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PTR Update 0.1.8c

You might need to restart Steam to get the update.

[h2]PTR[/h2]

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


[h2]New features[/h2]
  • Added 16 modifiers to the Cinder system. All 16 modifiers are difficulty modifiers making the game harder in a variety of ways.
  • With the Cinder system I also added a streaking counter now which can be inspected in the menu for the Cinder system. The game will keep track of how often you beat the game (defeat Death or Mega Death) and also at which Cinder level you beat it at. There is a special type of streak also which is the "Cinder sum". Any time you beat the game your Cinder level will be added to the Cinder sum streak. You can also inspect the average Cinder level of your entire streak.
  • Added a bunch of new enemy enchantments. (I didn't count) Some of the enchantments are gated behind a certain Cinder modifier.
  • Curse has been reworked. There are now different negative modifiers. Cursed shrines will currently apply a random one. (Cursed shrines don't display yet which negative modifier they will apply. That is still a TODO.)



Keep in mind this is only about 50% of the 0.1.9 update and a lot more is to come. I just wanted to release the Cinder system so keen testers can try it out!

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


Originally posted by RubyDev
Good luck beating Cinder 16, my personal high-score is dying to the floor 5 boss!

Minor Patch: Version 0.1.8b

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

After the last big patch notes, some people have mentioned that they appreciate to get some insight on why some changes were made. I personally love these type of manifesto type posts too and it is a good resource and opportunity to share thoughts about and learn about game design.

[h2]A few (incomplete) words on balance in Tiny Rogues[/h2]
Originally posted by RubyDev

I try to not be the anti-fun police too much. The game is a single-player game and in the roguelike genre it is very fun to become overpowered throughout the run.
Also Tiny Rogues does not have a damage cap as some of the other games in the genre. I am strictly against damage caps because to me a damage calculation in an RPG is a math problem and if the player solves the math problem I don't want to step in and tell the player that 1 + 1 is actually 1.5 not 2.
That being said, I still will nerf things that trivialize the game too much.
When the final final boss is getting killed within 10 seconds, things might got a bit out of hand.
I know a lot of players don't like nerfs so I am trying to keep it light. (Just look at how I let Soul Heart stacking live, because to this day I am convinced it is a quite fun risk vs reward mechanic)
I am still learning a lot any time I do balance changes to Tiny Rogues. So I hope it is okay if you go on a bit of a journey together with me as I keep developing Tiny Rogues. The goal is always to make an engaging experience that is not unfair but challenges you in the right way.


[h2]Patch Notes[/h2]

[h3]Changes[/h3]
  • Minibee is now a 1-handed weapon as intended.
  • Once removed traits are now removed from the pool for future trait selections.
  • Tipsiness is back to 10% per stack up from 8%.
  • Quivers now work with crossbows. Nobody would understand why crossbows aren't considered bows, and at this point I forgot too why I made the distinction.
  • Magic Quiver chance to refire has been reduced to 20%. Previously 25%.
  • Transcendence added base DMG per infused damage type has been reduced to 20. Previously 25. Base DMG is really really really good and some weapons are completely overpowered when using base damage correctly. This nerf will not change that in any way but it is a first attempt to make the mechanic just a bit more balanced.
  • Bazooka dexterity scaling was reduced from B to C. The base DMG was reduced from 900-1000 to 700-800. For being a very common weapon, the bazooka would basically instant-kill Mega Death with the correct trait setup. It will probably still do that but maybe it will be a bit harder to get it going.
  • Railgun base DMG was increased from 100-125 to 125-150 DMG. Added a description for the effect and improved the effect of the weapon: Main projectile deals 300% damage. Previously 200% damage. Railgun now emits 3 chain lightnings up. Previously 2.
  • Reduced reload time of the Golden Desert Eagle from 1s to 0.5s.
  • Give and Take now grants 5% increased damage per current stamina and 5% increased attack speed per empty stamina point. Previously 10% each. The trait was just too strong, effectively making you immune to damage granting too much increased damage at the same time.
  • Poncho (Gunslinger starter body armor) now grants 3% increased damage per current stamina. Previously 5%. Together with Give and Take this item just was way too strong considering how many stamina points can realistically and consistently be stacked each run.
  • Ballistics now grants 20% chance to trigger a refire with ranged attacks. Previously 25%. In the last patch the opportunities to get more Luck went up quite a bit. Together with the buff to weapons that use ammo to work with refires, this trait was doing way too much work.
  • The status effect and damage bonus that Rampage gives is now lost upon removing the trait with the Soul Orb. While it is intended that traits like Mageblood and Focus can be removed before the boss, this was not intended for Rampage. I am keeping a close eye on the meta of getting rid of Mageblood or Focus right before the boss.
  • Single Out now grants 20% more damage while fighting exactly against 1 enemy. Previously 25%.
  • Opportunistic cooldown has been increased to 4 seconds. Previously 2 seconds. Opportunistic is going way too crazy with slow reload weapons like the Bazooka, Rocket Launcher, Sniper Rifle and many more. You will now kill Mega Death in 20 seconds instead of in 10 seconds using the trait.
  • Berserk now grants 50% more damage and 50% more attack speed after you defy death up from 30% each. I basically see nobody ever use this trait ever, so let's buff it and see if anybody would consider using it.



