What's next?
Hello fellow Tiny Rogues!
It's been a while since we've caught up with each other.
As a reminder, you can follow me on X or join the Discord to be always up to date on Tiny Rogues news.
I literally just want to take a minute to tell you a little bit about the upcoming 0.2.5 update.
It will be called the "Cleanup Update" and will focus harshly on reducing superfluous complexity and improving presentation of existing complexity.
I have been posting some example previews on X but here you can see them again:

[h2]Improved Status Effect Descriptions[/h2]
Before:
After:

[h2]Embedded Consumable Descriptions[/h2]
Before:
After:

[h2]Simplifying Descriptions and Mechanics[/h2]
Before:
After:
All the trigger effects will be changed and thus also phrased in a way to easier understand them at a glance.
I am also getting rid of a lot of superfluous keywords in this patch such as "Primary Attack", "Secondary Attack", "Body", "Non-Triggered", ...

[h2]I know I've just reworked Lucky Hits last patch but,...[/h2]
... in an attempt to give Lucky- and Cursed Hits more of a distinct and easy to understand purpose, I have decided to rework them again.


[h2]New Stat Phrasings[/h2]
E.g.:

[h2]Cinder[/h2]
Apart from cleaning up, I am also looking into reworking some Cinder modifiers and adding additional new ones. (Cinder 20 Hype!?) I recently have done a livestream discussing all Cinder modifiers with the community and brainstorming potential changes and new ones. I plan to do more discussion streams in the future! (Twitch)
I've also recently completed a fresh full playthrough and I feel a lot more in touch with changes the game will need. Part of the cleanup will also be streamlining and improving underused or too complex effects. I especially think a lot of weapons have odd, useless or superfluous effects. I want the game to retain a certain level of depth but I also want you (the player) to jump through less hoops to make certain mechanics or builds work.
Again, I did some playtesting streams and plan to do more in the future. If you want you can follow me on Twitch!

[h2]Buuuuuuuut...[/h2]
The update will offer no new levels or bosses. (Such as the abyss, uber bosses, ...)
None the less I am super hyped for it. It is a much needed update and will improve the game by a lot!
I am sure you will enjoy it too!

[h2]When will it come?[/h2]
Since the stressful 0.2.0 update I am kind of allergic to deadlines but I hope to release this update in 2 to 3 weeks from now.

[h2]Can we help testing?[/h2]
Beta updates will also resume, with the first one most likely dropping near the end of next week.

That's about it for now.
Cheers,
RubyDev
PS: I also have another BIG new feature in the works this patch. Stay tuned for a developer livestream in which we'll check out the first iteration of it together.

It's been a while since we've caught up with each other.
As a reminder, you can follow me on X or join the Discord to be always up to date on Tiny Rogues news.

I literally just want to take a minute to tell you a little bit about the upcoming 0.2.5 update.
It will be called the "Cleanup Update" and will focus harshly on reducing superfluous complexity and improving presentation of existing complexity.
I have been posting some example previews on X but here you can see them again:


[h2]Improved Status Effect Descriptions[/h2]
Before:

After:


[h2]Embedded Consumable Descriptions[/h2]
Before:

After:


[h2]Simplifying Descriptions and Mechanics[/h2]
Before:

After:

All the trigger effects will be changed and thus also phrased in a way to easier understand them at a glance.
I am also getting rid of a lot of superfluous keywords in this patch such as "Primary Attack", "Secondary Attack", "Body", "Non-Triggered", ...

[h2]I know I've just reworked Lucky Hits last patch but,...[/h2]
... in an attempt to give Lucky- and Cursed Hits more of a distinct and easy to understand purpose, I have decided to rework them again.


[h2]New Stat Phrasings[/h2]
E.g.:
- Instead of saying "100% increased damage" the game will now say "+100% damage", which is a lot shorter and easier to read.
- Instead of "100% more damage" the game will now say "x2.00 damage", signalizing the nature of a true multiplier to your stats.
(I know this won't be an intuitive thing to understand but I hope an ingame guide or tooltip can explain the difference in more detail to those who care about figuring out the exact math of their damage calculations.)


[h2]Cinder[/h2]
Apart from cleaning up, I am also looking into reworking some Cinder modifiers and adding additional new ones. (Cinder 20 Hype!?) I recently have done a livestream discussing all Cinder modifiers with the community and brainstorming potential changes and new ones. I plan to do more discussion streams in the future! (Twitch)
I've also recently completed a fresh full playthrough and I feel a lot more in touch with changes the game will need. Part of the cleanup will also be streamlining and improving underused or too complex effects. I especially think a lot of weapons have odd, useless or superfluous effects. I want the game to retain a certain level of depth but I also want you (the player) to jump through less hoops to make certain mechanics or builds work.
Again, I did some playtesting streams and plan to do more in the future. If you want you can follow me on Twitch!

[h2]Buuuuuuuut...[/h2]
The update will offer no new levels or bosses. (Such as the abyss, uber bosses, ...)
None the less I am super hyped for it. It is a much needed update and will improve the game by a lot!
I am sure you will enjoy it too!

[h2]When will it come?[/h2]
Since the stressful 0.2.0 update I am kind of allergic to deadlines but I hope to release this update in 2 to 3 weeks from now.

[h2]Can we help testing?[/h2]
Beta updates will also resume, with the first one most likely dropping near the end of next week.

That's about it for now.

Cheers,
RubyDev
PS: I also have another BIG new feature in the works this patch. Stay tuned for a developer livestream in which we'll check out the first iteration of it together.
