better spent on development. I will try to keep myself short and mostly share my notes that have been already written.

    Thank you for over 200 comments of feedback on gamepad controls.

    Binding Problems:


    • Trigger and Shoulder buttons feel swapped. Triggers are more comfortable than Shoulders. So actions like Health Flask (which are needed less often) should be on the Shoulder, not Trigger. And buttons like Attack on Trigger not Shoulder.
    • Weapon swapping should be a button on the right side of the gamepad so it's easier to move and weapon swap at the same time. Probably even a face button.
    • Dash and Confirm have the same binding for no good reason. Should be split.
    • Make it possible that an action is not bound to a button at all, even if just for smoother rebind process.
    • The default Dash binding should be a face button.


    Context Problems:


    • When navigating menus, the Weapon also aims.
    • Action Button has no context, sometimes you try to do something in inventory and pick up an item, buy an item or speak to an NPC. Also, this flaw makes Alchemist not usable.
    • Scrolling is probably more synonymous with aiming and probably should be handled with the Right Stick in addition to the D-Pad. In the Character Panel it should also be able to be scrolled with DPAD.
    • Dashing, Attacking, using Skill should not work at all while Menus are open.


    Menu Problems:


    • When any menu is opened, some sort of button should always be default selected. Also, sometimes it does select something but the tooltips don't show.
    • Cursors in Menus feel slow and delayed and should at least be sped up to move faster and feel snappier.
    • Character Selection is janky. Rework it with quick access buttons in mind.

      • Start run with START.
      • Select Bonfire with SELECT.
      • Selecting a character can be difficult. Change it so classes are selected with Stick.
      • Access sub menus and random with direct button presses e.g.: D-Pad buttons and face buttons.
    • Inventory controls are janky. Controlling inventory with right-stick is unintuitive. Should be controlled with D-Pad.
    • You have to open and navigate through the Inventory to consume something. Solution: Implement a radial / ring menu to quick-access items.
    • Trait selection menu is very janky and confusing, especially since last patch. Should be controlled with D-Pad. It's also bugged currently as the D-Pad seems to sometimes confirm selection. Confirmation should only happen when pressing A.
    • Pause Menu should be controlled with D-Pad. As it pauses game, it should be controllable with D-Pad, Left Stick and Right Stick.
    • Shoulder Buttons should navigate Option Menu Tabs.
    • Campfire in spawn rooms feels slow to navigate.
    • Use controller icons and glyphs instead of text. Make sure different controllers are supported and can be selected in the options menu to avoid the case where Unity fails to know what controller you use. X-Box and PS4 glyph-sets will be supported.
    • When rebinding a button (both for keyboard and gamepad) and the button is already bound the game just plays an error sound and does not give any further information. This can be confusing and the player should be informed what exactly went wrong.
    • Meta Perk Tree cursor is slow and Allocate and Deallocate should be the same button. Then Cancel can be added as a way to exit the menu.
    • Remove how dialogue prompts you to advance dialogue. (They are kind of useless, we all know how to press Space or A button.)



    Bugs:


    • The shown binding for Consume From Floor is wrong.
    • D-Pad Left (Weapon Swap) key is also used for Confirm in some cases.
    • [E] to enter next floor doesn't show the gamepad binding but keyboard binding.
    • Shrines also show [E] instead of the gamepad binding.
    • Controller skips options in the Gameplay Tab and when moving all the way down it selects non-existent buttons.
    • Cannot reach end of masteries screen when zoomed out completely. Also, allow zooming out even further.
    • The side-inventory bar shows when playing with gamepad, including the numbers. This entire bar doesn't mean anything for gamepad players anymore and should be hidden.
    • Weapon Swapping doesn't work while Inventory is open.
    • Weapons aren't auto equipped into the Weapon Swap Slot when the main slot is already filled.
    • When navigating Menus you often cannot hold the button but have to spam it.
    • Comparing items doesn't always work. Sometimes it shows comparison sometimes details. This is possibly a bug with accidental multi-bindings.
    • When playing as Cyborg the lasers from the gloves will not shoot into the same direction that fists go. This also happens for some other weapons. (Might be intended.)


