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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!

PTR Update 0.1.7d

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]General Changes[/h3]
  • The Cinder menu has been temporarily disabled completely.
  • Each passive Blessing from meta progression can now be toggled ON and OFF individually.


[h3]Class Changes[/h3]
  • Gunslinger ability now grants 50% more damage for 1 second after dashing instead of 100% more. Sorry folks, the age of Funslinger is over.
  • Enhanced Gunslinger ability now grants 100% more damage for 1 second after dashing instead of 200% more.


[h3]Trait Changes[/h3]
  • 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.
  • Quick Cast effect changed again, now grants: Gain 40% increased attack speed when you pick up a mana star. Attack speed bonus decays over 4 seconds.
  • Grenadier is now affected by aim assist. Also applies to mouse control scheme.
  • Opportunistic now works with all weapon archetypes not just ranged attacks. Added a cooldown of 2 seconds.


[h3]Bug fixes[/h3]
  • Fixed that flails would trigger Shield Bash every frame instead of once per spin.
  • Fixed a problem related to aim assist introduced to some weapons in the last PTR update.
  • Tacticool Reload now works as expected with the Gunslinger passive ability.
  • Fixed that Blunt Trauma would still work even after removing the trait with the Soul Orb.

PTR Update 0.1.7c

You might need to restart Steam to get the update.

If you missed the patch notes for 0.1.7b it is because I didn't post a news post for it.
You can find the previous changes here: https://steamcommunity.com/app/2088570/discussions/0/5294572213375792424/

Heads up, I am not quite done with the content of this patch. I want to release the patch on 25-11-2022.

[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]New Stuff[/h3]
  • New class can be unlocked: The Gunslinger
  • 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.
  • The Ethereal enchantment now moved into the regular enchantment pool.
  • Shops can now offer more than 3 items. Some shop keepers are even guaranteed to offer you 4 items, some others roll randomly between 3 and 4.
  • Blacksmiths now show their maximum upgrade level and the level of the held weapon by player with stars above their head.
  • New Shopkeeper: The Soul Peddler, sells stuff in exchange for Souls. Can appear basically everywhere and is the Soul-Merchant equivalent to the Rat Merchant.
  • Armory rooms should now never appear after a blacksmith but only before blacksmith rooms. It happened very often that after going into a blacksmith room the immediate choice was an armory which felt really bad.
  • The Nurse now appears in every tavern room but the price for healing 1 heart has increased from 5G to 10G.
  • The Fair Lady NPC, the Strider NPC and the Beer Drinking Guy NPC have been removed. (they all shall hopefully return in the future with new purpose)
  • 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. Cost of buying a potion has increased from 10G to 20G.
  • 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.
  • Updated some outdated tips for adventurers with new info (that you probably don't need if you read patch notes)
  • I added an option to force the game into controlling it without mouse in the options menu which might come in handy for players who want to set up a little bit more funky control schemes.
  • Added a new option to the video settings tab: Anti Flashbang Mode. Will remove bright flashes from Game Over and Trait Selection animation. (it looks pretty lame but it's a lot easier on the eye)
  • 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.
  • You can now turn off the in-game timer in the options menu.
  • While playing on the PTR there is now a button on the title screen which allows copying the save file from the main game to the PTR.


[h3]General Balance Changes[/h3]
  • Reduce cost of a lot of items offered in shops which were simply too expensive and nobody would thus ever buy them.
  • Prices in shops now rise less over time.
  • Refires (for example from Ballistics trait) now don't require ammo and don't consume ammo anymore.
  • Consumables that apply a status effect (potions, resins, ...) now appear less often if you already have the status effect they would apply.
  • Repair Powder now repairs all armor again. Repair Powder rarity and price in shops and the tavern has increased.
  • The Soul Lantern now grants 5% more DMG per Soul Heart up from 2%.
  • Now that the Ethereal Enchantment isn't guaranteed anymore, the HP of Mega Death has been reduced again to account for that change.
  • Cerberus has been too oppressive and has been nerfed and tweaked just a little bit.
  • King Ooze now doesn't spawn normal Oozes anymore making the fight a lot more manageable, especially for melee attackers.
  • Mage Treads now grant 25% increased bonus DMG from mana up from 20%.


