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Sign Of Life

[p]Hello fellow Tiny Rogues! [/p][p][/p][p]Just to reassure everyone—the next big update is still in development, thanks for your patience![/p][p][/p][h2]News[/h2][p]I must contradict myself from the last FAQ. I am glad to announce that: by now Tiny Rogues now has been a 2-man operation for over 1 month. I have finally hired another programmer![/p][p][/p][p]Welcome Peter aka Thorce to the Tiny Rogues Developer Team! [/p][p][/p][p]He is an amazingly creative individual and smart programmer who I have worked with multiple times before. (We've been together at university!)[/p][p]It's been an absolute pleasure having him by my side and ever since him joining, progress on the update has been two-fold![/p][p]Especially a lot of new visual polish and eye candy will be thanks to his work - make sure to keep an eye open for it.

An early example of that are new shaders for visualizing melee attacks, which I had intended to make for years now and never got around to doing so. Previously this was all done via sprite animation, meaning frame by frame. This opens up new possibilities for scaling melee weapon area of effect and more![/p][p][/p][p][/p][h2]When is the Update coming out?[/h2][p][/p][p]As of this point I still do not have a release date for the update.[/p][p]While I'd really love to release earlier, I got a subtle feeling this will be yet another ginormous December Update, similar to Between Heaven & Hell. (Some insiders are starting to call this update "Basically Tiny Rogues 2".)[/p][p][/p][p]Also, here are some (in-engine, work in progress) teasers:[/p][p][/p][p]Could this new room be integral to new update? Who knows![/p][p][/p][p][/p][p]Are those ... PILLARS? In MY SQUARE EMPTY ROOM GAME? [/p][p][/p][p][/p][p]Rooms can now spawn with 3 (or more) Doors!? BLASPHEMY![/p][p][/p][p]Doors now preview how many enemies will be awaiting you in the next room. This will also give information on stronger and enchanted foes. (Don't mind the missing tooltips. Due to me working on localization, tooltips are currently missing.) [/p][p][/p][p][/p][p]Either way, Thorce and me will keep chugging along.[/p][p][/p][p]TTYS, I'll keep you posted.[/p][p][/p][p]- RubyDev[/p][p][/p][p]PS: The character is red because the skin color was set to red. It means nothing special. I have some vague ideas to use this feature for new characters like a Devil or an Orc class. ( Yes, I know those are usually species in games but Tiny Rogues is funky like that with new characters. ) [/p]

WHAT'S NEXT FOR TINY ROGUES?

What's planned for 2025?


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

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

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

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

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

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

Will you add mid-run saving?
Yes.

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

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

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

Will you add a bestiary to the game?
Yes.

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

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

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

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

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

Will you add more achievements?
Yes.

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

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

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

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

Will you make the game harder?
Yes.

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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


0.2.8.5 Patch Notes

[h3]Fixes[/h3]
  • Fixed that the effects of Bombardment Tome and Knife Summon Tome didn't actually work. Bombardment Tome can now be upgraded with Illegal Gun Parts and the Knife Summon Tome with Blacksmith Whetstone.
  • Samurai's Dashing Strike skill now aborts when the player is teleported. E.g.: when going through a door.


[h3]General Changes[/h3]
  • These camera shakes are not forced upon you anymore (they are now affected by the option): Centurion Hunter Indicator, Centurion Hunter Appearance, Super Flight Skill, Infestation Explosions
  • Added 2 new Options to the Video Options tab. "Camera Update Method" and "Interpolate Player Rigidbody". I highly recommend that you turn on Player Rigidbody Interpolation in case you switch to Camera Late Update. Some players report choppy gameplay on highframerates and ask me to change the Camera Update from Fixed Update to Late Update. You can now accomplish this in the option menu. In my experience Fixed Update without Interpolation (so the default) looks smoother at low and mid FPS.