    Gameplay:


    • Weapons that use a Cursor or Reticule to aim feel janky. Make these weapons instead aim into a direction at the nearest enemy in that direction. Spellbook should also summon totems more intuitively.
    • Some auto-aim of skills move very slow. E.g.: Smoke Grenade
    • Flame Wall doesn't have distance controls.
    • Aim assist should either explain how it works and get an indicator in-game how big the aim assist angle is or be reworked to just be a toggle.


    Features:


    • Re-open the inventory after dropping items at Pawn Shops. (Already implemented in internal version.)
    • Show more information in HUD, so you have to open the Character Panel less often. E.g.: Stats, Alignment, Curse, ...
    • 360° Movement
    • Dead-Zone Option for Sticks
    • Allow Aim Assist to work for mouse.
    • Option to toggle Character Panel and Inventory at the same time.
    • Possibly add a binding to toggle aim assist. E.g.: Right Stick 3.
    • Make it possible to turn the Attack Button into a toggle. (Attack while Enemies exist.)
    • Option for Gamepad Buttons and Keyboard Buttons to work at the same time.
    • Option to pause game while opening inventory or character panel.


    Clarity on Steam Deck:


    • Steam Deck should by default use the Renogare Font.
    • Steam Deck should by default tune back CRT modifier.
    • Steam Deck Auto Aim by default should be ON.
    • When Option is added: Game should auto pause when in menus on Steam Deck.


    Problems I don't know how to solve (both design-wise and technically):


    • Game is very small on Steam Deck. Zoom won't really work due to pixel-consistency and screen space being needed. Also, game is designed with a certain view range in mind.
    • Controllers disconnecting randomly or pressing buttons randomly. Might be hardware issue on your side or Unity issue.


    Planned Default Control Scheme:



    Lowest Context:
    FIELD (IN COMBAT):

    • Attack = RIGHT BUMPER
    • Dash = A
    • Bomb = X
    • Flask = LEFT BUMPER
    • Skill = RIGHT TRIGGER
    • Inventory = B
    • Weapon Swap = Y
    • Open Ring Menu = HOLD LEFT TRIGGER
    • Select Item in Ring Menu = RIGHT STICK and LEFT STICK
    • Move = LEFT STICK
    • Aim = RIGHT STICK
    • Toggle Aim Assist = RIGHT STICK PRESS


    Context Level 2:
    FIELD (NOT IN COMBAT)

    • Interact = A
    • Details = RIGHT BUMPER
    • Compare = LEFT BUMPER
    • Scroll = DPAD/AIM


    Highest Context:
    INVENTORY & CHARACTER PANEL:

    • Select = DPAD/AIM
    • Use/Equip = A
    • Details = RIGHT BUMPER
    • Compare = LEFT BUMPER
    • Close Inventory = B
    • Scroll = DPAD/AIM


    OTHER MENUS:

    • Confirm = A
    • Cancel = B


    Those are my notes so far! Let me know what you think. My main questions are:

    • Do you like the plan of all menus being controlled with D-Pad? (Aim-Stick will still be able to also be used.)
    • Do you like the plan of the default Dash and Weapon Swap buttons being face buttons?
    • Do you like the idea of the ring/radial menu? You will hold the button to open it and then use the stick to select an item and use it. The game will pause while the menu is opened.


    In other news: So far I have already fixed a lot of bugs and I plan to push a beta update with those fixes in a few days. If no new bugs got introduced, the update with the bug fixes will roll out onto non-beta at the end of the week.

    After that I will immediately start working on all the stuff mentioned in this post.

    Cheers,
    RubyDev

    PS: I recently had an appearance on a (brand new) podcast by @Burr_TV!





    I Answer Your Questions

    First of all:
    THANK YOU for 255 PLEDGES! THE TINY ROGUES DEATH PLUSHIE WILL HAPPEN!

    Hello fellow Tiny Rogues,
    it's time to answer your questions!

    I slightly rephrased some questions and bunched up similar ones.

    Achievements


    Are you planning on adding additional achievements to the game?
    Yes


    I would like to see achievements that don't depend on items, stats and characters. I'd like to see stuff like "complete Floor X without taking damage" or more achievements regarding the new endgame bosses and so on!
    Sometimes it is hard to come up with good achievements. Last patch didn't add achievements because, it wasn't a content update. When new content comes, new achievements will also come. I think future achievements will keep being a mix of challenges, content and unlocks.