[h3]Trait Changes[/h3]
  • Gunslinger trait has been renamed to Tacticool Reload
  • Piercing Shots trait has been removed entirely
  • Added a new dexterity trait: Grenadier
  • Decay now grants a status effect which aids as visual indicator on how high it has stacked. It now grants 2% increased damage over time per second up to 100% instead of 1% per second.
  • Quick Cast now grants 40% increased attack speed (previously: magic attack speed) for 4s but has a cooldown of 8s (beginning when the effect is applied which equals 4 seconds effective downtime)
  • Rage now grants 4% increased attack speed on hit up to 10 stacks but it only lasts 2 seconds. (duration still refreshes on hit)
  • Close Combat and Sharpshooter now mention what unit range is considered far range and close range in their description.
  • Resourcefulness now drops 1 mana star per current stamina .
  • Lethality, Power of Nature, Rampage and Spellblade are now the first hybrid traits.
  • Opportunistic now grants 100% chance to refire an attack for 0.5 seconds after dash.


[h3]Meta Progression Changes[/h3]
  • Charisma has been nerfed from 10% shop price reduction per level (30% total) to 5% shop price reduction per level (5% total) to adjust for the general decrease in shop prices. A lot of stuff has been made cheaper in general so the power of this effect had to be reduced.
  • Some blessings have been slightly nerfed or their level cap has changed. As players now gain stats passively and traits have been buffed I took some minor amounts of power away from the passives. The relative power level of the player for sure still has increased this patch.


[h3]Weapon Changes[/h3]
  • Laser Rifle range increased from 150 units to 200 units. Laser spread has been reduced. Intelligence scaling went from E to D.
  • All polearms have been changed or buffed
  • Amazon Spear is now more accurate with a new attack behavior. APS increased from 1.5 APS to 2 APS.
  • Crop Scythe DMG increased from 100-125 DMG to 125-150 DMG.
  • Gungnir DMG increased from 175-200 DMG to 200-250 DMG. APS increased from 2.25 APS to 2.5 APS.
  • Halberd DMG increased from 175-200 DMG to 200-250 DMG.
  • Lance DMG increased from 200-225 DMG to 200-250 DMG.
  • Lifehunt Scythe DMG increased from 150-175 to 175-200 DMG.
  • Naginata DMG increased from 175-200 DMG to 200-250 DMG.
  • Poleaxe DMG increased from 200-225 DMG to 225-250 DMG.
  • Reaper's Toll APS decreased from 2.25 APS to 1.75 APS but the DMG has been increased from 125-150 DMG to 200-250 DMG.
  • Spear range has increased from 80 to 95 units. DMG has increased from 150-175 DMG to 175-200 DMG.
  • Trident DMG has been decreased from 175-200 DMG to 100-125 DMG but it now can hit with all 3 projectiles. APS increased from 2 APS to 3 APS. Range has been increased from 80 to 95 units.
  • All Scroll and Tome weapons have been either just buffed or made slightly more usable. Most of them had their AoE increased so they are easier to aim. Most of them also had particle effects reduced to reduce screen clutter a little bit.
  • Acid Cloud Scroll droplets now drop faster. Reduced particle trail length for more visual clarity. Increased impact area for each individual droplet. Increased APS from 2.25 APS to 2.5 APS. Increased the DMG from 50-75 DMG to 75-100 DMG. Reduced the total amount of droplets per attack from 9 to 5.
  • Candy Scroll DMG has been increased from 100-125 DMG to 125-150. Candy now falls faster and impact AoE has increased. Spread radius has decreased from 5 to 3 units making it more precise.
  • Comet Scroll DMG has increased from 200-225 to 225-250 DMG. Reduced the particle effect duration and rate a bit. Increased impact radius slightly.
  • Explosion Scroll has had its spread reduced from 5 units to 3 units giving it less AoE overall.
  • Firestorm Scroll particle amount reduced. Intelligence scaling went from D to C. Impact radius has been increased. Spread radius has been reduced. Total amount of drops reduced from 5-6 drops to 4 drops. DMG increased from 100-125 to 125-150 DMG.
  • Meteor Scroll meteors fall faster. It now only calls down 1 meteor per attack instead of 3 but APS increased from 1 to 2.5 APS. DMG increased from 175-200 to 250-300 DMG.
  • Nimbus Scoll AoE has been increased. APS increased from 5 to 7 APS. DMG increased from 125-150 to 175-200 DMG.
  • Thunderstorm Scroll now inflicts guaranteed Shock. The spread of the lightning strikes has been reduced slightly.
  • Increased the size of the hit boxes of the Toad Plague Scrolls toad projectiles. Toads fall faster. Now only drops 4 toads per attack down from 4-5 toads but APS increased from 2.25 APS to 2.5 APS.
  • Arcane lances of Arcane Torrent Tome now use a sprite trail instead of a particle effect to be less visually obtrusive. Fly speed has increased slightly.
  • Firebomb Codex APS reduced from 3.25 APS to 2 APS but DMG increased from 125-150 to 175-200 DMG. Impact radius has increased. Fly speed has increased slightly.
  • Volcanic Codex APS increased from 5 to 8 APS. Removed hidden modifier on the weapon which granted chance to trigger a refire. Reduced the spread radius. Increased the maximum range from 70 to 100 units.
  • Spectral Blade Wand DMG increased from 125-150 to 175-200 DMG per blade.
  • Fire Fang arrow spread has been reduced.
  • Tri Chakram spread has been reduced and their visual trail effect has been made less obtrusive.
  • The Disk Cannon, Laser Gun, Laser Rifle, Machine Gun, SMGs and Triple Machine Gun had had their spread reduced slightly.


