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

Tiny Rogues

Dev Blog February 2023

Hello fellow Tiny Rogues!

In the light of transparency I wanted to give everybody a little update on how development of the game is going.
When I am not knocked out being sick for 2 weeks (boo, covid!) or taking care of fun things that come with founding your own game studio (hooray, taxes!) I am in fact still working on the game.
Progress it slow but steady, so here is a little overview of what happened since the last update in December 2022.

Polishing the code base and working on Quality of Life



I mostly have been working on cleaning up and polishing the code base of Tiny Rogues to prepare it for the massive update I have envisioned.
On the side I also work on small QoL things that I want to get done before I start adding new content.

An example would be that I finally got around fixing how HP bonuses on equipment items work!



Now it pretty much will work like armor. The health is stored on the item and not on your character anymore. Which means it will work more like everybody would assume it works.

I also worked on improving the health bar of the game. It now can show damage values between a full heart, 1/2 a heart or an empty heart.
I also added a new bar which informs you about the state of your revives and death defies.



It also can calculate when you are on "lethal" (when the next hit would kill you)!



I also finally fixed how weapons store their ammo state. Previously when you'd unequip a weapon you would have to reload it when you re-equip it. Now the state of ammo is stored on the weapon which makes a lot more sense and is more intuitive.



Currently I am also working on improving the save system of Tiny Rogues. I noticed a lot of players have problems with save states getting lost or getting corrupted.
The new save system will hopefully be more robust and also make backups of your saves so the chances are a lot lower to lose your save state.
It will also provide the functionality to have different save slots. (currently planned is that you'll be able to have 3 different slots)
It is a bit of a finicky task because I want to convert all your previous save states so as little data gets lost as possible. Obviously there isn't much to show, so no gif or screenshot for this work in progress feature.

Designing the future of Tiny Rogues



I've been doing a lot of design work for the game.

This includes thinking about balance changes I want to make. Like evaluating the current pool of traits in the game.



Or coming up with ideas for the 3rd rework of the curse system in the game...



But it also includes work like thinking about what new content I want to add in the 0.2.0 expansion. Coming up with lists of floors, themes, enemies, boss fights, mechanics, items and much more.



In the last update post I said I wasn't sure yet if I want to unlock both doors or only one of the doors at the end of the game. By now I have decided I will open 3 doors! Don't overhype it though, Mega Death is "just" moving a floor back to stand on the same level with the new end bosses coming in 0.2.0!

I currently think the expansion title will be: "Tiny Rogues: Between Heaven and Hell". (previously known as just: Tiny Rogues: Hellfire)

I am super hyped to start working on actual new content for the game and also to update the PTR (test realm) for the game again. Unfortunately everything has to wait a bit more as other tasks take a lot of time and also priority.

Preparing for new content



Graphics



I have had some help making sprites for future boss encounters in the game.
A freelancer named MrGranade has helped me out making some pixel art for the game.


The Walrus boss hints towards a new icy floor!


The Shambling Mound boss lurks deep within the new swamp floor!


Looking forward to facing this Giant Sewer Rat Boss? It seems like it's not particularly fond of the toxic environment it lives in.


The Dullahan is a new boss that will be added to the Catacombs. Joining both the Vampire and the Gargoyles as a floor 4 boss fight!

Music



Music production has also been going great. So far there are about 20 new tracks ready for new zones and new fights in the expansion. Miguel has been making some of my favorite chiptune tracks yet and I am absolutely in love with all the new themes.

Music Preview: High Heavens





Music Preview: Burning Hells





Release Date?



  • I don't really want to comment on the release date of the update yet.
  • Everything is very much up in the air and unexpected things like getting sick can delay development schedules a lot.
  • Last time I said the update will take roughly 3 to 4 months.
  • Considering it has been 2 months since that post, I'd say 4 months will not be enough.
  • The earliest date for the update I can imagine is near the end of May 2023.



Nonetheless, I hope you enjoyed this little insight into the development progress and development status. Thanks for playing Tiny Rogues and I hope to soon make another post revealing more of the next update.


















0.1.9c Patch Notes

You might have to restart Steam completely to get the update immediately.


  • Christmas event has been removed.


New Features



  • You can now sleep in taverns to reroll the NPCs.
  • Each point of dexterity now also reduces reload speed by 0.25%.


Enemy Changes



  • Oktoberfest Enchanted: Reduced amount of pretzel projectiles.
  • Death Zone Enchanted: Renamed to Danger Zone Enchanted because contrary to popular belief it doesn't actually instantly kill you.
  • Proximity Defense Enchanted:

    • Increased downtime from 4 seconds to 8 seconds.
    • Reduced damage reduction from 90% less to 85% less.

  • Shield Enchanted: Reduced damage reduction from 75% less to 70% less.


Generic Weapon Changes



  • Sickles now all have +20% critical hit chance.
  • Daggers all have had their range increased by 15 to 20 units.


Specific Weapon Changes



  • Stormbinder: Base DMG reduced from 225-250 to 200-250.
  • Thornrender: Spore projectile damage increased from 30% damage to 50%.
  • Shadowrazor: Sword strike damage increased from 200% damage to 250%.
  • Heatslayer: Base DMG increased from 225-250 to 250-300.
  • Mjolnir:

    • Lightning strike cooldown reduced from 0.5 seconds to 0.25 seconds.
    • Lightning strike base DMG increased from 450-500 to 500-2000.
    • Base APS increased from 2.5 to 3.
    • Lightning strike radius increased by 15 units.

    Gungnir:

    • Base APS increased from 2.5 to 3.
    • Base DMG increased from 225-250 to 275-300.

    Dragon's Breath:

    • Now shoots between 1 and 3 projectiles.
    • Projectiles pierce now.
    • Increased range by 40 units.
    • Base DMG reduced from 125-150 to 75-100.

  • Doomerang: Base DMG increased from 100-125 to 175-200.
  • Doom (status effect applied by The Death Beam and Doomerang) now deals 100% bonus damage upon reaching 2 stacks, previously 75% bonus damage.
  • Spider Summon Tome:

    • Base DMG increased from 175-200 to 225-250.
    • Seeking strength of spiders improved.

  • Slither Wand: Now inflicts 10 poison stacks with each hit.
  • V.B.F.G:

    • Reduced reload time from 2 seconds to 1.5 seconds.
    • Base DMG increased from 700-800 to 750-800.

  • The Death Beam: Base DMG increased from 700-800 to 750-850.
  • Sniper Rifle: Base DMG increased from 650-700 to 750-800.
  • Rocket Launcher: Base DMG increased from 700-800 to 800-900.
  • Piranha Gun: Base DMG increased from 175-200 to 225-250.
  • Outstanding Money Gun: Base DMG increased from 25-50 to 50-75.
  • Grenade Launcher: Base DMG increased from 275-300 to 300-325.
  • Bazooka: Base DMG increased from 650-700 to 750-800.
  • Storm Cloud: Base DMG reduced from 100-300 to 100-250.
  • Moonshine Greatsword: Base DMG increased from 175-200 to 225-250.
  • Kugelblitz Wand: Base DMG reduced from 100-300 to 100-250.


Consumable Changes



  • Agility Potion, Berserker Potion, Inferno Potion, Power Potion, Wrath Potion: Now last 10 rooms, previously 5 rooms.
  • Endurance Potion: Now lasts 5 rooms, previously 3 rooms.
  • Rainbow Potion: Is less common now.


Equipment Changes



  • Added a new body armor: Hero Cape
  • Egg Shell: Now requires 1 attunement.
  • Tyler's Robe: Improve rewards massively and reduced attunement requirement to 2, previously 3.
  • Triumvirate: Increased range and rotation speed of elemental orbitals.
  • Amazon Bracelet: Now grants +3 base melee and ranged damage per dexterity, previously +2.
  • Blue Cotton Hoodie: Reduced attunement requirement to 2, previously 10.
  • Green Wool Hoodie:

    • Versatility now grants 25% increased damage and attack speed.
    • Amped Versatility now grants 50% increased damage and attack speed.

  • Peg Leg:

    • Now grants 1% increased movement speed per gold.
    • Now has a limit of 50% bonus movement speed.

  • Bear Pelt: Now grants +3 base damage per strength, previously +1.
  • Eyepatch: Now additionally grants +5% critical hit chance.
  • Santa Hat: Is now uncommon, previously rare.


Trait Changes



  • Colossal Might: Now slows attack speed by 25%, previously by 30%.
  • Constitution: Has been removed.
  • Vitality: Now also grants the health recovery effect previously applied by Constitution.
  • Give And Take: Now grants 6% increased damage per current stamina point and 6% increased attacks peed per missing stamina point. Previously 5% each.
  • Changes to flaws applied by Cinder modifier:

    • Jinxed: Now applies -1 Luck for rest of room upon taking damage, previously just always -1 Luck.
    • Survivor Bias: Reduced duration of movement speed slow to 4 seconds, previously 8. Reduced movement speed reduction to -15%, previously -20%.
    • Glass: Now makes you take +1 heart of damage while at full health. Previously +1/2 heart always.
    • Inflation: Reduced maximum damage reduction per gold from -20% at 80 gold to -15% at 100 gold.
    • Lightning Conduit:

      • Now strikes you every 12 seconds.
      • Reduced radius of lightning strike.