    How did you get the idea of having your achievement names be songs? It's brilliant and I'd love to have a ton more!
    I actually don't remember how this happened. I think it was an attempt of invoking some feelings of nostalgia. I think it's a cool easter egg and makes for a good playlist too! It also makes me laugh so much. It's always hilarious to find a fitting song title.


    If you do add more achievements, you should use a song by the strokes!
    I am actually one of the persons who rarely remembers band and song names. I'm sure I'll recognize at least one song when I listen in.


    Since you have good taste in music, got a link to a playlist you listen to?
    I don't know if I have good taste in music. I very often spam 1 song until I am sick of it. I don't really have a playlist to share but I like this one YouTube video called "some 80s music my dad still listens to".



    0.2.5 Update


    I feel like the newest update reduced build variety. Is increasing variety of builds something on your radar to improve, or are you happy with the status quo?
    I feel like it actually increased build variety. Yes some obscure stuff like "on taking damage" got removed, but some other builds are a lot stronger now. At this point I am quite happy with the status quo. I don't have any huge mechanics or archetypes on my list. Orbitals might need a bit more support.


    I have trouble spotting Weapon Enchantments since the last update! Will you revert it so that the enchantment shows as a prefix before the name again?
    As mentioned in the patch notes, I will add an option to the game that adds this feature back to the game.


    Will you ever revert removed mechanics? (e.g.: Ammo and Mana Flux)
    Probably not. I think this game specifically is a lot better without these mechanics.


    Why do the alignment rooms only offer charms now? I felt that having them sell thematic items was more fitting and more natural as I'd be less incentivized to visit a room if I already have 4 charms.
    Charms are just a good replacement until I finally get around to adding a unique feature to these shops.



    Plushie


    If this plush release goes well can we get an Amon plush as well?
    I think it would be cool to do Amon and Eden. Let's check the quality of MakeShip and then evaluate future collabs together in the community.


    Unfortunately I can't make a donation. I can't help financially in any way except buying the game.
    That's completely fine. Thank you for buying the game!


    I have made my $2 pledge!
    Thanks!


    I've never pre-ordered anything faster.
    Thanks!


    Does Death watch anime?
    Only with you.



    Content Questions


    Will you add any new weapon types to the game or new classes this year?
    I have plans for a new magic weapon type called Sorcery. I also got plans to rework Scrolls and possibly also Scepters. At some point I want to add yoyos.


    Will you add more characters with each additional update or these are all the characters we will get?
    Characters are added with expansions. I want to add at least 17 more characters.


    New unlocks related to the unlockable classes would be nice! You only play them to unlock them but then you are kind of done with unlocking things.
    I also think there is something missing. I definitely want to incentivize playing the roster-2 characters a bit more.


    There are alternate characters, but have you played The Binding Of Isaac?
    In that game there are also tainted characters. But there's mod for the game that adds tarnished characters like 1 more layer of alternate characters!
    You can maybe add more characters that are more challenging or unique. I think it would be fun if the game had more characters.

    I actually only played a bit of Isaac way back when it was a flash game. I was really bad at the game.


    Have you been considering adding more to the alternate character classes? Like Evil and Good variants, perhaps?
    The plan was that Between Heaven & Hell adds 34 characters, 17 'Good' and 17 'Evil' characters. The scope was too big so I cut it down to just 17 alternate characters.


    Love this game, was wondering if you plan on adding either more characters or perhaps alternate skills for classes in the future?
    I think I came to the conclusion that I will add subclasses to some classes. You will be able to ascend during a run and choosing a subclass will also change your skill. This way I can add skills to characters in a fitting way, War Cry for Barbarian, Meteor for Sorcerer, Teleport for Wizard and stuff like that.


    Will there be any form of alternate paths?
    Yes, Into the Abyss will offer new paths.


    Any plans to add class specific endings or paths?
    There are currently no plans for class specific endings or paths. I think about Enter the Gungeon when I hear this. I plan to add a lot more classes to Tiny Rogues and I think it would be too much work to add a unique ending for every class.



    It'd be fun to have moral based routes, e.g.: evil being more cursed items and tougher enemies while good gives higher odds for blessings and more favorable enemies.
    I actually have plans to tie stats to the alignment points. So very soon the alignment will have a slight effect on your run.



    Meta Progression


    What's up with Paragon Levels? Will there be any updates to the system or is it currently just a flex thing?
    Paragon levels currently only serve the purpose to track your progress while there is nothing else to unlock.


