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Tiny Rogues News

PTR Update

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


These patch notes will be a bit short and rough because I want to go into the weekend now but I also don't want to let down the community and finally start testing on this new patch!

This patch is also one of the most untested patches we have had yet. So beware!


[h2]General Changes[/h2]
  • As a lot of game code has been refactored, the quick Restart button should now work again.
  • New Health Bar HUD
    • Shows health values between 1/2 heart and full heart.
    • Shows Evade and Block on the bar.
  • New HUD element: Lethal Bar. Shows when you are on lethal and gives you information about Death Defies and Revives.
  • Health items have been reworked. Health is now saved on the item, similar to how armor items worked before.
  • New Save System: Makes backups and allows selecting a save slot. The new save system tries to convert as much of your old save state as possible to the new save state type. This conversion process happens upon first starting the game.
  • After the introduction of the Pawn Shop in the last updates, Gold has been a bit too readily available. The sell values of items have been reduced slightly, making it a bit less desirable to sell each and every Common and Uncommon item you find.
  • Prices at Soul Shops have been reduced greatly.
  • I tried to make it so that Soul Shops have a blue sign instead of the default shop sign. Since I did that change I have not encountered this sign yet, so it might not have worked. (Don't ask me why.) But it would be nice to know if it did work.
  • Dark damage type is now associated with the Corruption status effect. Corruption increases damage taken by 1% but can only be inflicted once per second.
  • Heart Containers are more common as boss room reward.
  • In the past some proccs that would deal damage (usually lightning strike or chain lightnings) would sometimes scale with player level and sometimes not. I've tried to improve consistency and I am pretty sure that every procc in the game now scales with player level. This makes some proccs just more viable late game.


[h2]Class Changes[/h2]
For the purpose of testing, the new classes are immediately unlocked on the PTR but later on they will have to be unlocked by completing some objective.
  • New class: Bard
  • New class: Mystic
  • New class: Soldier
  • New class: Wizard


[h2]Combat Changes[/h2]
  • Repair Powder cannot be used during combat anymore. (Lore reason, using Repair Powder is a careful process of applying the powder to broken pieces of equipment. You don't have the time to do that during combat. Also stacking repair powder is overpowered.)
  • Enemies now have a new stat: Defense. Defense reduces damage taken.
  • Right now there is no way to really find out which enemies have more defense. You can maybe infer it a little bit from the enemy type, e.g.: Crabs have a lot of defense.
    Some enemies have gotten slightly tankier but in general all defense additions have been compensated for by nerfing health value of the enemy.
  • Minimum value of Defense is 0 and can't go below 0.
  • Maximum value of Defense is 75 (reduces damage by 75%) and can't go above 75.
  • New stat: Defense Penetration, allows you to ignore part of enemies defense.
  • The "Defense Break" status effect now actually halves enemy defense.
  • The enemy enchantments that grant damage reduction will now grant the enemy defense instead. So you can counteract these mechanics better by using Defense Break or Defense Penetration.
  • Airstrike Enchanted frequency nerfed.
  • Arcane Enchanted now has an initial delay before spawning beams.
  • Proximity Defense Enchanted uptime nerfed.


[h2]Health, Poison and Healing Changes[/h2]
  • You now have a Health Flask. By default hold V to drink a Health Flask.
  • Health Fountains now fill all your Health Flasks, recover all your health and cure Poison status.
  • The Regeneration Blessing has been reworked to grant an additional Health Flask.
  • Poison now lasts longer but doesn't damage you anymore. Instead it halves the effect of your Health Flask.
  • Antidote Potion is not a potion anymore, it is now just "Antidote".
  • Health Potions have been removed from the game.
  • Price for healing from the Nurse has been increased from 5G to 10G. (To compensate for more healing being available through the flask.)