    • Short Sighted: Now you deal 50% less damage at far range, previously no damage dealt at far range.
    • Slippery Slope: If you lose gold upon taking damage, you now lose only 5 gold not 5-7 gold.
    • Sloth: Now applies 25% longer stamina recovery and regeneration time, previously 50% longer.
    • Sunk-cost Fallacy: Now reduces damage of weapon by up to 15%, previously up to 20%.



Class Changes



  • Thief will now find fewer keys.
  • The Hero now starts with Hero Cape body armor.


Event Changes



  • Giant Clam Event: Now requires a dexterity threshold to snatch the Pearl Ring. Previously a 50% chance.
  • Jungle Pylon: Status effect now grants +10 to duration of shrine effects, previously +5.


Bug Fixes



  • Fixed that Doppelganger would rotate class twice when you killed Mega Death.
  • Fixed a bug with Misfit's Sword invulnerability sometimes not being applied correctly.
  • Attempted to fix bug where the Rubik's Cube roll effect would persist between runs.
  • Fixed that equipment that would grant more than +1 maximum heart (e.g.: Balrog Skin) would only recover 1 heart upon being attuned.
  • Fixed that the Battle Armor %-damage bonus would be generic damage and not melee damage.
  • Fixed that you could pickup pick-ups during Game Over.
  • Fixed an error message appearing in last boss room.
  • Fixed that you could have 0 stacks of Tipsiness if you had the Arcane Potency trait.
  • Fixed that true damage (applied from poison, blood altars, blood chests, spiky doors, ...) would sometimes inflict more damage than intended. True damage now also will follow the same health-type rules as normal damage and not transfer damage between different health types.
  • Fixed one bug with dragging items, you were able to drag items with multiple mouse buttons at the same time. You now can only drag items with left-click.
  • Fixed a bug where the inventory display in HUD would distort item icons.
  • Fixed a mistake where the inventory display in HUD wasn't enabled by default.
  • Fixed that Danger Zone areas would move during cut-scenes.
  • Fixed that The Hero wouldn't start with a negatively enchanted starting weapon while Inferior Arms cinder was active.


Just a few balance tweaks in the same patch with which I had to remove the Christmas event.
Happy new year everybody!

What's next for Tiny Rogues?

Hello fellow Tiny Rogues,
it's been a while since the last "What I'm working on" post.

The Past



First let's quickly look back on what has happened in 2022.


  • The game released in September 2022.
  • There has been 3 big patches so far.
  • The game can now be played without mouse and is even Steam Deck verified.
  • Steam Cloud saves have been configured.
  • The weapon enchantment system has been added.
  • Class abilities have been refined. Looking at you, Pyromancer and Doppelganger.
  • The Gunslinger class, a bunch of new firearm weapons and traits have been added.
  • The Cinder system finally made the game difficult. It more than doubled the amount of enemy enchantments and even added new automaton enemies into the game.
  • You finally can sell equipment and weapons in pawn shops.
  • You can actually repair the Broken Hero Sword.
  • Many achievements have been added.
  • Many balance tweaks for weapons, equipment and traits increased variety by a lot.
  • The latest patch added a bunch of new unique and fun equipment items.
  • Many many bugs have been added fixed.


When Tiny Rogues released in September I was still working my part-time job. I am incredibly grateful that the success of the game enabled me to quit my job and to become a full time developer. I can not emphasize this enough. I've been full time developing Tiny Rogues since late November and I think the last patch truly showed what I am capable of in a small amount of time when I am able to fully invest my time into this project. The last updates patch notes almost didn't fit because Steam would limit the amount of characters I could type. I am really proud of the Christmas update and I think the game is in it's best state ever. I am having so much fun playing the game myself. I even reset my save state and am currently working on unlocking all achievements again. I even beat Cinder 16 which I didn't think I would be able to do.





The Present



In the Christmas update I started to improve 3 important shortcomings I noticed.


  1. Difficulty: A lot of players wished for Tiny Rogues to be more difficult. I promised a solution to this problem with the Cinder system. The Cinder system introduced malleable difficulty to Tiny Rogues. You can toggle up to 16 different modifiers. I evaluated ideas for difficulty modifiers in a community survey beforehand and I tried to add interesting and challenging modifiers that aren't just "Increased enemy health" and "Increased enemy damage". A few instances of those type of modifiers can still be found but in general I think we did a pretty good job at coming up with unique and interesting difficulty modifiers for the game. As of right now there is no intrinsic motivation (e.g.: souls, unlocks, rewards, ...) to play at higher difficulties. Even if you are not a fan of increased difficulty I can recommend you to check out some of the modifiers and challenge yourself as the mayhem introduced by turning on a bunch of modifiers is very funny to experience at least once.
  2. Choice: I wanted to improve choices in Tiny Rogues across the board. So I reworked Blood Chests, Blood Shrines, Cursed Shrines, a lot of traits and I did a massive weapon balance overhaul. Every patch I try to make choices matter more. That is why I still care about game balance a lot even if the game is "just" a non-competitive single-player game.
  3. Loot: Before the last update I have noticed the RPG part of the game came a bit short. In order to amp up the RPG-feeling of Tiny Rogues I added over 30 new equipment items, including powerful legendary and epic items. I also reworked ton of already existing equipment items to make them feel more enticing to use.
    By now, equipment and weapons also reveal their rarity tier to you. All of these changes in the last patch already have had a big impact on strengthening the RPG aspect of Tiny Rogues. Funnily enough, I am not even close to being done yet.


Now, finally, let's talk about the future. After all that's what this post was supposed to be about.

The Future



Here comes the bad news. I want to take it slow with the next update. 0.2.0 will be what I will call an expansion for the game. We had 3 big patches so far. I imagine an expansion to add more content and changes than 3 big patches combined. Expansions are not DLC. Expansions are free. Tiny Rogues is still in Early Access and expansions are just fancy names for GINORMOUS patches that bring the game a lot closer to 1.0.

On this note, why is Tiny Rogues still in early access?


To me the reason is simple. When I started working on Tiny Rogues I had a plan for the game. I had a goal in terms of floors, bosses and general content I want the game to have. Tiny Rogues is at like 20% of the final amount of content I have planned for the game! So in my mind it is not done at all.



Tiny Rogues 1.0 is planned to release before 2023 ends. I personally expect 1.0 to hit in December 2023.

I do not want to give a release date for the first Tiny Rogues expansion though. I want to really take my time and enjoy working full time on the game. A rough estimate of the maximum amount of time before the 0.2.0 expansion releases will be 4 months.

I know it is a long time but I want to expand the game beyond your wildest dreams.

I try to not over-promise, but let's phrase it like this: If Tiny Rogues 0.2.0 will add any less than 25 new boss fights, 10 new floors, 100 new weapons, 100 new equipment items, 30 new traits, 10 new classes and 40 new event rooms, I will be disappointed in myself.

I especially am looking forward to expand the equipment pool with even more unique and powerful items. I really love what the impact the new rare drops have had in the Christmas update. The most fun part of any RPG truly is to find awesome loot.



I want to make weapon types feel even more unique and together with smarter drops I hope these new items will truly spike enjoyment from time to time.



I also plan to add a new equipment slot to the game: Gloves. It's been about time, right?



Additionally I am aware that there are players, that play the game so much, they accumulate millions of souls. The game is in dire need of a new soul sink. I want Tiny Rogues 0.2.0 to add a multitude of ways to spend your souls. It might even be a good opportunity to rework the boring Blessings skill tree with a new and more exciting system, no promises yet though.

I am also aware that Tiny Rogues seriously needs some new end bosses and endgame content. Mega Death is the pinnacle obstacle right now. This will change in Tiny Rogues 0.2.0.

Ever since the game released players have been asking how to open these:





Tiny Rogues 0.2.0 will at least open one of these doors. I personally really want to open both at the same time but we'll see how development speed goes.

Last but not least, I have a little teaser for you:





I say it again and again.
Thank you so much for supporting me and the game.
It's a pleasure to develop this game for you (and for me, lol) and I am looking forward to introduce you more and more to the ever expanding world of Tiny Rogues.









0.1.9b Patch Notes

You might have to restart Steam completely to get the update immediately.

PSA: You have to enable your blessings (passive skills from meta progression) manually. This was a bug and is now fixed.

Patch Notes



Changes



  • Doppelganger changed yet again.

    I ran into a problem with Doppelganger. There were basically 3 kinds of players expecting different things from the class. We got casual players that like Doppel to randomly rotate through classes to experience different powerful classes. We got achievement hunters would want to complete the achievement, defeat Death with every class and thus wouldn't appreciate randomness at all. And we got speedrunners or min-maxers that want to only play 1 type of Doppelganger and don't want any rotation to happen. I think I found a solution for all 3.


    Doppelganger will now copy another class each time you defeat Death (with any class). This rotation is not random so if you are going for the achievement, 10 Doppelganger wins in a row will give it to you.
    I added a new option to the option menu which enables you to lock Doppelganger, while locked the copied class won't change anymore.
  • In 0.1.9a the speedrun mode has been removed. I'll be working on bringing back the quick restart button asap.
  • Final armory will now always appear latest on floor 9.
  • Made the encounter with the Rat Council in floor 8 a bit briefer.
  • If you have Spellblade trait the mana display will now tell you that mana grants you attack speed.
  • Buffed the appearance rate of Bear Den event in floor 1.
  • Buffed the appearance rate of the Old Hag event in floor 1.
  • Buffed the appearance rate of the Tomb Of Hoodies event in floor 4.
  • The -1 luck applied from Genie event in floor 5 now lasts 10 rooms instead of being permanent.
  • Ranger now finds more quivers.
  • Increased the chance to find a potion or consumable that applies a buff you don't already have.