[h3]Class Changes[/h3]
  • Pyromancer passive ability has been reworked completely.


[h3]Event 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)


[h3]Bug Fixes[/h3]
  • Fixed a bunch of spelling and grammar mistakes. (change does not apply to this patch notes post)
  • Fixed that weapon descriptions would add added base DMG (for example from Iron Ring) to their base description.
  • Fixed that the Inferno Potion status effect wouldn't show room duration in description.
  • Fixed Shield Bash which should now, as promised in previous patch notes, work with all melee weapons.
  • Fixed a bug where you sometimes paid double soul cost when unlocking classes.
  • Fixed a bug where if you one-shot one gargoyle before the other one could activate the game would hard-lock.
  • Fixed a bug where defying death wouldn't work correctly when having Arcane Potency trait.
  • Fixed a bug where all proficiency trait descriptions would state "This weapon doesn't benefit from DEX proficiency." instead of properly exchanging the meant attribute.
  • Fixed a bug where a function that was supposed to ensure that some things stay within arena bounds would actually do the opposite, sometimes resulting in weird spawn locations for pickups or enemy attacks.
  • Fixed a bug where ray weapons wouldn't work if the player hugged the top wall of the room.
  • Fixed a bug where Beam weapons wouldn't fire in the correct direction when hugging a wall.
  • Fixed aiming straight down with mouse-less control scheme.
  • Fixed that health pickups sold in shops would still use the "recover 20 HP"-way of phrasing in their description. Now they state correctly to recover 1 heart.
  • Fixed a minor visual bug where Mega Death would use red lasers before 2nd phase and then blue lasers during 2nd phase even though it should have been the other way around.
  • Fixed how the Vampires and Neptunes attack behaviors were structured internally which made them reset their entire behavior chain when they went into 2nd phase. Now they will continue with next attack instead of starting over again.