[h3]Bug Fixes[/h3]
  • Fixed that you could get completely stuck on the gate in the final boss room.
  • Fixed a bug where the size of the reload display above character head would increase slowly over time.
  • Fixed a bug where you would get multiple traits when selecting a trait.
  • Fixed a problem with trait icon textures bleeding into each other or cutting off.
  • Fixed that poison would deal damage after completing a room instead of on entering a room.
  • Previously, if you leveled up during combat it often would bug out the fight a little bit. You now can't go into trait selection during combat. Also the Soul Orb and Power Gem now can't be used during combat.
  • Fixed a bug where the control scheme of the game would change even when the application was not focused.
  • Fixed a bug where the give-up prompt wouldn't be able to be confirmed with the confirm button.
  • Fixed that the blacksmith room reward description would state "and repair equipment", it now states "and repair armor".
  • Fixed that the Decay trait wouldn't reset correctly when switching rooms. Fixed that it would already start to tick up during boss cut scenes.

Minor Hotfix Patch: Version 0.1.8a

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

⚠ PSA:
If you are having problems with the game switching back and forth between control schemes, check out my answer on this post:
https://steamcommunity.com/app/2088570/discussions/0/3595590330326280297/

[h2]Patch Notes[/h2]

[h3]Changes[/h3]
  • Maxibee ammo capacity has been buffed and reload time has been shortened.
  • Mandrake vines have had their duration increased.
  • The Gun Trader NPC in the tavern has been made more common.


[h3]Bug Fixes[/h3]
  • Fixed some more spelling and grammar mistakes.
  • Fixed Mandrake beams extending beyond arena border.
  • Fixed that Blessings would be permanently disabled for players who had Hardcore mode toggled ON before the last update.


If you are having any more problems or feedback after the latest update, join the Discord: https://discord.gg/s5j6SYrMKE

Thanks for all the positive reviews that came in after the new update! So so much appreciated!

Big November Update, V0.1.8

You might have to restart Steam to get the update.

[h2]Hello fellow Tiny Rogues,[/h2]
it has been a while but I finally got a big and juicy update for you! (just an update, not an expansion)
Due to the incredible reception of the game I am able to go full-time game developer as soon as December 15th.
Thank you so much for playing Tiny Rogues! While it has been a bit of a slow start, I hope to bring a ton more updates within the next few months!
If you like what you see please consider reviewing the game on Steam or even nominating the game for an award!
[h2] Update Highlights[/h2]
  • Tiny Rogues is now Steam Deck verified!
  • New control scheme: Controller
  • New control scheme: Keyboard only
  • Extended OST!
  • New class: Gunslinger
  • Class rework: Pyromancer
  • Added 12 new weapons.
  • Reworked a bunch of event rooms.
  • Added 5 new traits.
  • Added 7 new weapon enchantment modifiers.
  • Added a new Shopkeeper and made improvements to existing shops.
  • New Soul Orb consumable effect that allows swapping out a trait.
  • Steam Cloud is supported since a few weeks ago!