Item, Gift and Equipment Changes



  • Coin Bag: (Gift) Now grants 30 gold, previously 20 gold.
  • Soul Orb: Now can only be used while you have 6 traits.
  • Storm In A Bottle: Doubled the damage dealt.
  • Panda Mask: Is now epic, previously legendary.
  • Tyler's Robe: Improved quality of rewards greatly.
  • Amazon Bracelet: Is now rare, previously epic.
  • Cursebite Ring: Now grants 10% increased damage per Curse on you, previously 5%.
  • Obsidian Bracelet: Now grants +100 bonus melee damage to enemies at close range, previously +50.
  • Skull Ring: Is now rare, previously uncommon.
  • Lab Coat: Is now rare, previously epic.
  • Meteor Armor: Now grants 25% increased magical damage, previously 30%.
  • Santa Coat: Is now rare, previously epic.
  • Steel Plate Armor: Is now uncommon, previously rare.
  • Dragonscale Greaves: Now grant 25% increased melee damage for 4 seconds on dash, previously 20%.
  • Peg Leg: Now grants -10% movement speed, previously -5%.
  • Gladiator Shield: Is now rare, previously epic.
  • Mojo: Is now epic, previously uncommon. Now grants 50% increased poison tick rate, previously 15%.
  • Pyromancy Flame: Is now rare, previously epic.
  • Torch: Is now common, previously uncommon.
  • Triumvirate: Is now rare, previously epic.
  • Eyepatch: Is now uncommon, previously rare.
  • Blue Cotton Hoodie: Is now epic, previously legendary.
  • Green Wool Hoodie: Is now epic, previously legendary.
  • Red Velvet Hoodie: Is now epic, previously legendary.


Enemy And Enemy Enchantment Changes



  • Increased the delay of normal Death's lightning strikes during phase 2.
  • Made the spiraling laser attack of Mega Death a bit more controllable in phase 2.
  • Battery Enchanted: Reduced spawn rate of batteries from slightly.
  • Party Enchanted: Reduced projectile speed of confetti projectiles slightly.
  • Meteor Enchanted: Increased the expansion time of meteor shock wave slightly.
  • Possessed Weapon Enchanted: Reduced weapon spawn rate reduced slightly. Added an initial delay before spawning weapons of 4 seconds.
  • Oktoberfest Enchanted: Reduced firing rate slightly.
  • Shield Enchanted: Increased down-time slightly.


Weapon Changes



  • The Knob Twiddler: Increased range to 35 from 20. Now gains +1000 bonus damage, up from +500.
  • Demon Repeater: Increased DMG from 150-175 to 175-200.
  • Misfit's Sword: You now gain a little purple bubble effect above your character while you are invulnerable.
  • Gatling Gun: Increased DMG from 50-75 to 100-125.
  • Maxibee: Increased DMG from 125-150 to 175-200.
  • Railgun: Increased DMG from 175-200 to 225-250.
  • Zweihander: Now gains +5 base damage per strength, previously +10.
  • Beetle Wand: Increased DMG from 150-175 to 175-200.
  • Blasting Wand: Decreased APS from 6 to 5.
  • Bubble Wand: Increased DMG from 100-125 to 125-150. Bubbles explode now.
  • Dark Wand: Increased DMG from 100-125 to 125-150.
  • Frozen Orb Wand: Changed projectile and made it fade out a bit to reduce screen clutter from this weapon. Decreased APS from 1.5 to 1. Increased DMG from 75-100 to 225-250.
  • Kugelblitz Wand: The projectile now emits lightnings less frequently. The projectile now fades out over time. Decreased APS from 1.5 to 1. Increased DMG from 25-75 to 100-300.
  • Shock Wand: Increased DMG from 50-75 to 75-100.
  • Slither Wand: Now applies 5 stacks of poison immediately.
  • Spark Wand: Increased DMG from 50-75 to 75-100.
  • Cluckeye Bow: Chickens now deal 1700% more damage, previously 1800% more.
  • Storm Cloud: Increased APS from 4 to 5. Now deals 100-300 damage, previously 150-200.


Bug Fixes



  • Fixed that freshly acquired blessings would be disabled by default. They are now enabled when you acquire a passive skill level.
  • Fixed that the Death Mark eye wouldn't fade out during Game Over.
  • Fixed that the Nurse wouldn't want to heal you when you were poisoned.
  • Fixed that the game would only display 2 inventory slot hotkeys while playing keyboard-only mode.
  • Fixed that the random button in title menu could be selected when playing without mouse while only having 1 class unlocked.
  • Fixed an error relating to the new accessory: Chance's Avarice
  • Fixed a bug where an event in floor 8 would grant it's reward over and over again upon interacting.
  • Fixed an error that appeared when you had a Blacksmith Whetstone in your inventory while not having a weapon equipped.
  • Fixed a bug where weapon swapping would queue up reloads of weapons enabling players to bypass reload time completely.
  • Fixed that the reload display wouldn't show when the mini health and mini stamina bar were disabled.
  • Fixed that buffs granted by Panda Mask didn't have a fixed duration.
  • Fixed that the buff granted by Hand Of Blood didn't have a fixed duration.
  • Fixed that the textures of Bandit Armor and Battle Armor were swapped.
  • Fixed that the Brawler trait wouldn't work as intended, it would only grant a buff while 3, 2 or 1 enemies were alive, not working at 3 or more enemies.
  • Fixed that item panels would display the keyboard keybinding for comparing even while playing with controller.
  • Fixed a bug where the boss accessory reward would be much less rare than the other rewards making it so you see a ton of accessory reward rooms.
  • Fixed description of Top Hat helmet.
  • Fixed Thief stats being wrong in class selection.


Thank you for playing Tiny Rogues!

And thank you for leaving so many good reviews after the newest patch, it is very much noticed and appreciated. You guys are awesome!

Tiny Rogues Christmas Update

You might have to restart Steam to get the update immediately.

In the Tiny Rogues 0.1.9 I once more focused on improving the base experience of Tiny Rogues. While I haven't added any new classes, new floors or boss enemies, this update still massively improves the game and adds a giant amount of new content and replay-ability.



Highlights



  • Holiday Event: Tiny Rogues is beginning to look a lot like Christmas! I am glad to announce that the real Santa will be a permanent visitor of the tavern over the holidays.
  • New feature: Added the Cinder system. Challenge yourself and apply up to 16 additional difficulty modifiers.
  • New feature: The Broken Hero Sword can finally be repaired. I added 6 legendary new swords. Good luck on the quest to repair the sword! More info and tips on how to repair the sword can be found below.
  • New feature: Added Pawn Shop rooms! Sell your weapons and equipment to Lucien the collector.
  • Rework: Blood Shrines are now called Blood Altars and grant new rewards.
  • New feature: Added charms which are a new type of item that grants stats while in inventory.
  • New feature: Added a bunch of new and unique consumable items. Including two new types of dice.
  • Rework: Massive equipment overhaul. Almost every piece of equipment in the game has been either buffed or at least been made more unique and enticing to use.
  • New equipment: Added more than 30 new unique equipment items.
  • New weapons, equipment, event rooms and other stuff! This update adds a bunch of creator Easter eggs, which is new content that relates to content creators that made videos on Tiny Rogues or streamed the game. A full list of implemented Easter eggs can be found below.
  • Melee Buffs: I put a bit of effort into improving the melee archetype this patch. Melee is still a difficult play style, especially when using short ranged weapons. I hope I improved the experience at least a little bit!
  • Rework: Armory rooms are now guaranteed. Added a special rare type of Armory called Royal Armory which contains even more and better weapons.
  • New achievements: Added 11 new achievements.




Content creator Easter eggs



I know I didn't catch everybody who created Tiny Rogues content. If your favorite content creator has played Tiny Rogues and I missed them, let me know!



0.1.9 Patch Notes



New general features



  • Added the Cinder system with 16 difficulty modifiers. Difficulty modifiers are unlocked row by row.
  • Added streaks. The game keeps track of a variety of streak stats.



Major general changes



  • Curse will not reduce maximum hearts by 1 anymore. Curses now inflict a variety of modifiers, including:

    • 5% increased enemy health.
    • You get poisoned.
    • You lose all your Soul Hearts.
    • 10% increased mana degeneration rate
    • 10% increased stamina recovery time
    • -1 Bomb found
    • -10% damage dealt at far range
    • -10% damage dealt against bosses
    • -10% gold found
    • -5% movement speed

  • Picking up a mana star now inherently will grant 30% more attack speed for 2 seconds.
  • Blood Shrines have been reworked into Blood Altars. Blood Altars will inflict 1 heart of damage now, previously they consumed 1 red heart.
  • Blood Chests have had their reward pool reworked and now grant new unique rewards. Blood Chests will inflict 1 heart of damage now, previously they consumed 1 red heart.
  • Buffed and tweaked the rewards you can get from bombing treasure chests and the arcade.
  • You can now bomb Blood Altars, Shrines and Cursed Shrines.
  • Added a new stat: Absolution prevents you from getting cursed.