It has been a bit hard to keep up with all the feedback and bug reports spread out over many different platforms: Steam Forum, Discord, Reddit and E-Mails. I've been mostly active on Discord so make sure to join the Discord.

Discord Link: https://discord.gg/s5j6SYrMKE

Steam Cloud ✅

Hello fellow Tiny Rogues,
I configured the Steam Auto Cloud so your save state is now stored on the Steam Cloud.
I also added save syncing for the Steam Deck. The game should now sync your save states between PC (Windows) and the Steam Deck (Linux).


Additional information on save states:
Your save states can be found in Windows under the path "%USERPROFILE%/AppData/LocalLow/RubyDev/Tiny Rogues".
The save-state of Tiny Rogues is pretty simple and not encrypted at all. So if data gets lost you should be able to open the save file and just edit it with a program like the Editor app of Windows.
I don't mind players tinkering with save-states. It's an offline single-player game. You can do with it as you please and if you want to cheat I will not stop you. If you break something it is your fault though, not mine.

Announcing the next update:
I plan on releasing a new PTR (public test realm) patch at the end of this week. The next official update will then come on 22nd of November 2022.

Gamepad support available on PTR

[h2]⚠ Make sure that Steam doesn't select a gamepad control scheme for you. Use the default scheme so you use the built-in controller support. ⚠ If you are moving the mouse cursor with your stick, it is not the built-in control scheme. ⚠ [/h2]

Hello fellow Tiny Rogues,
after some weeks of work, here is the first official version of the controller support for Tiny Rogues.
Try it out now on the PTR! You might have to restart Steam to get the patch immediately.

How can I enter the PTR?
In your game list in the Steam library, right-click Tiny Rogues, select Properties and then Betas. Use the drop-down option to select the public-test-realm branch of the game.

What's up with the schedule described in the "What I'm working on"-post?
Without going too much into detail, my originally given dates and the order for rolling out updates have changed a bit. A lot of stuff is going on in my real life and the implementation of gamepad support took more effort than expected. All in all, this just means updates come a few weeks later than expected. I will work on Cloud Saves next, then on the promised Cinder system.

What happened in v0.1.7a on the PTR?
I added a new tab to the options menu which allows configuring some options and all button bindings regarding the gamepad controll scheme.



I also want to mention, technically this update introduces "controlling the game without the mouse" and not just gamepad support. Which means you can now also play the game just with your keyboard.

While the new control scheme obviously makes it possible to control all menus with gamepad, the main part of gameplay consists of running around and shooting at enemies.
For this purpose, I have split weapons into 2 categories of how they are aimed.
  • Aimed weapons
  • Targeted weapons
Aimed weapons are weapons that shoot into a direction, e.g.: swords, bows, wands, ...
Targeted weapons are weapons that will target a specific location, e.g.: mortar attacks from spell books or rain attacks from staves. For this a sort of virtual cross-hair can be moved around.

Depending on the aim type, weapons will also be affected differently by aim assist.

Aimed weapons will lock to the nearest enemy in the pressed aim direction. If aim assist is at 100% the aim direction will be ignored completely, which means you can play the game without aiming at all.



Targeted weapons will lock to the nearest enemy to the virtual cross-hair. If aim assist is at 100% the lock-on range of the cross-hair is infinitely big which again means, effectively you can play the game without aiming at all.

Additionally, I have also introduced a simple movement prediction for these weapons which is active as soon as aim assist is locked on an enemy. The movement prediction considers how long it takes for the attack to impact (e.g.: until a meteor drops from sky) and then aim accordingly ahead of the moving enemy. It might not always be 100% accurate but it should help a lot to play these weapons.

For the true twin-stick experience, make sure to put aim assist to 0%.


I am looking forward to your feedback and I hope I can soon roll out the mouse-less control scheme to the main game branch!

Join the discord and give me feedback directly in the #ptr-feedback channel.

PS: I also know already about a bug, right now the credits panel in the title screen cannot be opened with controllers.