[h2]Equipment Changes[/h2]
  • I refactored in the game code how equipment effects work. While doing this some equipment effects also changed. If I remember correctly this includes changes to the 3 Hoodie body armors. Some item rarities have also been shifted around.
    Please tell me if you find any equipment items that seemingly have no effect, I might have forgotten to update the item.
  • Tried to fix the effect of Chance's Avarice as it was quite buggy before.
  • Added some new equipment items for each of the new classes.
  • The Amazon Bracelet and the Gladiator Helmet now grant Defense Penetration instead.
  • Buffed: Elusive Boots, Goliath Greaves, Lightning Boots


[h2]Weapon Changes[/h2]
  • Added 2 new polarms: Bardiche and Partizan
  • Added 1 new staff: Oak Staff (Wizard Starter)
  • Added 1 new 1h sword: Estoc (Mystic Starter)
  • Harp is now a 2h instrument, previously 1H wand.
  • Added 1 new 2h instrument: Fey Lute (Bard Starter)
  • Archon Scepter got a new effect.
  • Mana Scepter got a new effect.
  • All Polearms now inflict Defense Break.
  • Many Dark damage type weapons now inflict Corruption.
  • Kugelblitz Wand and Frozen Orb Wand have been nerfed.
  • Flails now start with a base amount of defense penetration. (likely that this gets changed but let's see how it works out)
  • Buffed: Bone Wand, Tornado Wand, Meteor Scroll, Disintegration Scepter, Spirit Wand, Moonshine Greatsword, Stormbreaker, Naginata, Shadowsneak Dagger



[h3]Known Bugs:[/h3]
  • The offhand starter item of the Mystic is currently bugged and doesn't work.


[h3]Changes not in this patch yet:[/h3]
  • Tavern rerolling is not fixed yet.
  • Boozer / Tipsiness rework is not implemented yet.
  • Curse changes are not in yet.
  • No changes to cinder yet.
  • It is planned that all classes other than Doppelganger will now be labeled as basic classes. I have not updated the achievements yet to consider this.
  • Upcoming new starter gifts are not in yet.
  • Character panel improvements and additions are not in yet.
  • Keeping a close eye on Cleric passive as it might be a bit useless with the Health Flask now.
  • Dice rework is not in yet. Basically I plan on combining all dice effects into 1 type of dice to enable a more deterministic style of building your character.
  • There are some work in progress improvements to Gamepad controls.
  • I am looking to split CRT options into 2 sliders.
  • There is no option yet to turn off the Lethal Bar.
  • If I have time I want to add new events to Floor 10 in next patch.


Like I said, this is a rough overview. In the past few months a lot of background systems and stuff has changed.
Tell me about how the new save system is working, how you are enjoying the new classes, if every trait and equipment works as intended.

Best place to give feedback and report bugs is always on the Discord: https://discord.gg/s5j6SYrMKE
Channels:
  • ptr-bug-reports
  • ptr-feedback

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


[h2]Graphics[/h2]

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!

[h2]Music[/h2]

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.

[h3]Music Preview: High Heavens[/h3]
[previewyoutube][/previewyoutube]


[h3]Music Preview: Burning Hells[/h3]
[previewyoutube][/previewyoutube]


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.


[h2]New Features[/h2]
  • You can now sleep in taverns to reroll the NPCs.
  • Each point of dexterity now also reduces reload speed by 0.25%.


[h2]Enemy Changes[/h2]
  • 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.


[h2]Generic Weapon Changes[/h2]
  • Sickles now all have +20% critical hit chance.
  • Daggers all have had their range increased by 15 to 20 units.


[h2]Specific Weapon Changes[/h2]
  • 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.


[h2]Consumable Changes[/h2]
  • 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.


[h2]Equipment Changes[/h2]
  • 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.


[h2]Trait Changes[/h2]
  • 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%.


[h2]Class Changes[/h2]
  • Thief will now find fewer keys.
  • The Hero now starts with Hero Cape body armor.


[h2]Event Changes[/h2]
  • 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.


[h2]Bug Fixes[/h2]
  • 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.


Originally posted by RubyDev
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 extrinsic 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.

[h2]On this note, why is Tiny Rogues still in early access? [/h2]
Originally posted by RubyDev
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.

[h3]Ever since the game released players have been asking how to open these:[/h3]



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.
[h3]Last but not least, I have a little teaser for you:[/h3]

[previewyoutube][/previewyoutube]

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


[h2]Changes[/h2]
  • Doppelganger changed yet again.
    Originally posted by RubyDev
    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.


[h2]Item, Gift and Equipment Changes[/h2]
  • 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.


[h2]Enemy And Enemy Enchantment Changes[/h2]
  • 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.


[h2]Weapon Changes[/h2]
  • 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.


[h2]Bug Fixes[/h2]
  • 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!