Minor general changes



  • You can now display your inventory in the HUD. The transparency of this display can be altered in the option menu.
  • Holy damage is now associated with the Judgement status effect, meaning holy damage will trigger Judgement on critical hit.
  • Soul Hearts will not protect you from being cursed or poisoned anymore.
  • Improved the character sheet and made it show some stats that weren't displayed previously.
  • Turning on Speedrun Mode in the options menu will enable a quick restart button in the pause menu. Disabled due to being buggy and breaking the game, sorry speedrunners.
  • Blood Chests and Cursed Shrines can now spawn in floor 1.
  • Improved rewards gained from Treasure Rocks.
  • If a room reward spawns multiple rewards they now won't spawn on top of each other anymore.
  • Added a new tool-tip to items that provide maximum health which informs you whether or not the item will recover hearts upon being attuned or not.
  • The Death Mark eye that follows you around is now very transparent during combat.


Weapons



New weapons



  • Added 7 new swords related to the Broken Hero Sword quest.
  • Added a new sword: Misfit's Sword
  • Added a new flail: The Knob Twiddler



Weapon balance changes



  • Nerfed damage bonus from scaling from 1.25% to 1%.
  • Nerfed the damage bonus from upgrading epic and legendary weapons slightly.
  • Reduced bend and angle of axe projectiles slightly, making them easier to aim.
  • Spectral Blade Wand: Altered the attack behavior a bit to make the weapon easier to use.
  • Golden Desert Eagle: Buff now grants 100% more damage for 1 second after dashing, previously would increase damage of first attack after dash by 100%.
  • Tommy Gun: Increased DMG from 75-100 to 100-125.
  • Archon Scepter: Increased APS from 4 to 5.
  • Disintegration Scepter: Increased APS from 4 to 5. Increased DMG from 75-100 to 100-125.
  • Freezing Scepter: Increased APS from 4 to 5. Increased DMG from 75-100 to 100-125.
  • Life Drain Scepter: Increased APS from 4 to 5.
  • Mana Scepter: Increased APS from 4 to 5.
  • Toxic Scepter: Increased APS from 4 to 5.
  • Acid Cloud Scroll: Decreased APS from 2.5 to 2.
  • Blizzard Scroll: Decreased DMG from 75-100 to 50-75. Decreased APS from 5 to 4. Is now rare, previously uncommon.
  • Candy Scroll: Decreased DMG from 125-150 to 75-100.
  • Comet Scroll: Decreased DMG from 225-250 to 175-200.
  • Explosion Scroll: Decreased DMG from 225-250 to 200-250. Is now an epic item, previously rare.
  • Meteor Scroll: Increased DMG from 250-300 to 275-300.
  • Thunderstorm Scroll: Increased DMG from 100-150 to 125-150. Is now a rare item, previously epic.
  • Nimbus Scroll: Increased DMG from 175-200 to 100-400.
  • Volcanic Codex: Decreased DMG from 175-200 to 150-200.
  • Crimson Staff: Decreased DMG from 150-175 to 100-125.
  • Dark Wizard Staff: Decreased DMG from 200-250 to 175-200. Reduced spread of beams.
  • Lightning Staff: Increased DMG from 50-75 to 75-100.
  • Prism Staff: Improved intelligence scaling from D to C. Reduced spread of beams by a lot.
  • Rainbow Staff: Increased DMG from 100-125 to 275-300.
  • Staff Of Unlimited Power: Increased DMG from 75-100 to 175-200.
  • Beetle Wand: Decreased DMG from 175-200 to 150-175.
  • Blight Wand: Increased DMG from 100-125 to 125-150.
  • Dark Wand: Decreased DMG from 125-150 to 100-125.
  • Demon Scythe Wand: Improved dexterity scaling from D to B. Made projectiles pick up in speed faster.
  • Dragon's Breath: Increased DMG from 100-125 to 125-150.
  • Flame Wand: Increased DMG from 325-350 to 375-400 DMG. Increased APS from 2 to 3.
  • Frozen Orb Wand: Reduced intelligence scaling from A to B.
  • Holy Bible: Decreased DMG from 200-225 to 175-200.
  • King Bible: Decreased DMG from 200-225 to 175-200.
  • Rift Wand: Increased DMG from 125-150 to 150-200.
  • Slime Wand: Decreased DMG from 125-150 to 75-100.
  • Slither Wand: Decreased DMG from 150-175 to 125-150.
  • Blasting Wand: Increased APS from 5 to 6. Reduced projectile spread slightly.
  • Blight Wand: Now always shoot 3 projectiles instead of 2-3 projectiles. Increased APS from 2 to 4.
  • Spirit Wand: Is now legendary, previously epic. The damage of the status effect has been increased from 400% to 500% infliction damage.
  • Obliteration Wand: Reduced projectile spread slightly. Now fires 3 projectiles instead of 2-3.
  • Tornado Wand: Increased DMG from 50-75 to 75-100.
  • Unholy Bible: Decreased DMG from 175-200 to 150-200. Reduced strength scaling from A to B.
  • Battle Axe: Increased APS from 2.25 to 2.5.
  • Berserker Axes: Increased DMG from 125-150 to 175-200.
  • Butcher Cleaver: Is now an epic weapon. Increased bonus bleed damage from 100% more to 300% more.
  • Crescent Axe: Increased DMG from 175-200 to 200-250.
  • Double Axe: Increased DMG from 150-175 to 150-200.
  • Gimmer Shred: Increased DMG from 125-150 to 175-200. Improved intelligence scaling from E to A.
  • Stormbreaker: Increased DMG from 250-300 to 275-300. Increased APS from 2.75 to 3.
  • Zenith: Decreased DMG from 225-50 to 200-250.
  • Golden Skean: Increased APS from 1.75 to 2.
  • Ninja Dagger: Increased DMG from 225-250 to 275-300.
  • Poison Sickles: Increased DMG from 75-100 to 125-150. Decreased APS from 4.5 to 4. Is 2H now.
  • Sickles: Increased DMG from 75-100 to 100-125. Is 2H now.
  • Death Sickles: Increased DMG from 125-150 to 175-200. Is 2H now.
  • The Hungry Blade: Now grants 50% critical hit multiplier on boss kill, previously 30%.
  • Skinning Knife: Increased APS from 1.5 to 2 APS.
  • Big Chomper: Increased APS from 125 to 1.5. Increased DMG from 450-500 to 475-500.
  • Maelstrom: Increased DMG from 175-200 to 225-250. Decreased APS from 3.5 to 3.
  • Echoing Fury: Increased APS from 1.5 to 2. Increased DMG from 100-125 to 175-200.
  • Mjolnir: Increased DMG from 250-275 to 275-300. Increased APS from 2.25 to 2.5. Increased lightning damage from 250-300 to 450-500.
  • Morning Star: Increased DMG from 275-300 to 325-350.
  • Quecholli: Increased DMG from 275-300 to 375-400.
  • Windhammer: Increased DMG from 200-225 to 225-250.
  • Crop Scythe: Now inflicts bleed.
  • Gungnir: Increased DMG from 200-250 to 225-250.
  • Halberd: Increased DMG from 200-250 to 225-250. Now always inflicts Armor Break.
  • Poleaxe: Now always inflicts Armor Break.
  • Naginata: Increased DM from 200-250 to 225-250. Improved strength scaling from A to S and dexterity scaling from D to B.
  • Lifehunt Scythe: Now inflicts bleed. Increased DMG from 175-200 to 225-250.
  • Reaper's Toll: Increased DMG from 200-250 to 225-250. Increased APS from 1.75 to 2 APS. Added 50% bonus critical hit multiplier.
  • Trident: Increased DMG from 100-125 to 125-150.
  • Broad Sword: Increased DMG from 175-200 to 225-250.
  • Broken Hero Sword: Increased DMG from 75-100 to 100-125.
  • Demon Blade: Increased DMG from 125-150 to 150-175. Increased attack speed increase on boss kill from 10% to 15%.
  • Energysaber: Increased DMG from 125-150 to 175-200. Decreased APS from 4.25 to 4. Increased sweep attack damage from 250% to 300%.
  • Excalibur: Increased DMG from 150-175 to 225-250. Increased APS from 3 to 4. Added intelligence scaling of S.
  • Falchion: Increased DMG from 175-200 to 225-250.
  • Frostbane: Increased DMG from 175-200 to 225-250.
  • Muramasa: Increased DMG from 125-150 to 175-200.
  • Pirate Saber: Increased DMG from 125-150 to 175-200.
  • Rapier: Increased DMG from 125-150 to 175-200. Increased APS from 3.5 to 4.
  • Salamandra: Increased DMG from 150-175 to 225-250. Increased APS from 2.25 to 2.5.
  • Shortsword: Increased DMG from 125-150 to 175-200.
  • Star Fury: Increased DMG from 150-175 to 175-200. Increased APS from 2.5 to 3.
  • Moonshine Greatsword: Improved intelligence scaling from A to S.
  • Buster Blade: Is now rare, previously epic.
  • Swift Blade: Increased DMG from 125-150 to 175-200.
  • Blast Bark: Decreased DMG from 275-300 to 225-250.
  • Chlorophyte Bow: Decreased DMG from 175-200 to 125-150.
  • Cluckeye Bow: Decreased DMG from 25-75 to 25-50.
  • Composite Bow: Decreased DMG from 150-175 to 125-150.
  • Crude Bow: Decreased DMG from 150-175 to 125-150.
  • Dragonslayer Bow: Decreased DMG from 950-1000 to 750-850. Increased APS from 1.3 to 1.5.
  • Ice Fang: Reduced strength and intelligence scaling from A to B.
  • Snow Angel: Reduced DMG from 150-175 to 125-150.
  • Storm Cloud: Improved attack behavior and increased APS from 2 to 4.
  • Thorn Bow: Decreased DMG from 175-200 to 150-200.
  • Winged Bow: Improved attack behavior.
  • Buriza: Decreased DMG from 150-175 to 125-150.
  • Crossbow: Decreased DMG from 250-275 to 225-250.
  • Demon Repeater: Increased DMG from 125-150 to 150-175.
  • Full Auto Crossbow: Increased DMG from 100-125 to 125-150.
  • Hellsingers: Increased DMG from 75-100 to 100-125.
  • Octoshot Crossbow: Reduced APS from 2.25 to 2.
  • Relic Crossbow: Reduced DMG from 125-175 to 125-150.
  • Twinshot Crossbow: Reduced DMG from 225-250 to 175-200.
  • Bazooka: Reduced DMG from 700-800 to 650-700.
  • Grenade Launcher: Reduced APS from 4 to 3.
  • Laser Gun: Reduced DMG from 225-250 to 175-200. Increased APS from 3.5 to 4.
  • Laser Rifle: Increased reload time from 1 second to 2 seconds. Improved intelligence scaling from D to A.
  • Machine Gun: Increased reload time from 1 second to 2 seconds.
  • Maxibee: Increased DMG from 75-100 to 125-150. Decreased APS from 12 to 10.
  • Railgun: Increased DMG from 125-150 to 175-200. Increased reload time from 2 seconds to 2.5 seconds.
  • Rocket Launcher: Decreased DMG from 900-1000 to 700-800.
  • Shotgun: Decreased DMG from 175-200 to 125-150.
  • Sniper Rifle: Decreased DMG from 750-800 to 650-700.
  • Snow Launcher: Increased reload time from 1 second to 1.25 seconds. Has been renamed from Snow Cannon.
  • The Death Beam: Decreased DMG from 900-1000 to 700-800.
  • Triple Machine Gun: Increased reload time from 1 second to 1.5 seconds.
  • VBFG: Decreased DMG from 750-800 to 700-800.
  • Deck Of Cards: Added an extended description.
  • Kunai: Increased APS from 2.5 to 3.
  • Lightning Javelin: Increased DMG from 150-200 to 175-200. Removed ammo and reload time.
  • Molotov Cocktail: Removed ammo and reload time.
  • Paperbomb Kunai: Increased base DMG from 25-50 to 75-100. Increased APS from 3 to 4. Increased damage of explosions from 300-350 per sticker to 375-400 per sticker.
  • Poisonous Concoction: Altered attack behavior after removing ammo and reload time.
  • Shuriken: Gave shuriken a new improved projectile flying path.
  • Throwing Javelins: Removed ammo and reload time.
  • Disk Launcher: Has been renamed from Disk Cannon.