    Will paragon levels be practically useful in the future? Will meta progression be reworked?
    I don't know exactly yet what I will do with paragon levels but I have some ideas. At some point I want them to serve a purpose of unlocking something. We will see! In the past I thought maybe cosmetics but I also have some other ideas.


    Do you plan on adding more progression systems, especially for the endgame?
    I have some ideas for more meta progression systems. They will most likely be tied to alternate game modes and not to the main game. I don't want to overload Tiny Rogues on meta progression.


    Will there ever be mastery for specific characters or a bigger mastery or meta progression system as the runs get longer and the difficulty ramps up?
    In general I am not keen on making the runs even longer and increasing enemy health more. I think runs in Tiny Rogues will never go beyond floor 13 for that reason. Currently I am against giving more points and introducing more meta power. I think the current amount of meta power is fine. I am not a fan of matching meta progression against artificial enemy health increases. I like getting some perks and getting a bit stronger but I don't want to create a giant artificial treadmill.
    I always want Tiny Rogues to be a game that you can beat in it's entirety without any meta progression at all.


    Any chance of extending the meta perk talent tree? I really like what's there and cant help but want more!
    The Mastery Tree is basically still in it's first iteration. I am very happy with it but I definitely want to expand upon it.


    Will there be more perma-progression? For example: individual classes with their own skill trees!
    I think the aforementioned subclasses will be something you have to unlock. So that's a bit of class progression.



    Expansions


    When do I get to go Into the Abyss?
    Next year!


    How will the game be updated after Into the Abyss?
    More free early access expansions and free updates!


    Will you still continue to update the game after 1.0? E.g.: with a DLC?
    We will see. I have an idea for a DLC but I can imagine after 1.0 multiple years will have passed and I will finally want to work on something new.



    Modding


    Will you add workshop or official mod support?
    Tiny Rogues is made with Unity. Currently I compile the game in a way which is not modding friendly, it's called IL2CPP. In my experience this way of compiling the game leads to better performance. It should not be a lot of work to change the compilation method to Monogame, which as far as I know, sort of enables modding. Unity games have been around for a while so players have developed ways to mod them. This will be the minimum modding support with version 1.0. Until then, I would personally prefer to not have modders interfere with my vision. Depending on the motivation I can imagine to add more modding support. I'd love to add in-game systems which allow people to create classes, items and more, even without having any programming knowledge. That'd be ideal.



    Can you add? Would you add?


    Are you planning on adding a housing feature?
    Maybe.


    Can you add a social mode in which all unlocked characters can interact with each other and, for example, work, play or maybe even flirt with each other? 🔥
    Chances are slim.


    Can you add Skibidi Toilet?
    No


    Can you add me into the game?
    No


    Can you add Hatsune Miku to the game or a reference to her? Please!
    Your chances are better than Skibidi Toilet.


    Would you be open to letting the players design a handful of items?
    Before the last update some players actually "won" the ability to design an item for Tiny Rogues. Maybe there will be more of these opportunities in the future on the Discord.


    Would you consider adding percent health damage to the game through a weapon enchantment or some other way?
    We had that in the past and right now I think I will not add it again because it's not very balanced.


    Any chance that you add something to secure acquiring certain items during a run? Somehow I find it hard to complete set items. Even when I try really hard!
    Yes, though I am not sure how universally available this will be. I plan on adding a Wish skill to Tiny Rogues which will be the ultimate one time use cheat code. Overall I think the completion rate of set items is in a good spot.


    Would you consider making more evolving equipment, weapons or even pets?
    I actually have a ticket to give every weapon type at least 1 evolvable weapon. I find that really cool, so an evolving axe, an evolving cannon, an evolving Spellbook and so on. Evolving pets are a good idea but I got nothing planned right now. Equipment items will likely never evolve.


    Would you ever add an unlockable item that lets you choose specific items early, similar to the console?
    Yes, I had some ideas in the past but nothing really stuck yet. I think in another roster version of Doppelganger and Chaos it would be cool for them to be a sort of "build-a-bear" class.


    Will you ever add a chocolate milk item, and do you like chocolate milk?
    (The person goes into great detail how they love chocolate milk.)
    I like chocolate milk. What could the consumable do in-game?


    Can you please add an option to turn off the blood effects when the player dies?
    I have never thought about this. I guess I could maybe add this. No promises.