[previewyoutube][/previewyoutube]

[h2]Patch Notes[/h2]
[h3] Controller support and Keyboard only support[/h3]
A few words:
Originally posted by RubyDev
Keep in mind, the game was and is designed to be played with Mouse and Keyboard. Controller support is an after-thought. None the less by now I even myself like to play without using the mouse. I think the implementation is doing very well. It is quite fun and offers a more relaxed and layed back experience, especially on Steam Deck.
Game-play shifts a bit from being heavy on aiming and pointing in the right direction with your mouse cursor to it being more important to position yourself in a way that you can hit the enemy and avoid their attack at the same time. (Mostly due to auto-aim still sometimes missing if the enemy is very agile and you are in the wrong position, for example too perpendicular to their movement.)
Controller and Keyboard-only support can be improved and will be improved over time. I am very eager to hear your feedback and I am very glad that the game can now be enjoyed by a lot more players who prefer this type of control scheme.
  • You can now play the game without using a mouse.
  • There is a new option to automatically attack while using the configured key or controller binding for aiming.
  • Added an aim-assist / auto-aim feature.
  • Aim-assist will only apply when controlling the game without a mouse.
  • The enemy targeted by aim-assist is marked by an indicator. This indicator can be turned off in the options menu if it annoys you.
  • Aim-assist strength can be adjusted in the options menu.
  • Put aim-assist strength to 0% for the true twin-stick experience.
  • Put aim-assist strength to 100% for full auto-aim experience. (developer recommended)
  • You can switch back and forth by pressing buttons on the controller, pressing the aim keys on keyboard or moving the mouse.
  • You can lock the game into controlling without mouse in the options menu. This can be helpful for players who want to set up advanced or unique control schemes using external programs in addition to the built-in options.