Equipment



New equipment



  • Added new boots: Wanderboots
  • Added a new helmet: Sophisticated Headgear
  • Added a new helmet: Panda Mask
  • Added a new accessory: Chance's Avarice
  • Added a new off-hand: Seth's Walking Stick
  • Added a new accessory: Hand Of Blood
  • Added a new body armor: Tyler's Robe
  • Added a new helmet: Egg Shell
  • Added a new helmet: Eyepatch
  • Added a new helmet: Bear Pelt
  • Added a new body armor: Red Velvet Hoodie
  • Added a new body armor: Blue Cotton Hoodie
  • Added a new body armor: Green Wool Hoodie
  • Added a new helmet: Santa Hat
  • Added a new helmet: Santa Coat
  • Added a new off-hand: Spiked Shield
  • Added a new off-hand: Paladin Shield
  • Added a new helmet: Gladiator Helmet
  • Added a new helmet: Bishop Hat
  • Added a new accessory: Amazon Bracelet
  • Added a new body armor: Meteor Armor
  • Added a new helmet: Paladin Helmet
  • Added a new body armor: Cloak Of Mystra
  • Added a new body armor: Lab Coat
  • Added a new helmet: Baseball Cap
  • Added new boots: Red Heels
  • Added a new accessory: Unsolved Rubik's Cube
  • Added a new accessory: Perfect Rubik's Cube
  • Added a new helmet: Power Scouter
  • Added new boots: Peg Leg
  • Added new boots: Goliath Greaves
  • Added a new body armor: Balrog Skin
  • Added a new body armor: Demonic Shell
  • Added a new body armor: Templar's Might
  • Added new boots: Elusive Boots
  • Added a new off-hand: Dragonscale Shield
  • Added a new off-hand: Spirit Shield
  • Added new boots: Apprentice Boots
  • Added new accessory: Stoneplate Ring
  • Added new accessory: Cursebite Ring
  • Added new accessory: Blue Tearstone Ring
  • Added new accessory: Hornet Ring

Equipment balance changes



  • Gold Crown: Now adds +10 rooms to duration of effects, previously +5. Now has attunement of 2 rooms.
  • Armor Of Agathys: Now also gives +1 armor.
  • Armor Of Avernus: Now also gives +1 armor.
  • Armor Of Thorns: Now also gives +1 armor.
  • Battle Armor: Now gives 25% increased melee damage, previously 10%.
  • Crimson Cloak: Now gives 30% increased DoT damage, previously 20%.
  • Dragonscale Armor: Previously would reduce elemental damage taken by 50%. Now reduces all damage taken by 1/2 heart.
  • Hunter Cloak: Now gives +20% critical hit chance, previously +10%.
  • Kimono: Now gives +2 stamina, previously +1 stamina.
  • Poncho: Now gives 5% increased damage per current stamina, previously 3%.
  • Pyromancer Coat: Has been renamed from Pyromancer Hood. Now gives 25% increased fire damage, previously 15%.
  • Sage Robe: Now gives 25% increased magic damage, previously 15%.
  • Tunic: Now gives 25% increased attack speed, previously 15%.
  • Wizard Cloak: Now gives +2 mana, previously +1 mana.
  • Flame treads: Now also give 10% increased movement speed.
  • Cross Pendant: Now grants +1 Absolution when you kill a boss. Previously gave bonus damage vs fiends and undead.
  • Lapis Bracelet: Now gives 25% increased area of effect radius, previously 20%.
  • Obsidian Bracelet: Now gives +50 bonus melee damage to enemies at close range, previously +20 to melee range.
  • Power Belt: Now gives +20 strength, previously +15.
  • Ruby Ring: Now gives 50% increased burn damage, previously 20%.
  • Sapphire Ring: Now gives 50% increased effect of chill and frostbite, previously 20%.
  • Silver Serpent Ring: Now spawns 5 soul pickups (250 souls) on room completion, previously 1 soul pickup (50 souls).
  • Skull Ring: Now gives 15% increased damage against bosses, previously 10%.
  • Topaz Ring: Now gives 50% increased shock effect, previously 30%.
  • Sorcerer Cloak: Now gives 45% slower mana degeneration rate, previously 40%.
  • Dragonscale Greaves: Now give 20% increased melee damage for 4 seconds on dash, previously 15%.
  • Jester Boots: Now give 30% increased stamina recovery speed, previously 25%.
  • Lightning Boots: Lightning damage increased from 1500-2000 to 200-2500.
  • Bunny Ears: Now give 15% increased movement speed, previously 10%.
  • Cowboy Hat: Is now a rare item.
  • Plague Doctor Mask: Now gives 20% increased DoT tick rate, previously 10%.
  • Sack: Now gives 25% increased bleed damage, previously 15%.
  • Skull Cap: Now gives 15% increased melee damage, previously 10%.
  • Thieves Hood: Is now a helmet. Now grants +50 critical hit multiplier, previously +25%.
  • Cloth Hood: Is now a helmet.
  • Voodoo Mask: Now gives 30% increased poison DoT damage, previously 15% increased poison damage.
  • Witch Hat: Now gives 15% increased magic damage, previously 10%.
  • Dark Orb: Now gives 20% increased magic attack speed, previously 15%.
  • Pyromancy Flame: Now gives 25% increased damage over time, previously 15%.
  • Spellbook: Now gives 20% increased magic damage, previously 10%.
  • Torch: Now also gives 100% chance to burn with melee weapons, previously 10%.
  • Tower Shield: Decreased reduced movement speed from -10% to -5%.
  • Triumvirate: Now grants 3 elemental orbitals that inflict the elemental status effects: burn, shock and chill.
  • Maiden Dress: Is now a rare item.


Consumables and other items



New consumables and other items



  • Power Shard: Grants 1 level up.
  • Added 12 Charms. Charms are items that grant stats while you have them in inventory.
  • One of these Charms is a new unique charm: The Watcher's Charm
  • Crystalized Soul Heart: Grants a Soul Heart on consumption.
  • Sacramental Bread: Grants +3 Absolution on consumption.
  • Zinc: Grants +1 Intelligence growth for 10 rooms on consumption.
  • Protein: Grants +1 Strength growth for 10 rooms on consumption.
  • Calcium: Grants +1 Dexterity growth for 10 rooms on consumption.
  • Golden Dice: Rerolls offered items in armories. Rerolls and re-stocks offered items in shops.
  • Obsidian Dice: Allows you to exchange a trait with a random new trait.
  • Holy Water: Infuses weapon with Holy.
  • New materials: Mithril, Iceflex, Heatflex, Voltflex, Toxiflex, Brightflex, Darkflex

Consumable and other items balance changes



  • Tent: Is now a charm and will recover 1 heart when you enter a new floor.
  • Blacksmith Whetstone: Can now upgrade melee weapons up to level 4.
  • Power Gem: Grants 5 level ups.
  • Fresh Gold Pine Resin, Fresh Charcoal Pine Resin and Fresh Crystal Pine Resin now have unique icons.
  • Antidote Potion: Doesn't grant poison immunity anymore.