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


[h3]Other Balance Changes[/h3]
  • Ethereal Dice are slightly more common.
  • Forethought: Now recovers 2 Hearts upon entering a new Floor, previously 1.
  • Lich Companion (Necromancer Skill): Damage reduced from 105-120 to 90-100.
  • Skeleton Warrior Companion: Damage reduced from 30-70 to 40-55.
  • Skeleton Archer Companion: Damage reduced from 35-75 to 45-60.
  • Skeleton Mage Companion: Damage reduced from 60-70 to 60-65.
  • Dashing Strike (Samurai Skill): Damage increased from 120-165 to 150-205.
  • Viper Loop (Ring): Now grants +2% Poison Duration per 1% Critical Hit Chance, previously +1% per.
  • Flare Mantle: Now grants +30% Burn Tick Speed, previously +25%.
  • Hazmat Suit: Now grants +250% Damage Over Time, previously +100%. Now also makes you deal x0.50 Attack Damage.
  • Inquisitor Robe: Now grants +100% Aura Damage, previously +35%.
  • Dark Moon Hood: Now grants +45% Dark Damage, previously +30%.
  • Demolition Helmet: Now grants +25% Explosion Damage, previously +20%.
  • Inquisitor Mask: Now grants +35% Aura Radius, previously +30%.
  • Shaman Mask: Now grants +25% Nature Damage, previously +20%.
  • Thunder Mask: Now grants +25% Lightning Damage, previously +20%.
  • Voodoo Mask: Now grants +35% Poison Damage, previously +25%.
  • Warlock Hood: Now grants +45% Necrotic Damage, previously +30%.
  • Bone Talisman: Now grants +75% Bleed Damage, previously +50%.
  • Chem-Tech Lantern: Now grants +25% Critical Hit Chance to Damage Over Time effects, previously +20%.
  • Mojo Talisman: Now grants +50% Poison Duration, previously +35%.
  • Inquisitor Set Bonus: Now also grants x2.00 Aura Radius. Now also makes you deal x0.50 Attack Damage.
  • Horseshoe Pendant: Now grants +30% Lucky Hit Chance, previously +20%.
  • Baseball Cap: Now grants +30% Lucky Hit Chance with Melee Weapons, previously +20%.
  • Circlet: Now grants +30% Lucky Hit Chance with Magic Weapons, previously +20%.
  • Cowboy Hat: Now grants +30% Lucky Hit Chance with Ranged Weapons, previously +20%.
  • Talisman: Now grants +20% Lucky Hit Chance, previously +10%.


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

Cheerio,
RubyDev

0.2.8.4 Patch Notes

[h3]Fixes[/h3]
  • Fixed that Ice Dragon, Arcane Golem, Jousting Champion and Scholar Mages would still be wearing Santa hats sometimes.
  • Fixed that Chaos would be able to roll Santa's loadout.
  • Fixed the outdated information provided when you got Cursed for the first time.
  • Fixed that Spinners from Flails and Bibles would not count towards Orbital Count for e.g.: Esper's "Mama's Stuff" trait.
  • Fixed that the Puppeteer Set Bonus and Esper's "Mental Link" trait would not work at the same time. If both are active, Companion Damage now applies at 125% value to you.
  • Fixed a game freeze that could happen when spawning into a run.
  • Fixed a game freeze that could happen when somehow starting a run without having a class selected.
  • Put in additional safeguards to prevent game freezes from happening when Boss Pedestals run out of rewards to give. (E.g.: because too many dice were used.) The game should now also show Error Messages if it happens so that this can be further improved in the future.
  • Fixed that Flame Wall from Pyromancer could be placed significantly further away than the indicator would show.


[h3]General Changes[/h3]
  • Damage and Area increase gained from Power now falls off harder. (I don't understand my own formular so I can't tell you by how much.)
  • The Kuo-Tao Merchant (both in the Reef and in Black Market) no longer sells the Jellyfish Companion anymore.
  • The following Companions can now be acquired by fishing: Snail, Eel, Jellyfish and Pistol Shrimp.