[h3] Major General Changes and Tweaks[/h3]
  • 16 tracks of the Tiny Rogues OST have been extended.
  • Attributes now provide minor increases to stats.
  • 1 Point of Strength grants 0.5% increased damage.
  • 1 Point of Dexterity grants 0.5% increased attack speed.
  • 1 Point of Intelligence grants 0.5% added critical hit chance.
  • Changed how added base DMG is calculated. Previously added base DMG granted by items like Iron Ring, Pearl Ring or the Shark-tooth Necklace would not be affected by weapon scaling such as attribute scaling, upgrade levels and damage increases. Now the damage is added on the base damage before the calculation not after.
  • There is now a difference between added bonus DMG and added base DMG. As aforementioned, base DMG will be added before DMG calculation. Bonus DMG on the other hand is added on top at the end. (currently only affects bonus damage granted by Cloth Hood body armor)
  • Status Effects with a room based duration now will only count up when completing a room encounter. This means non combat encounters such as Blacksmiths, Armories, Events and Shops do not use up duration of status effects.
  • Changed how internally the game calculates and uses rarity weightings. Previously weightings could only be full numbers and decimal places would not be considered. This sometimes resulted in weird behavior of reward distribution, for example cutting off some attribute rewards completely after a certain breakpoint. This change smooths out the distribution and appearance rate of certain room rewards.
  • Reduced the price of Red Dice sold at the tavern to 5G per dice. Previously 10G per dice.
  • Blood Chests can now drop a Purging Stone when exploded with a bomb.
  • Damage over time status effects (Burn, Poison, Bleed, ...) now tick twice as fast but have had their damage halved. (Mostly done because it is more fun to see DoTs tick faster.)
  • Reduced the cost of a lot of shop offers which could and would never be bought because they were simply too expensive.
  • Shops can now offer more than 3 items. Some shopkeepers will always offer a fixed amount of offers, up to 5 while others will roll randomly between 3 and 4 shop offers.
  • A lot of shopkeepers have had their item pools altered and extended with different and new items.
  • Added a new shopkeeper, the Soul Peddler. He will sell items for Souls and is the Soul equivalent for the Rat shopkeeper. He can appear on all floors.
  • Previously shop offer prices increase with each floor. This is still the case but the amount of the increase over time has been reduced, making items cost less in later floors.
  • Blacksmith rooms will now always appear after armory rooms. Previously it happened quite often that an armory room appeared immediately after going into to a blacksmith room which was quite annoying.
  • Refired attacks (from for example Ballistics trait) now don't require ammo and don't consume ammo.
  • The Nurse NPC now always appears in the Tavern. The price to heal 1 heart has increased to 10G. Previously 5G.
  • The Fair Lady NPC, the Death's Mark NPC and the Beer Drinking Guy NPC have been removed. (they all shall hopefully return in the future with new purpose)
  • Repair Powder now repairs all armor again. Repair Powder rarity and price in shops and the tavern has increased.
  • The Potion Seller NPC in the tavern now sells a random potion from this pool of potions: Luck Potion, Wrath Potion, Power Potion, Berserker Potion. Potion cost has increased to 20G. Previously 10G per Health Potion.
  • The Ethereal enchantment now moved into the regular pool of enchantments.
  • Mana Stars now spawn every 20% of boss HP down from every 10%. The 10% threshold was actually wrong ever since the boss HP got split in 2 bars.
  • Increased the slow effect from chill from 20% to 30%.
  • Added 7 new weapon enchantment modifiers:
    • Disenchanting: +25% DMG vs enchanted enemies
    • Fierce: +10 base DMG
    • Vicious: +25 base DMG
    • Hulking: +20% DMG
    • Lucky: +1 Luck
    • Rapid: +20% APS
    • Savage: +50% Critical Hit Multiplier
  • Deadly Enchantment now grants +25% Critical Hit Multiplier. Previously +30%.
  • Adjusted the appearance weightings for most weapon enchantments. Less appealing enchantments like Blessed or Feral appear a lot less now.

[h3] Minor General Changes and Tweaks[/h3]
  • Blacksmiths now have star icons above their head. The stars display the maximum upgrade level that can be acquired at the blacksmith. The stars also display the current level of your weapon, filling up for each upgrade level of the currently equipped weapon.
  • Shop offer prices that cost Souls are now rounded to the nearest 50.
  • Updated some outdated tips for adventurers with new info. (you probably don't need the given information if you read patch notes)
  • Added a new user interface element which can display error messages that appear. While always enabled on the beta versions of the game, the setting can be toggled in the options menu in the live version. If you encounter common bugs it is helpful for me to get screenshots in case an error message appears.
  • Boss HP bars now show a little "x2" indicator in phase 1 to signalize that they have 2 phases. In phase 2 the hp bar is now red and wiggles a little bit.
  • While playing on the PTR beta version of the game there is now a button on the title screen which allows copying the save file from the main version of the game to the PTR.
  • The unlocks menu now states whether a class is considered a basic class (for the purpose of unlocking Doppelganger)
  • Added a new option (ON by default) to show a little bar above players head when you reload your weapon.
  • Removed the "Reloading...", "RELOADED!" text popups when reloading.