Trait additions and changes



  • Added a new trait: Goat Force
  • The Cinder system brings with it 12 new negative traits called flaws.
  • Improved dynamic descriptions appended on proficiency traits.
  • Arcane Potency now can't appear while having Vitality or Constitution trait and vice versa.
  • Brawler: Now gives 15% more damage per enemy in the room, up to 45%. Previously 10% up to 40%.
  • Decay: Now gives 10% increased DoT damage per second spent in the room, up to 200%. Previously 2% per second up to 100%.
  • Single Out: Now gives 25% more damage dealt while facing exactly 1 enemy, previously 20%.
  • Dreamer: Now gives 75% increased damage bonus from mana, previously 50%.
  • Glass Cannon: Now only adds 1/2 heart of damage taken, previously added a full heart of damage taken.
  • Grenadier: Now can only be triggered of ranged attacks. Increased reload time from 2 seconds to 3 seconds. Reduced damage of grenade splinters slightly.
  • Lethality: Is not a hybrid trait anymore. Is now a dexterity trait. Now gives 150% critical hit multiplier, previously 125%.
  • Resolute Technique now grants 40% more damage, previously 30% more.
  • Savage Wounds now grants 50% more bleed damage, previously 30% more.
  • Wisdom now grants +3 mana, previously +2 mana.
  • War Caster now grants 10% more magic damage per maximum armor, previously 30% magic damage while having any current armor.
  • Arcane Potency now grants 15% more damage dealt per Soul Heart up to maximum of 75% more. Previously uncapped but 8% per Soul Heart.


Enemy and combat changes



  • The Cinder system brings with 6 new enemies.
  • Added 18 new enemy enchantments. Some of these are locked behind a Cinder system modifier.
  • Boss enemies will now spawn more mana stars depending on the floor. This starts at 7 mana stars spawned per health bar from bosses in floor 7 and goes up to 20 mana stars spawned per health bar by Mega Death.
  • King Ooze: Shoots a little fewer projectiles with some attacks.
  • Gargoyles: The gargoyle with the halberd will now shoot less projectiles on wall bounce during the enrage phase.
  • Pharaoh and Phoenix aren't invulnerable during their special phases anymore, they now get a damage reduction buff that reduces damage taken by 80%. They still can't be forced to go into 2nd phase during these phases and have to finish their animations and attacks.


Gift changes



  • Removed the Red Eye Orb gift.
  • Added a new gift that gives you 1x Sacramental Bread.
  • The tent effect has changed, it is now a charm that will recover 1 heart upon entering a new floor.


Rooms



New rooms



  • Royal Armories: Small chance to find a royal armory. Royal armories contain rarer weapons and offer 4 choices instead of 3.
  • Pawn Shop: Sell weapons and armor by dropping them on the ground.
  • Added 2 new event rooms to floor 1.
  • Added a new event room to floor 2.
  • Added a new event room to floor 3.
  • Added a new event room to floor 4.
  • Added a new event room to floor 8.


Room changes



  • Secret rooms are now slightly more common.
  • Added new NPCs to the tavern: The knights of the order of the silver flying dragon.
    There are 4 variations of knights. A different knight will spawn depending on your cinder level. Knights will give you a reward if you show them a weapon of rarity tier rare or above.

    • 0 - 4 Cinder: Iron Knight: Gives you a Blacksmith Whetstone.
    • 5 - 8 Cinder: Gold Knight: Gives you a Golden dice.
    • 9 - 12 Cinder: Crystal Knight: Gives you a Crystalized Soul Heart.
    • 13 - 16 Cinder: Dark Knight: Gives you a Purging Stone.

    After having received a gift from a knight, no more knights will appear in the game.
    And as promised, here is a tip on evolving the Broken Hero Sword:
    Knights are more likely to appear the deeper the floor is. At some point finding a knight in a tavern is almost guaranteed. You will have to upgrade a weapon to level 4 to reforge the Broken Hero Sword. You can guarantee getting a Blacksmith Whetstone by using the Iron Knight on low Cinder levels. On higher Cinder levels you are not guaranteed to repair the Broken Hero Sword.
  • Over the holidays, Santa is a permanent NPC in the tavern.
  • You are now guaranteed to find 4 armory rooms each dungeon.
  • Armory rooms now contain weapons of a fixed type of rarity. (Uncommon, Rare, Epic, Legendary)
  • Armory rooms don't contain a magic, ranged and melee weapon anymore. Armory rooms now contain at least 1 weapon of the type you are holding. The other weapons are of a random type.
  • Healing at the Nurse in the tavern now costs 5G down from 10G.
  • The Goddess Of Sin Statue event now grants +3 Absolution instead of immunity to curses.
  • Changed the reward granted by the Guillotine event in floor 8.
  • Changed the reward granted by the study room event in floor 8. Removed the Madness status effect from the game.


Class changes



  • Doppelganger will now copy the last class you've beaten Death with. Previously was another class every day.
  • Every class but Doppelganger gained a hidden ability. Hidden abilities influence drop rates of certain items.


Bug Fixes



  • Fixed that the Soul Peddler had the wrong dialogue messages.
  • Fixed that the game would freeze when you bombed a chest while lockpicking it.
  • Fixed a bug that made poison last more rooms than intended.
  • Fixed that duration based status effects would expire during cut scenes.
  • Fixed a bug with the Mandrake's roots hitboxes.
  • Fixed an error when inspecting a weapon on ground while not having a weapon equipped.
  • Fixed Defy Death sometimes not working correctly.
  • Fixed a bug with which you could gain multiple traits from trait selection while playing with controller or keyboard-only.
  • Fixed that the Plank Shield wouldn't break from taking true DMG.


Thank you for supporting Tiny Rogues. I wish you happy holidays! Thank you for changing my life and enabling me to develop games full-time.

If you are looking to engage with the community, check out the lovely Tiny Rogues Discord.

And if you now wonder what's next for Tiny Rogues and when the gates in the final rooms will open, keep an eye open for a news post on what's next for Tiny Rogues!

PTR Update 0.1.8h

You might need to restart Steam to get the update.

PTR



What's a PTR?
PTR stands for the public test realm. Which is another version of the game, a sort of public beta realm for players who want to help test new features.

How do I join PTR?
Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and chose the public-test-realm in the drop-down menu.

Patch Notes



Major changes



  • The holiday event started!
  • The tavern has been decorated and rocks a new (temporary) music track!
  • Some enemies decided to celebrate Christmas with you!



Minor changes



  • Added a new tool-tip to items that provide maximum health which informs you whether or not the item will recover hearts upon being attuned or not.
  • The Death Mark eye that follows you around is now very transparent during combat.
  • You can now display your inventory in the HUD. The transparency of this display can be altered in the option menu.
  • Secret rooms are now slightly more common.
  • Pawn Shops are less common.


Cinder and Cinder-related changes



  • The Cinder modifier Rust, Pestilence and Sin has been reworked into: Pestilence. I didn't like what the trait did to the game. It made red health, armor and soul hearts really bad. High cinder is the time to make use of some of the defensive options the game provides and that trait took those options away. Pestilence now relates to the Poison status effect, making it even more punishing. Better dodge those green projectiles!
  • Antidote Potions don't grant immunity to poison anymore.
  • Removed the curse that would reduce maximum hearts by 1 and replaced it with a curse that will one-time poison you on infliction.
  • Automaton HP has been reduced slightly.
  • Automatons won't deactivate completely during intense situations anymore, they just won't attack now but they'll still be moving around.


Weapon changes



  • New weapon: The Knob Twiddler
  • New weapon: Misfit's Sword
  • Demon Scythe projectiles will pick up in speed quicker now.
  • Storm Cloud attack behavior has been reworked.
  • Quecholli DMG has been buffed slightly.
  • Reduced projectile spread and added an additional projectile to Obliteration Wand.
  • Spirit Wand is now legendary. The damage of the status effect has been increased from 400% to 500% infliction damage.
  • Increased ray length of Archon Scepter slightly.
  • Blizzard Scroll is now a rare item.
  • Nimbus Scroll damage changed from 175-200 DMG to 100-400 DMG.
  • Rainbow Staff DMG increased from 175-200 DMG to 275-300 DMG.
  • Staff Of Unlimited Power DMG increased from 100-150 DMG to 175-200 DMG.
  • Blasting Wand attack speed increased from 5 to 6 APS. Reduced the spread of projectiles slightly.
  • Blight Wand will now always shoot 3 projectiles instead of 2 to 3 projectiles. Increased the attack speed from 2 to 4 APS.
  • Flame Wand DMG increased from 275-300 DMG to 375-400 DMG and increased attack speed from 2 to 3 APS.
  • The Hero Sword now shoots 2 projectiles. (doesn't really change much as no sword can shot with their main attacks)
  • Butcher Cleaver now deals 300% more bleed damage, previously 200%.
  • Gimmer Shred intelligence scaling increased from E to A.
  • Buster Blade rarity reduced from Epic to Rare.
  • Moonshine Greatsword intelligence scaling increased from A to S.
  • Skinning Knife attack speed increased from 1.5 to 2 APS.
  • Naginata DMG increased from 200-250 to 225-250. Increased strength scaling from A to S and dexterity scaling from D to B.