[h3]Status Effect Changes[/h3]
  • Bleed: Damage reduced from 105-150 to 70-105.
  • Burn: Damage reduced from 90-125 to 55-75.
  • Disintegration: Damage reduced from 10-30 to 10-25.
  • Echo: Damage reduced from 15-30 to 15-25.
  • Frostburn: Damage reduced from 90-105 to 70-85.
  • Necrosis: Damage reduced from 150-225 to 115-170.
  • Poison: Damage reduced from 10-20 to 10-15.
  • Shadow Fangs: Damage increased from 5-15 to 10-20.
  • All scalings of: Bleed, Burn, Disintegration, Echo, Frostburn, Necrosis, Poison, Shadow Fangs, Glimmer and Nettles are now S/S/S, previously A/A/A.
  • Secondary ailments, namely: Corruption, Diffusion, Frostbite, Judgement, Roots, Rupture, Scorch, Toxic and Zap now apply a x1.30 multiplier to their Damage Type, previously x1.25.
  • Fragility: Now applies a x1.40 multiplier to Damage Over Time taken, previously x1.30.


[h3]Weapon Changes[/h3]
  • Ivy Scroll: Damage reduced from 110-135 to 80-100.
  • Fireball Wand: Attack speed reduced from 1.5 to 1.25. Damage reduced from 115-170 to 80-120.
  • Toad Plague Scroll & Spider Summon Tome: Fixed that multiplicative Companion Damage increases would not apply correctly to these Weapons. They still aren't calculated 100% correctly due to technical limitations in this quick fix. For the purpose of these Weapons, multiplicative bonuses will work but as additive bonuses.
  • Ocarina of Time: Damage reduced from 350-425 to 315-385.
  • Aurora Scroll: Damage reduced from 520-775 to 425-635. Aurora Damage reduced from 210-315 to 170-255. Scaling changed from C/C/S to -/S/S.
  • Nimbus Scroll: Damage reduced from 65-195 to 60-180.
  • Staff of Unlimited Power: Damage reduced from 35-105 to 35-95.
  • Balrog Wand: Damage reduced from 205-310 to 190-280.
  • Blight Wand: Damage reduced from 115-125 to 105-115.
  • Obliteration Wand: Damage reduced from 90-135 to 85-125.
  • Sun Vortex: Damage reduced from 425-575 to 385-520. Trigger Damage reduced from 605-905 to 545-820.
  • Excalibur: Trigger Damage reduced from 60-125 to 75-100.
  • True Excalibur: Trigger Damage reduced from 80-155 to 90-125.
  • Death Sickles: Damage reduced from 100-130 to 90-120.
  • Titan Sickle: Damage reduced from 85-110 to 75-105.
  • Gungnir: Damage reduced from 240-320 to 215-290.
  • Necrosword: Damage reduced from 190-285 to 175-260.
  • Zenith: Damage reduced from 185-250 to 170-230.
  • Boneforce: Damage reduced from 120-165 to 110-150.
  • Kraken: Damage reduced from 100-130 to 90-120.
  • Michelangebow: Damage reduced from 125-190 to 115-175.
  • Phantasm: Damage reduced from 140-190 to 130-175.
  • Seraphim: Damage reduced from 100-140 to 95-125. Trigger Damage reduced from 220-330 to 200-300.
  • Farmageddon: Damage reduced from 125-155 to 115-140.
  • V.B.F.G: Damage reduced from 215-360 to 165-270.
  • Mega Machine Gun: Damage reduced from 100-130 to 90-120.
  • Destructo Glaive: Damage increased from 25-45 to 40-55.
  • Lightning Javelins: Damage reduced from 85-250 to 70-210.