[h3] New Accessibility Options[/h3]
  • Added a new option that allows you to turn off the in-game timer.
  • Added a new option to the video settings tab: Anti Flashbang Mode. It will remove bright flashes from Game Over and Trait Selection animations. (it looks very lame but it's a lot easier on the eyes)

[h3] Event Room Changes[/h3]
  • The shooting range event in floor 1 now offers 3 different targets and can now give something to all weapon archetypes instead of just working for ranged attackers.
  • The chance to gain the status effect from the Wishing Well event has been reduced but it now grants +1 Luck permanently instead of +5 luck for a few rooms.
  • The desert oasis event now grants 25% increased stamina recovery speed permanently instead of doubling stamina recovery speed for a few rooms.
  • The Guillotine event previously could only grant either the Silver Serpent Ring (a soul every room) or the Onyx Ring (+1 armor). It now cannot give the Silver Serpent Ring anymore but it can now also give the Clover Amulet (+1 luck) and the Skull Ring (10% more DMG vs bosses)
  • Added a new permanent version of resins which are "Fresh Gold Pine Resin", "Fresh Charcoal Pine Resin" and "Fresh Crystal Pine Resin" which can now be obtained from the tree event rooms.
  • Decreased the attribute requirements for Excalibur (20 STR -> 15 STR) and Rune Stone (15 INT -> 10 INT) event.
  • Potion Lab event now contains no duplicate potions and can't give Antidote and Health Potions anymore.

[h3] Class Changes[/h3]
  • Added a new class: The Gunslinger. The class can be unlocked by upgrading a gun or cannon weapon to level 4.
  • Added a new achievement: House Of The Rising Sun, Defeat Death as the Gunslinger.
  • Pyromancer passive ability has been reworked. Fire Mastery: Weapons that don't deal fire damage are infused with fire. Weapons that inherently deal fire damage deal 100% more burn damage.

[h3] Trait Changes[/h3]
  • Removed Piercing Shots from the game.
  • Alacrity now grants 30% increased attack speed. Previously 25%.
  • Spell Blade now grants 100% of damage bonus from mana as attack speed. Previously converted only 50%.
  • Static Blows base DMG was increased to 250-300 DMG. Previously 175-200 DMG. The cooldown was increased to 0.25 seconds. Previously 0.2 seconds.
  • Brawler now grants 10% more damage per enemy in the room, up to 40% more. Previously granted 30% more damage while facing 3 or more enemies.
  • Sword and Board has been renamed to Shield Bash. Shield Bash now works with all melee weapons while holding a shield.
  • Rampage now grants 5% increased damage each time you complete a room. The damage bonus resets each floor. Previously granted 30% more damage for 4 seconds on kill.
  • Close Combat and Sharpshooter now specify the range require to be close range and far range in their description.
  • Ignore Pain has been renamed to No Pain No Gain. It now grants +3 death defies per room, but you can't and don't have armor anymore.
  • Amplify now grants 30% increased area radius and 30% increased area damage. Previously just 50% increased area radius.
  • Quick Step now grants 20% increased attack and movement speed for 4 seconds on dash. Previously just granted 20% increased movement speed.
  • Relentless Assault cooldown has been reduced to 1 second. Previously 2 seconds.
  • Opportunistic now grants 100% chance to trigger a refire (with any attack) for 0.5 seconds with a 2 second cooldown. Previously granted 30% increased attack speed for 4 seconds on dash.
  • Gunslinger has been renamed to Tacticool Reload.
  • Decay now grants 2% increased damage over time per second spent in the room up to 100% increased damage. Previously granted +50 bonus DMG to DoTs.
  • Resourcefulness now drops 1 mana star per current stamina on dash. Previously 1 mana star on dash.
  • Quick Cast now grants 40% increased attack speed when you pick up a mana star. The attack speed bonus decays over 4 seconds.
  • Lethality, Power of Nature, Rampage and Spellblade have been turned into the first hybrid traits.
  • Rage now grants 4% increased attack speed on hit up to 10 stacks, 40% total but it only lasts 2 seconds. (duration still refreshes on hit) Previously 6% increased attack speed for 4 seconds up to 5 stacks, 30% total.
  • Added a new dexterity trait. Grenadier: On attack, throw a grenade that explodes into multiple projectiles on impact.
  • Added a new dexterity trait. Quick Load: 10% increased attack speed. Total modifier to attack speed affects reload speed.
  • Added a new dexterity trait. Dynamo: 25% increased attack speed if you have reloaded recently. 25% increased reload speed if you haven't reloaded recently. (recently = 4s)
  • Added a new dexterity trait. Transcendence: Gain +25 base DMG per infused damage type from status effects on you.
  • Added a new dexterity trait. Give And Take: Gain 10% increased damage per current stamina point. Gain 10% increased attack speed per missing stamina point.