Consumable changes and Charm changes



  • Added a new charm: The Watcher's Charm
  • Added a fail-save mechanic to the Obsidian Dice, a lot of traits now can't be rolled by the dice. Including: Arcane Potency, Berserk, Boozer, Colossal Might, Constitution, Decay, Focus, Glass Cannon, Goat Force, Mageblood, No Pain No Gain, Power Of Nature, Relentless, Resolute Technique, Sharpshooter, Soul Thief and Transcendence.
  • Removed the Red Eye Orb consumable from the game.


Equipment changes



  • Added a new pair of boots: Wanderboots
  • Added a new helmet: Sophisticated Headgear
  • Added a new helmet: Panda Mask
  • Added a new ring: Chance's Avarice
  • Added a new off-hand: Seth's Walking Stick
  • Added a new amulet: Hand Of Blood
  • Added a new body armor: Tyler's Robe
  • Added a new helmet: Egg Shell
  • Added a new helmet: Eyepatch
  • Added a new helmet: Bear Pelt
  • Added 3 new body armors: Red Velvet Hoodie, Blue Cotton Hoodie, Green Wool Hoodie
  • Gold Crown now grants +10 rooms to room effect duration, up from +5.


Gift changes



  • Removed the Red Eye Orb gift.
  • Added a new gift that gives you 1x Sacramental Bread.


Event room changes



  • New floor 2 event
  • New floor 3 event
  • 2 new floor 1 events
  • New floor 4 event
  • New floor 8 event
  • Changed the reward granted by the Guillotine event in floor 8.
  • Changed the reward granted by the study room event in floor 8. Removed the madness status effect from the game.


Enemy changes



  • The Gargoyle with the halberd will now shoot less projectiles on wall bounce during his enrage phase.
  • Pharaoh and Phoenix aren't invulnerable during their special phases anymore, they now get a damage reduction buff that reduces damage taken by 80%. They still can't be forced to go into 2nd phase during these phases.
  • Proximity Defense enchanted now fades in and out.


Tavern changes



  • Added a new type of NPC to the tavern: the Knights of the silver flying dragon. There are 4 different knights and they appear depending on your Cinder Level. Hint: The Knight at lowest cinder levels will make upgrading the hero sword a lot easier. Knight appearance chance rises with each floor. If you find a knight and he grants you an item no more knights will appear.
  • Santa is now a permanent visitor of the Tavern, at least for the duration of the holidays.


Trait changes



  • Added a new trait: Goat Force (can only appear while wearing the Horn Helmet)
  • Decay now grants 10% increased DoT damage per second up to 200%.


Bug Fixes



  • Fixed a bug with the Mandrake's roots hitboxes.
  • Fixed that Arcane Potency wouldn't appear at all.
  • Fixed that Obsidian Chests and Dragonslayer Chests would incorrectly state to drop a "rare" item.
  • Fixed a visual bug related to lockpicking.
  • Fixed an error when inspecting a weapon on ground while not having a weapon equipped.
  • Fixed Defy Death sometimes not working correctly.
  • Fixed a bug with which you could gain multiple traits from trait selection while playing with controller or keyboard-only.
  • Fixed a bug that made +4 and +5 weapons appear.
  • Fixed a bug where infinite respawning enemies would trigger on-kill effects.
  • Fixed that you couldn't use golden dice in a certain shop in floor 4.
  • Fixed that the Thieves Hood and Cloth Hood would turn the character invisible.
  • Fixed that the Plank Shield wouldn't break from taking true DMG (such as spiky doors)
  • Fixed that Death Zone enchanted would sometimes get stuck.
  • Fixed that Death Mark status effect was affected by increases and reductions to room duration.
  • Fixed that the XP bar didn't show the correct XP value after using a Power Gem.
  • Fixed that Pawn Shop spawns would eat Taverns.


Remember, you can leave feedback in the ptr-feedback or ptr-bug-reports channel on the Tiny Rogues Discord! All last minute testing before the big update tomorrow is much appreciated!

PTR Hotfix 0.1.8g

Fixed that the Obsidian Dice introduced in the last update would hide the UI and not re-enable it.

PTR Update 0.1.8f

You might need to restart Steam to get the update.

PTR



What's a PTR?
PTR stands for the public test realm. Which is another version of the game, a sort of public beta realm for players who want to help test new features.

How do I join PTR?
Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and chose the public-test-realm in the drop-down menu.

Patch Notes



Major new features and changes



  • New room type: Pawn Shop. Sell weapons and equipment to Lucien the collector!
  • The Broken Hero Sword can now be upgraded.
  • New type of dice: Golden Dice, will re-roll the items offered in armories and re-roll and re-stock items offered in shops.
  • New type of dice: Obsidian Dice, will exchange a chosen trait with a random other trait.
  • QoL for Speedrunners: You can turn on the Speedrun mode in options menu which currently adds a restart button to the pause menu.
  • New rare infusion consumable: Holy Water, infuses you with Holy damage and will apply Judgement status effect. Currently can mostly be found in shops as the item is intended for an upcoming event room.
  • Doppelganger will now chose which class to copy depending on the last class you've defeated Death with.


Minor new features and changes



  • Improved the wording of the dynamic description appended to proficiency traits.
  • The nurse in the tavern can now cure poison for 5G even if you are at full health.
  • Treasure Rocks can now contain vitamin items.
  • Treasure Rocks now give 2 keys instead of just 1.


Equipment changes



In the last PTR patch I did some sneaky nerfs to damage scaling from attributes and weapon upgrades. I am generally pretty happy with the changes as it opened the possibility to make equipment items a bit more exciting.




  • Gold Crown now has 3 attunement.
  • Armor Of Agathys now grants +1 armor.
  • Armor Of Avernus now grants +1 armor.
  • Armor of Thorns now grants +1 armor.
  • Flame Treads now additionally grant 10% movement speed.
  • Cross Pendant now grants +1 Absolution when you kill a boss. Previously granted bonus damage vs fiends and undead.
  • Lapis Bracelet now grants 25% increased area of effect radius, previously 20%.
  • Obsidian Bracelet now grants +50 bonus melee damage to enemies at close range. Previously +20 to melee range.
  • Power Belt is back to granting +20 Strength.
  • Ruby Ring now grants 50% increased burn damage, previously 20%.
  • Sapphire Ring now grants 50% increased effect of chill and frostbite, previously 20%.
  • Topaz Ring now grants 50% increased effect of shock, previously 20%.
  • Skull Ring now grants 15% increased damage vs bosses. (I think I never mentioned it before but this is a more multiplier as it is a bonus applied during damage calculation.)
  • Battle Armor now grants 25% increased melee damage, previously 15%.
  • Crimson Cloak now grants 30% increased damage over time, previously 20%.
  • Hunter Cloak now grants +20% critical hit chance, previously +10%.
  • Pyromancer Hood has been renamed to Pyromancer Coat. Pyromancer Coat now grants 25% increased fire damage, previously 20%.
  • Sage Robe now grants 25% increased magic damage, previously 20%.
  • Sorcerer Cloak now grants 45% slower mana degeneration rate, previously 40% slower.
  • Tunic now grants 25% increased attack speed, previously 15%.
  • Dragonscale Greaves now grant 20% increased melee damage after dash, previously 15%.
  • Jester Boots now grant 30% increased stamina recovery speed, previously 25%.
  • Base damage of Lightning Boots has been increased from 1500-2000 to 2000-2500.
  • Bunny Ears now grant 15% increased movement speed, previously 10%.
  • Cloth Hood is now a helmet. Cloth Hood now grants +50 bonus ranged damage to enemies at far range, previously wasn't limited to ranged damage.
  • Plague Doctor Mask now grants 20% increased DoT tick rate, previously 10%.
  • Sack now grants 25% increased bleed damage, previously 15%.
  • Skull Cap now grants 15% increased melee damage, previously 10%.
  • Thieves Hood is now a helmet.
  • Voodoo Mask now grants 20% increased poison damage, previously 15%.
  • Witch Hat now grants 15% increased magic damage, previously 10%.
  • Dark Orb now grants 20% increased magic attack speed, previously 15%.
  • Pyromancy Flame now grants 25% increased damage over time, previously 15%.
  • Spellbook now grants 20% increased magic damage, previously 10%.
  • Torch now makes melee weapons always burn instead of granting 10% chance to burn.
  • Tower Shield now only applies -5% movement speed, previously -10% movement speed.
  • Triumvirate now grants 20% increased elemental damage, previously it granted 15% increased magic elemental damage.
  • Dragonscale Armor now grants -1/2 heart damage taken. Previously would half the elemental damage taken.
  • Kimono now grants +2 stamina, previously +1 mana.
  • Poncho now grants 5% increased damage per current stamina, previously 3%.
  • Wizard Cloak now grants +2 mana, previously +1 mana.
  • Maiden Dress is now a rare item.