    Would you do equipment sets that include weapons?
    Maybe. I generally like Weapons to be flexible pieces, but I can also see it being cool.


    Can you add a button that actually lets us pet the dog?
    Hmmm. I'll have to think about this.


    Would you ever allow for an option to disable equipment load?
    Yes! I have this idea for a Game Rules tab in the options menu. Similar to the game rule commands in Minecraft. I think it would be cool to let players modify some aspects of the game to their liking.


    We have the obligatory fishing minigame, when is the obligatory vehicle section coming out?
    I have not thought of a racing or vehicle mini game yet. Could be cool but I got nothing planned.


    Would it be possible to make something like the cheats menu to totally customize a build, traits, weapons and items. To make it easier to test builds and weapons?
    It would be possible but I got nothing planned so far. I feel like it's part of the game to go with the flow. If anything I'd like Tiny Rogues to be more random and less sandbox-y.


    I would absolutely love the ability to save between floors. Runs can be 40-60 minutes and I don't always have time to play a run from start to finish. On game over the save should be lost, of course.
    Do you plan to implement something like this?

    Yes. Fun fact: When I made Tiny Rogues I didn't know roguelikes need this feature. I originally planned to make a roguelike so I don't have to program save state functionality. I was wrong. At this point it's very hard to implement this feature but I hope I can get it into the game in some day. Maybe I let players quit in every spawn room or something like that. I don't have it on my radar for 2024 but you never know.



    Game Mechanics


    Do you plan to make Flails and Bibles distinctly different from each other?
    No plans, I like Flails and Bibles.


    Does Power affect my total damage or just magic?
    Power affects all damage.


    I think the epic ring that let you complete any set with only 1 item should be a charm, because some sets require the accessory slot.
    To be honest, I am starting to think it could be a trait. That'd be a really cool trait. Maybe the ring can stay and I can add a trait with a similar mechanic in the future.


    For some reason my game has forgotten a lot of things I've done, a lot of my characters are locked once again, and I know I´ll do it again but just wondering why!
    I am sorry that happened. The save system still has some flaws and sometimes Steam Cloud can also mess with it. It happens very rarely. The game actually makes backups but they are hard to access and understand as a player. I plan to add a backup browser into the game in the future.


    To me the dice system is a bit convoluted and dice never show up when I really need them. Any thoughts on simplifying this with a "Master Dice" or something that you can attune during your run to a dice color of your choosing? Also, a dice to reroll boss offerings would be rad!
    The reason dice come in different colors is because they do different things which have different levels of power. Rerolling boss rewards is a lot stronger than rerolling rooms, so Gold Dice are rarer than Red Dice. And yes, you can reroll the boss offerings with Gold Dice.



    Endless Mode / NG+ / Looping


    Is there an endless mode planned? Or a mode with additional floors? Or looping or a NG+ mode?
    I do have plans for an endless mode system. It will be a pseudo loop / NG+ called Eternity. This feature will allow you to quit after floor 12, take a break, close the game and then at some other point resume into an extra run with the same character. If you die in Eternity though, the character will be lost. It will be more like an endless amount of rooms and floors. The rooms will rise in difficulty until you die. A random mix with all enemies from all floors and random bosses. This is currently all the design work I have done on this feature so it might change drastically in the future. In the past I had other ideas but right now this is the main idea.




    Multiplayer


    Will there ever be an online or local co-op mode or any multiplayer features?
    Tiny Rogues will never get multiplayer. Neither online, nor offline. Unfortunately the game is programmed with an ungodly amount of programmer sins which make it near impossible to turn this game into a multiplayer game. I heard people say "modders will add multiplayer" and I can already say, the modder that tackles this issue will basically have to do an entire rewrite of Tiny Rogues. So you might as well just make your own game.
    That being said, I am interested in adding multiplayer features. E.g.: asynchronous features that allow player interaction. I have nothing planned right now but I can imagine that at some point I'll add some social elements.



    Difficulty


    Is there anything planned past Cinder 20, or will that be the final non-self-imposed difficulty for the game?
    I technically have designs for many more Cinder modifiers. I can imagine at some point Cinder 24 will be a thing but let's focus on making Cinder 20 happen first. I also had an idea for a secret masochist mode which just giga nerfs the player in all aspects. Will probably happen at some point.