[h3]Companion Changes[/h3]
  • Spirit Bear: Damage reduced from 125-250 to 135-180.
  • Spirit Eagle: Damage reduced from 90-180 to 95-130.
  • Spirit Wolf: Damage reduced from 55-95 to 55-75.
  • Jellyfish: Now have an Attack Speed of 0.5, previously 1.0. (They were too good at applying Shock for you. I originally wanted to increase their weight so you can only have 1 Jellyfish but I decided against it last minute because it's an iconic staple companion at this point.)


[h3]Equipment Changes[/h3]
  • Vampire Cloak: Doesn't make you Hearts count as Soul Hearts anymore. Now grants +10% Damage per missing Heart Container. Now weights 20 Equip Load, previously 30. Now recovers 2 Hearts on defeating a Boss, previously 1.
  • Cloak of Mystra: Now grants +25% Damage per Mana Container you have, previously x1.10 Magic Damage per Mana Container.
  • Archwizard Hat: Now grants +100 Power when you have at least 30 Intelligence, previously would grant +100% Skill Effect.
  • Pyromancy Gloves: Now grant +20% Burn Damage, previously +4 seconds to Burn Duration.
  • Bishop Hat: Now inflicts Judgement to all Enemies in the Room, previously would make Weapons at Upgrade Level 4 and higher inflict Judgement.
  • Kabuto: Now grants +125% Critical Hit Damage while wielding a Weapon at Upgrade Level 4 and higher. Previously it would grant +125% Critical Hit Damage TO Weapons at Upgrade Level 4 and higher. (This means the Critical Hit Damage bonus is now applied to you, instead of the Weapon and thus also works on other sources of Damage than your Weapon now.)
  • Meteor Set: The Set Bonus now grants +20% Melee Damage per Mana Container you have and +20% Magic Damage per Armor Container you have. Previously, +20% Mana Recovery per Mana Container.


[h3]Trait Changes[/h3]
  • Forethought: Has a completely new effect, instead of granting 10% Attack Speed per missing Mana it now grants "Your Hearts count as Soul Hearts." and "Recover 1 Heart upon entering a Floor.".
  • Spellblade: Now grants Attack Speed based on missing Mana, previously based on Mana Containers.
  • Pushing Through: Now grants +0.3% Damage, Stamina Recovery Speed and Movement Speed per Equip Load on you, previously +0.5% each.
  • Grenadier: Damage increased from 295-365 to 365-445. Now triggers a Grenade every 4 seconds, previously every 3 seconds.
  • Cull the Weak: Now also applies Fatigue, which is now purely a x0.80 Movement Speed Debuff, every 4 seconds to the Enemy with the lowest Health.
  • Exit Strategy: This trait now, in addition to refreshing the Damage Over Time effects, now also ticks all Damage Over Time effects once per Stamina Container you have.
  • Opportunistic: Has a completely new effect, instead of making Damage from Skills apply Fatigue Debuff, it now grants x1.20 Damage at Far Range while there are fewer than 4 Enemies in the Room and x1.30 Damage at Close Range while there are more than 2 Enemies in the Room.
  • Bramble Growth: In addition to making Nature Damage inflict Bleed this trait now also grants x2.00 effect of Nettles.
  • Fire and Blood: Now only applies a x0.35 Damage multiplier on Bleed and Burn, previously x0.25.
  • Rage: The Rage Buff now stacks up to 40 times, granting 1% Attack Speed per stack. Previously 10 stacks with 4% each. Rage now decays one stack after another instead of at the same time. Melee Attacks now grant 5 Stacks of Rage, previously 2.
  • Savage Wounds: Has a completely new effect, instead of making Bleed ticks apply Vulnerability it now makes it so that Attacks from you and your Companions tick Damage Over Time effects on the target.
  • Unforgiving: This trait additionally makes Damage from your Skills apply Vulnerability now. The Vulnerability applied is also affected by the "+100% Effect of Ailments and Debuffs inflicted by Skills" that this trait grants. A lot of edge cases of this trait not actually working at all have been fixed. E.g.: Arrest from Soldier, Jinx from Deprived, Consecrate from Cleric and Holy Shield from Paladin.
  • Steady Strikes: This trait halves all Attack Speed modifiers but makes them also apply to Damage at 200% value. Previously this would only affect "Attack Damage" but now it's all Damage. While being a huge buff to the trait, this makes the trait a lot more interesting to scale e.g.: Damage Over Time effects or Skills with it.
  • Lightning Conductor: Damage increased from 130-380 to 145-425.