[h3] Equipment Changes[/h3]
  • Increased the radius of orbitals granted by Armor of Thorns, Armor of Agathys and Armor of Avernus.
  • Power Belt now grants +15 strength but it has been made more common. Previously granted +20 strength.
  • Cloth Hood (Wanderer starter body armor) now grants +50 bonus damage to enemies at far range.
  • Cleric (Cleric starter body armor) Robe now will revive you once per floor. Previously granted +2 hearts recovered on revive.
  • The Soul Lantern now grants 5% more DMG per Soul Heart. Previously 2% more DMG per Soul Heart.
  • Mage Treads now grant 25% increased bonus DMG from mana up from 20%.
  • Iron Ring, Pearl Ring and Shark-tooh Necklace now grant +25 base DMG.

[h3] Consumable Changes[/h3]
  • Increased the radius of orbitals granted by Inferno Potion.
  • The Soul Orb acquired by assembling Soul Shards from Soul Pylons now has a new effect. It allows you to remove one of your traits and then exchange it with a new trait.
  • Consumables that grant a status effect will now appear less often if you already have the status effect they apply. Mostly matters for Infusions and Potions.

[h3] Weapon Changes[/h3]

PTR Update 0.1.7e

You might need to restart Steam to get the update.

[h2]PTR[/h2]

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.

[h2]Patch notes:[/h2]

[h3] Changes[/h3]
  • Iron Ring, Pearl Ring and Shark-tooh Necklace now grant +25 base DMG.
  • SMGs APS nerfed from 10 APS to 8 APS.
  • New ranged weapon: Bazooka
  • New ranged weapon: Railgun
  • New ranged weapon: Flame Slugger
  • New ranged weapon: Golden Desert Eagle
  • New ranged weapon: Piranha Gun
  • New ranged weapon: Oustanding Money Gun
  • New ranged weapon: The Death Beam
  • New ranged weapon: Gatling Gun
  • New ranged weapon: Minibee
  • New ranged weapon: Maxibee
  • New ranged weapon: Tommy Gun
  • New ranged weapon: V.B.F.G
  • Mana Stars now spawn every 20% of boss HP down from every 10%. The 10% threshold was actually wrong ever since the boss HP got split in 2 bars.
  • Increased the health of Soul Pylons (first only slightly, second a bit more and third by a decent amount)
  • Added a new permanent version of resins which are "Fresh Gold Pine Resin", "Fresh Charcoal Pine Resin" and "Fresh Crystal Pine Resin" which can only be obtained from the event rooms.
  • Increased the slow effect from chill from 20% to 30%. Decreased the minimum movement speed of all bosses. (this is a buff)
  • Decreased the attribute requirements for Excalibur (20 STR -> 15 STR) and Runestone (15 INT -> 10 INT) event.
  • Potion Lab event now contains no duplicate potions and can't give Antidote and Health Potions anymore.
  • Added 7 new weapon enchantment modifiers.
  • Adjusted the appearance weightings for most weapon enchantments. Less appealing enchantments like Blessed or Feral appear a lot less often now.
  • Added a new option (ON by default) to show a little bar above players head when you reload your weapon. Removed the "Reloading...", "RELOADED!" text popups.
  • The unlocks menu now states whether a class is considered a basic class (for the purpose of unlocking Doppelganger)


[h3]Bug Fixes[/h3]
  • Fixed that Grenadier reload time was not affected by instant reload granted from Tacticool Reload trait.
  • Fixed that Grenadier trait from previous implementation wouldn't use full aim assist when targeting enemies.
  • Fixed a bunch of other minor bugs.


See you tomorrow when Tiny Rogues 0.1.8 finally releases!