    Some character specific Cinder scaling going above 16, especially with less RNG heavy mechanics would be cool!
    I don't have any plans for character specific Cinders. In general I am quite happy with the amount of RNG that current Cinder modifiers add and future ones probably will be around the same.


    Would you consider adding a Cinder modifier that doubles the game speed?
    No.


    Have you considered a Cinder that adds a damage cap to Floor 10-12 bosses so we can hear their themes for longer?
    I have considered it. I actually think the health values of the bosses are quite decent since the last patch. Cinder 20 might add additional mechanics similar to damage caps.



    Controls


    Any plans to make context sensitive menus? It's very frustrating to drop something and then not be able to do anything else in my inventory until I move away to avoid picking up the item i just dropped.
    Yes, I want to add this.


    Any plans to add aim support to mouse? At least slight one. Playing with controller is waaaay easier!
    Yes.


    Consume from floor with gamepad is more of a text bug, it works with up+action button, not right+action button like the text says!
    Thanks, I'll make sure to fix this.



    Localization


    Do you intend to launch translations for other languages? Like Brazilian Portuguese, Chinese, German or French?
    At first I developed Tiny Rogues without localization in mind. At this point it is very hard to add it. There is no technical foundation to translate the game currently. The game has grown so big though, that I am sure I have to add localization. It is planned for 1.0.



    Copyright Questions


    How does copyright and ripping off work? Can you sell that plushie legally if it's so similar to a character from another franchise?
    I hope you don't get in trouble for the plush!

    I made an in-depth post on this topic here.



    Music


    Why does Eden's theme go so hard? I get disappointed when Eden dies quickly and I can't listen to the music!
    Up the Cinder! Also, you can listen to the OST on YouTube.


    I absolutely love the OST. MiguelAngell did a fantastic job.
    He uploaded some beta themes on his channel, King of Hell in particular.
    This is such a good track, it would be really unfortunate to not include it in the official OST.
    Is it possible to include it and possible other unreleased tracks as alternative tracks in the game?

    Not sure yet. Personally I like the new theme a lot better for Amon. I don't know yet if I ever find use for it, sorry. I agree though, Miguel is amazing. Please go support him on Fiverr. Tip well, he charges way too little.



    Very Important Questions


    Can you tell us how tall are all the playable characters?
    This is top secret information, all I can say is that Esper is the shortest character and Druid is the tallest.


    Will you come to the father son day this time dad?
    Sorry I'm busy making a video game.



    Development


    I am curious are you a solo developer or is there a team?
    I am a solo developer with occasional help from freelancers and the community.


    Do you have any sort of rigid design rules when making the bullet hell for enemies and bosses?
    For bosses I have the rule that I should be able to do a full rotation of all their attacks without taking damage with only 2 Stamina and no Stamina Recovery upgrades.


    How do you deal with coding the randomness of the level?
    Honestly I just wing it. I very often work with ranges, e.g.: Centurion Hunter appears every 7 to 15 rooms.


    How do you balance the scaling of weapons and items versus enemies?
    When Tiny Rogues first released I did rough calculations for balance. E.g.: ~20% more damage per trait, +X% amount of damage from scaling, added it all up and then typed in health values of enemies. After that I did a lot of playtesting. I also work with spreadsheets and editor scripts.



    How did you get into game development?
    Since kindergarten I dreamt of making my own video games. In elementary school I drew Pokémon maps and translated letters with Google for my mom to send them to Nintendo. I've always wanted to make games. In my teens I worked a lot with RPG Maker. Eventually I learnt programming at the University of Applied Science Salzburg. I studied Multi Media Technology there with the minor of Game Development. It's a CS bachelor degree which taught me how to program. We also had to create game projects in teams which taught me a lot.


    Is this your first big project, or have you created other games before this one?
    Tiny Rogues is my first big solo project, yes. In university our finals project was called Happy Funtime Labs. You can find some of my smaller projects on my Itch.Io page.


    Do you have employed experience or was this a passion you taught yourself?
    I have no employed experience. After university I worked as a web developer for a short while.


    Do you wish you had colleagues or do you like the way it is?
    I think it could be fun in the future to have employees or a team to work together on a game. Right now I want to finish Tiny Rogues by myself. I plan to reevaluate myself, my career and my company when I turn 30 years old. (I am 27 right now.) At that point I want to decide if I want to expand my company to a small studio or keep being a solo developer. Right now I don't really miss having colleagues or employees. I feel like it's a lot of management work and I really enjoy not having to deal with that.