[h3]Skill Changes[/h3]
  • Consecrate (Cleric): Damage increased from 125-185 to 140-205.
  • Dark Arts (Ninja): Damage increased from 445-679 to 545-820.
  • Dashing Strike (Samurai): Damage increased from 95-130 to 120-165.
  • Flame Wall (Pyromancer): Damage increased from 30-45 to 35-50.
  • Frost Nova (Sorcerer): Damage increased from 220-265 to 300-365.
  • High Noon (Gunslinger): Damage increased from 225-305 to 280-375.
  • Jump (Dragoon): Damage increased from 210-285 to 260-350.
  • Missile Storm (Cyborg): Damage increased from 135-165 to 150-185.
  • Parry (Mystic): Damage increased from 160-220 to 180-245.
  • Piercing Volley (Ranger): Damage increased from 275-370 to 305-410.
  • Rend (Warrior): Damage increased from 70-90 to 85-115.
  • Shield Bash (Knight): Damage increased from 160-220 to 200-270.
  • Smoke Grenade (Bandit): Damage increased from 270-330 to 300-365.
  • Super Flight (Super Hero): Damage increased from 635-855 to 770-1045.
  • Telekinetic Barrier (Esper): Damage increased from 50-70 to 60-80.
  • Twirl (Dancer): Damage increased from 455-615 to 505-680.
  • Vengeance (Demon Hunter): Damage increased from 95-125 to 105-140.
  • Arrest (Soldier): Now also deals 105-140 Physical Damage.
  • Holy Shield (Paladin): Now also ticks for 10-15 Radiant Damage 3 times per second.
  • Flex (Barbarian): Now also deals 85-110 Physical Damage to all Enemies in the Room.
  • Deceive (Jester): The decoy now also attacks Enemies, dealing 130-175 Slashing Damage. The decoy has the Attack Speed of your Weapon.
  • Wild Shape (Druid): Bear Form now grants Attack Speed instead of Stamina Recovery Speed. Transforming into a Bear recovers all Hearts now. Transforming into a Monkey grants Stamina Surge (the buff that Green Blessings grant) now. Transforming into an Owl grants a Soul Heart if you don't already have one now. Mana Recovery reduced from 0.25 to 0.1 per Room.


[h3]Enemy Changes[/h3]
  • Enchanted Enemies now have a base health and armor multiplier of x1.25% on them, scaling up to a x3.00 multiplier at Floor 10. Previously this would start at x1.00 and scale to x2.50 at Floor 10.
  • Each Cinder modifier now only increases Enemy Health and Armor by +0.25% per Floor, previously by +0.5% per Floor.
  • All Enemies now gain +5% Health and Armor per Floor. This stacks additively with the bonus from Cinder. Basically this means, Enemies on Cinder 0 are significantly harder to kill (+50% Health and Armor at Floor 10). The more Cinder modifiers you play at or are used to, the less effect this change has on you. The base game without Cinder modifiers has been too easy for a long time. A lot of power creep has happened over the past year. Many players have been asking for a beefier base game as not everybody enjoys the mayhem that Cinder modifiers bring to the table. This was a well needed shift in difficulty distribution. Read my yapping below if you are interested in more of my thought process.


[h3]Mastery Tree Changes[/h3]

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


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

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

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

- RubyDev

0.2.8.3 V3 Patch Notes

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