Weapon changes



  • Disk Cannon has been renamed to Disk Launcher and is now a gun not a cannon.
  • Snow Cannon has been renamed to Snow Launcher and is now a gun not a cannon.
  • Reduced DMG of Dark Wizard Staff because it shotguns too well.
  • Increased the DMG of Rainbow Staff to make it more worthy of it's legendary rarity.
  • Reduced the projectile bending of axe weapons slightly across the board, making them a bit easier to aim.
  • The Halberd and Poleaxe now will base-line inflict Armor Break not just with 1 attack of their combo.


Enemy changes



  • King Ooze now utilizes the "intense situation" mechanic a bit.
  • King Ooze will shoot a little fewer projectiles over all.


Trait changes



  • Arcane Potency and Constitution and Vitality will now prevent each other from appearing.
  • Brawler now grants 15% more damage per enemy up to 45%. Previously 10% more per enemy up to 40%.
  • Decay now stacks up quicker at 5% increased DoT damage per second, previously 2% per second.
  • Single Out is back to 25% more damage while fighting exactly 1 enemy.
  • Dreamer now grants 75% increased damage bonus from mana, previously 50%.
  • Glass Cannon now only adds half a heart of damage taken instead of a full heart.
  • Grenadier now only works with ranged attacks. Grenadier damage has been nerfed and reload time has been increased from 2s to 3s.
  • Lethality is back to being a pure dexterity trait, previously intelligence dexterity hybrid.
  • Resolute Technique now grants 40% more damage, previously 30% more.
  • Savage Wounds now grants 50% more bleed damage, previously 30% more.
  • Wisdom now grants +3 mana, previously +2 mana.
  • War Caster now grants 10% more magic damage per maximum armor, previously 30% magic damage while having any current armor.
  • Arcane Potency now grants 15% more damage dealt per Soul Heart up to maximum of 75% more. Previously uncapped but only 8% per Soul Heart.


Bug Fixes



  • Attempted to (yet again) fix the bug of bombing chests while lock-picking breaking the game.
  • Fixed a bug where poison on player would last longer than intended because it would tick upon entering a room but the counter would reduce only upon completing a combat encounter.
  • Fixed that duration based status effects would tick down during cut-scenes.


PTR related changes



  • Reduced appearance rate of Blood Altars and Cursed Shrines in floor 1.
  • I grouped and added some colors to the cinder streak and cinder high-score displays in the cinder menu to make them better readable.
  • The "non-potion and non-infusion consumable reward now can't grant charms anymore.
  • Automatons now will pause moving and attacking during intense situations.
  • Reduced the spawn rate of possessed weapons slightly.
  • Fixed a bug of possessed weapons pushing around other enemies.
  • Fixed a bug where the last row of cinder modifiers wouldn't unlock completely. (Tested it a few times now, I hope it works for everybody now.)
  • Fixed a bug where Ambrosia wouldn't display the correct stats gained if you were affected by a stat growth consumable.
  • Fixed a confusing wording on Constitution trait when the Human Limits cinder modifier was active.
  • Fixed that totems from totem enchanted could spawn outside of the arena.
  • Fixed Poisonous Concoction attack pattern which previously remained unchanged after ammo was removed from all throwing weapons.
  • Plague and Lava enchanted now pause during intense situations.
  • Blood Altars now drop the reward 1 tile below the altar instead of randomly around it.
  • Improved the indicator for Party Enchanted.


Thank you for all the testing and feedback on the PTR updates so far. Remember, you can leave feedback in the ptr-feedback or ptr-bug-reports channel on the Tiny Rogues Discord!


PTR Update 0.1.8e

You might need to restart Steam to get the update.

PTR



What's a PTR?
PTR stands for the public test realm. Which is another version of the game, a sort of public beta realm for players who want to help test new features.

How do I join PTR?
Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and chose the public-test-realm in the drop-down menu.

Patch Notes



Changes



  • It is now revealed in-game what rarity a weapon or equipment item has. The rarity tiers are: Common, Uncommon, Rare, Epic and Legendary. Common items will have a grey border and grey name. Uncommon items will have a blue border and a blue name. Rare items will have a yellow border and a yellow name. Epic items will have a purple border and a purple name. Legendary items will have an orange border and an orange name.
  • Some of the negative traits applied by "Doomed To Fail" Cinder modifier have been nerfed. (making them have have less of a negative impact)
  • Power Gems now grant +5 levels.
  • Added a new consumable: Power Shards: Grant +1 level.
  • Added a new item type: Charms. Charms apply stat bonuses while in inventory.
  • Added a new consumable: Crystalized Soul Heart: Grants a Soul Heart on consumption.
  • Added a new consumable: Sacramental Bread: Grant +3 to Absolution.
  • Added unique sprites for the fresh versions of resins.
  • Added a new consumable: Protein: Grants +1 Strength growth for 10 rooms.
  • Added a new consumable: Zinc: Grants +1 Intelligence growth for 10 rooms.
  • Added a new consumable: Calcium: Grants +1 Dexterity growth for 10 rooms.
  • The tent is now a charm and it recovers 1 heart upon entering a new floor while in inventory.
  • Blood Chests now deal lethal damage to all health types (armor, soul hearts, normal health). Added new consumables and charms to rewards of Blood Chests.
  • Armories have been reworked. You are now guaranteed to find at least 4 armories every run.
  • Armories will contain a guaranteed level of weapon rarity depending on the floor.
  • Armories don't contain a magic, melee and ranged weapon anymore. Armories now contain at least 1 weapon of the archetype you are currently holding. The other 2 weapon archetypes are random. The weighting that makes offered weapons seek to work with your investment of attributes is still in the game.
  • Added a new special type of armory: Royal Armory. Royal Armories contain weapons 1 rarity tier higher than a normal armory would hold at that floor level. Royal Armories also offer 4 weapon choices instead of 3.
  • Buffed, tweaked and changed the rewards you can get from exploding Chests and the Arcade.
  • You can now bomb Altars and Shrines to get minor rewards. <= currently not working, bugged
  • Did a massive balance pass on a ton of weapons. Some ranged and magic weapons have been nerfed slightly. Most short-range melee weapons had their damage increased.
  • Uncommon and Common weapon appearance rates will now be manipulated to be less likely to appear late in runs.
  • Added a new hidden mechanic which is called "intense situation". Some boss phases are now marked as "intense situations". Some enemy enchantments will now pause during "intense situations".
  • Enemy enchantments are now internally split into primary and secondary enchantments. When (due to Twice Enchanted) 2 modifiers will spawn on a boss enemy there will always be 1 primary and 1 secondary enchantment chosen. This means some very oppressive enchantment combinations will now be avoided.
  • Occult Grounds Cinder modifier now spawns 5 times the enchanted enemies, previously 4 times.


Leave feedback in the ptr-feedback channel on the Tiny Rogues Discord!

PTR Update 0.1.8d

You might need to restart Steam to get the update.

PTR



What's a PTR?
PTR stands for the public test realm. Which is another version of the game, a sort of public beta realm for players who want to help test new features.

How do I join PTR?
Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and chose the public-test-realm in the drop-down menu.

Patch Notes



New Features



  • Blood Shrines have been completely reworked.
    They are now called Blood Altars and grant special amped rewards if you chose to inflict 1 heart of damage to yourself. The damage inflicted can be lethal and will now damage Soul Hearts, Armor and normal Hearts. It will also trigger Defy Death and Revives.

  • Curses were already implemented in last patch but now Cursed Shrines also display the negative modifier they will apply.
    These curses are:

    • +5% enemy health
    • +10% mana degeneration rate
    • -10% stamina recovery speed
    • -1 bomb found
    • -10% damage at far range
    • -10% damage to bosses
    • -10% gold found
    • -1 maximum heart
    • -5% movement speed
    • Sacrifice all Soul Hearts.

  • Blacksmith Whetstones now can upgrade melee weapons to level 4.


Balance Changes



  • Healing a heart at the Nurse now costs 5G, down from 10G.
  • Boss enemies on floor 7 on-wards will now spawn mana stars more often. (this change scales with every floor, e.g.: Mega Death will spawn 20 mana stars per health bar now)
  • The projectile behavior of Spectral Blade Wand projectiles has been adjusted a bit.
  • Picking up a mana star will now grant a hidden attack speed buff of 30% more attack speed for 2 seconds.
  • The Golden Desert Eagle now doesn't grant "100% more damage dealt with the next shot after dashing" but "on dash deal 100% more damage with this weapon for 1 second".
  • Increased Tommy Gun DMG by 25.


Cinder (-related) Changes



  • Automaton guardians now stand still for 1 second after spawning before they start attacking.
  • Automatons of all kinds are now weak to bomb damage.
  • Fixed that bosses which would clear non-boss enemies between phases would kill automatons.
  • Removed the "+0.5 hearts damage taken" curse.
  • Health Fountains now recover half of maximum health when "Rust, Pestilence and Sin" is active. (before half of missing health)
  • The spiky doors created by "Unjust Incentives" cinder now only deal 1/2 heart of damage. The spikes can now be bombed to be removed.
  • Tweaked (reduced) a lot of enemy enchantment attack / firing rates, especially when they spawn on boss enemies.


Bug Fixes



  • Fixed a bug where rerolling accursed room choices with Red Dice would reroll them into non Curse rewards.
  • Fixed a bug where Cinder modifiers active state wouldn't be saved correctly.


Leave feedback in the ptr-feedback channel on the Tiny Rogues Discord!