    Any advice for aspiring game makers?


    1. Learn to program. It's not enough to be a backseat game designer. You NEED to get into the thicket and develop your own game and learn by doing. Yes, I know you have played 20.000 hours of Path of Exile, but that does not make you a game designer. Trust me, being in the thicket is way different. (And it's awesome!)
    2. Fight scope. Manage your project. Your first game will not be the WoW killer. Make something small but still set yourself up for success. Some genres live from content, so you need to calculate a minimum amount of content to entice players. Focus on the things you like as a player.
    3. Don't get distracted by How To Market Your Game Articles and YouTube Indie Dev Logs. Make a game. Put it on Steam. After that, you'll be ahead of 99.9% of aspiring game developers. This should be your first goal. Learn what it takes to release a game and get into the habit of finishing projects. For me, university projects taught me what it means to finish projects. We had a final project every semester so I made more than 4 games while studying.
    4. If you are serious about making a successful game, work with Esty8Nine. He offers a special kind of service that is unique on this planet and it will put you miles ahead of all competition. I am not paid to advertise for Esty, in fact, advertising his service hurts my own business actively. He helps you making better games which levels up my competition! The man helped people like Blobfish from Brotato, he is working with people like BenStar from Revita. This is not a scam, this is not about how to get wishlists, this is not how we can abuse the Steam algorithm, this is a service that makes sure your game is up to industry standards.
    5. The bare minimum amount of marketing you should do is sending E-Mails to content creators that might be interested in playing your game. Check out Wanderbot or ZiggyD on Twitter, I think they got tutorials on how to phrase a good "first contact" E-Mail. Do research on who has potential to play your game.
    6. Don't read reviews. This is my hot take of the day. Let somebody else do it for you, a friend, a consultant, your mom. Let them give you a rough vibe of the situation at hand. Don't fall into the trap of listening to what a single review says. Follow your own vision. This is one of the most important things. Don't stray from your path to please random people.



    Story and Lore


    Will you add more story and story elements to the game?
    Yes. Story and lore have been very low priority so far but at some point I want to spice things up a bit.



    Personal


    What's your favorite enemy and why! I'm talking lil guy enemies too, not just the floor bosses.
    My favorite enemy to fight are the Fallen Angels in Floor 10. I think it's a lot of fun to dodge their attacks. They shoot these volley of arrows and no matter how many arrows they shoot I feel like it's so satisfying to weave through the projectiles.
    My favorite boss is probably the Red Dragon or Primal Death. They are just very cool fights.


    What's your favorite color?
    I like pastel pink a lot. Then black, then red and then probably some sort of dark-grey-blue tone.


    What is one of your biggest inspirations making this game?
    Tiny Rogues has a lot of inspirations.

    The main one was "I need a break from my main project, let's make a small roguelike for fun." A lot of other games influenced Tiny Rogues. I suck at playing Gungeon and had a dire wish to level up in the game and get some stats like in Path of Exile and brute force my way through the game without needing to dodge things. Archvale was a huge moment of enlightenment for me showing me how fun and creative bullet hell combat can be. Also, I really liked the idea of playing Isaac but I hated that you can only aim into 4 directions. I don't find the gameplay very fun. I was also inspired by how simple Hades dungeon generation is. Just generate 2 paths! All of these feelings kind of lead me to making a roguelite that I'd enjoy.


    What class do you think most needs a rework? Why is the class not to your satisfaction and would you consider going back to them and fine tuning them?
    I think Chaos should be way more chaotic. Other than that I am quite pleased with all classes right now. I will rework Chaos in a future patch.


    Do you ever play the game just for fun, if so who's your favorite character?
    Yes! And Demon Hunter is my favorite class.


    Don't over work yourself please.
    Trying my hardest! Just took a week off!


    How can we help?
    Be nice to indie developers. Spread love and positive reviews. Don't hate, don't rally, don't make developers life hard!
    If you really really like an indie game, tell your favorite content creator about it, type in chat, leave a comment. You are the best marketing tool that indie developers have.


    I don't particularly have a question, i just think the game is great and appreciate you for making it! Keep doing good work!
    You're welcome!


    How has your development philosophy changed over the games success?
    P.S: I work in the industry so if you want something from Gamescom let me know!

    This is a deep question and I think I haven't reflected enough upon this to tell you. I definitely learnt a lot but overall I am still quite convinced of all my developer ways, no matter how weird they sound to industry veterans. I'd still go early access, I'd still launch without localization and I'd still go without a publisher. Oh, and I'll hopefully be at Gamescom NEXT YEAR!



    I hope you are happy with my answers. It actually took way longer to answer all of them than I expected.
    Next week I will evaluate all your input on the gamepad controls. You still have time to leave feedback!

    Now I will work on bug fixes.

    Have a strong week ,
    RubyDev

    Gamepad Controls

    Hello fellow Tiny Rogues!

    I want to give everybody who plays Tiny Rogues with a gamepad or on the Steam Deck an opportunity to speak their mind.

    Give me the cold harsh truth, give me your pain points, tell me what annoys you most!
    I am curious and I want to accommodate for you!


    • Is it the janky button rebinding?
    • Is it the inventory controls?
    • Is it the awful character selection?
    • Is it the recently removed quick access to inventory slot 1 and 2?
    • The lack of 360° movement?
    • or anything else...

    ... let me know. This is your chance! I want to know the exact moments in gameplay where you ask yourself "what the frick did the dev think to do it this way". Spoiler: I probably didn't think at all.

    I want to get a concrete overview of everything wrong with gamepad controls and then I want to reevaluate my options and priorities to see how the game can be improved.

    I know a lot of people already enjoy the controls but very often I also get "I don't like the controls"-comments, which I unfortunately cannot take a lot from.
    The more concrete your feedback, the better.

    I know this is a lot to ask for, after all it is my job as the developer of this video game to design the best experience. I've mentioned it before, but I am not much of a gamepad gamer. The last 12 years of my life I spent playing Path of Exile and Diablo with my Mouse and my Keyboard. The only exception to this rule is basically playing Dark Souls with my XBox 360 Gamepad. I recently also got problems with my left wrist (keyboard hand) which makes it hard for me to keep enjoying "keyboard heavy" games and opened my developer mindset quite a bit.



    Please no long discussions and responses to each other, let everybody voice their own opinion.
    I will review all responses and take steps from there.

    Leave your feedback here.


    Cheers,
    RubyDev

    PS: If you missed it, I also released a news post today! CLICK ME

    Credit: I quickly adapted the controller sprite for the thumbnail from this Itch.io asset.

    MakeShip Plushie, What's Next and AMA

    Hello fellow Tiny Rogues!

    This post serves as a friendly reminder that I am currently trying to collect 200 unique $2 pledges for MakeShip to make and ship a Tiny Rogues Death plushie.

    There are 5 days left, and so far we have 103/200 supporters! Thank you!

    LINK FOR THE CAMPAIGN



    If you wonder about the process, here is a screenshot from the campaign:



    We are currently in the 'Petition' stage!



    What's next?



    Quite a few people voiced displeasure about the recent changes to gamepad controls, so touching up on those moved up in priority. First up are the obvious mistakes, like warning you about accidental multi-binds, keyboard handles being shown and stuff like "consume from floor" not (?) working on gamepad.
    There are also a bunch of bugs that are in need of semi-urgent attention.



    Ask Me Anything


    I had this idea to use one of these news posts as a way to collect questions.

    Any question posted below will be answered in another post like 8-9 days from now.

    Leave questions here.


    • I think it's best to do this on Steam because the game is on Steam and everybody can ask anything here, not just people with a Reddit, Discord or X account.
    • Duplicate questions will be answered once.
    • You can edit your posts, I will lock the thread and review it next Monday. Then I'll prepare a news post with all answers.



    Have a nice week!

    Before VS After

    I felt like it would be a good idea to show off some before vs after images.

    THESE ARE NOT THE PATCH NOTES. PATCH NOTES ARE HERE.

    So here are some!

    Equipment



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    As you can see I did not shy away from reworking effects entirely to simplify them.

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    Weapons



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    Again, the goal wasn't necessarily to super shorten everything, mainly just to present it in better ways.

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    Traits:



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    Other:



    Burn Before:


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    I think all of this can improve even further in future updates but this is a huge step into the right directions.

    I hope you enjoy 0.2.5!