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SURPRISE CHRISTMAS EDITION

Hello fellow Tiny Rogues!

Originally posted by RubyDev

It was a calm December night. RubyDev sat at his desk, the world around him quiet and still. The kind of night where the air feels heavy with possibility, like something unexpected is about to happen. He was deep in thought, plotting out the perfect Gemling Legionnaire Archmage Path of Exile 2 build. The glow of his monitor lit the room as his mind buzzed with strategies and numbers.

Out of habit, his hand drifted to the mouse, clicking on YouTube without a second thought. The homepage loaded, and there it was—a video in the recommendations. Tiny Rogues? Santa Claus? By whom? Old man Olexa. He clicked it. The video started, and sure enough, it showed Santa in Tiny Rogues. Wait—what? Santa Claus? Could it be? RubyDev leaned back, the cogs in his brain turning.

He hit pause. His gaze wandered. “Man,” he thought, “so many people are playing Tiny Rogues regularly. And here I am, just leaving them hanging. Who am I? The dev who skips Christmas? The dev who doesn’t celebrate with the best community on Earth?” The thought lingered, heavy and uncomfortable. He couldn’t shake it. It was like a tiny snowball rolling down a mountain, growing bigger and bigger until it couldn’t be ignored.

The clock struck 5 AM. Most would call it a night—or maybe an early morning. But not RubyDev. Determined to make things right, he took a deep breath and muttered, "One more try."
GIT CLONE. CHECKOUT BRANCH. OPEN UNITY.
(Okay, maybe ChatGPT got involved somewhere in there—it wasn’t all magic. GIT is weird.)

The hours flew by in a blur of keystrokes and coffee refills. Morning turned to day, and day faded into night. But something was happening. Slowly but surely, the pieces began to fall into place. A little miracle was unfolding, pixel by pixel, line by line.

And then, as if the universe itself approved of his determination, it happened. It worked.

The Tavern sparkled with holiday cheer. NPCs came to life, brimming with Christmas spirit. A new class appeared, bringing gifts and chaos in equal measure. The Christmas Edition 0.2.8 update was real, and it was glorious.

RubyDev leaned back in his chair, exhausted but triumphant. He glanced out the window at the first hints of dawn. “For the best community in the world,” he thought with a smile. And with that, he hit publish.


(I swear I wrote 80% of this myself. ChatGPT only did touch-ups. Listen. I am on a strict schedule.)

Ok, enough of this Christmas story! A man can only write so much of himself in third person before it feels really cringey, and I think I already went overboard.

You are here for the patch notes? Oh, no? You're here because you are sitting in a 2-million-player-queue waiting to log into Path of Exile 2? Well that's fine too.

Here. We. Go.



0.2.8 Patch Notes


[h2]Highlights[/h2]
  • The Tavern is Christmas themed once more. Playing Jingle Bells and this year, there is even a Christmas tree.
  • Added 3 NEW Christmas themed NPCs. (AUSTRIAN EDITION, ... to balance the American-Christmas themed additions like Santa.) You can meet Krampus, Saint Nicholas and the Christkind itself in the tavern.
  • Some enemies dressed up for Christmas and are wearing Santa Hats. This includes old favorites and newcomers.
  • ADDED A NEW CLASS: Santa (I have no idea if or how this guy will stay and in which roster. I just added him for fun. There are 3 new achievements related to Santa, so he probably will stay somehow.) Santa is automatically unlocked for this event. After this event, there might be an unlock condition added.
  • Santa starts with a NEW companion, the Reindeer.
  • Santa starts with a NEW smuggler-pouch-esque item that always grants a random rare weapon.
  • Added 3 NEW achievements related to making you play Santa.




[h2]Gameplay Changes[/h2]
  • Stamina Recovery has been halved but when the stamina recovery bar fills, you now regenerate all stamina points.
  • When you drain stamina, your stamina recovery progress resets now.
  • Mana Recovery now fills up all mana points. Mana recovery rates have been adjusted accordingly. (See below.) I also added a new particle effect and sound when your mana refills.
  • Base aura radius has been increased from 6.5 tiles to 7 tiles.
  • Arcade: The slot machine now gains +5% chance to break every time it's used after being used 3 times. Previously it would gain +10% every time after being used 10 times. It also only drops 3 dice now when exploded, previously 5. (I think this is the only nerf in this entire patch.)




[h2]Minor Changes[/h2]
  • The character panel now shows companion damage percentage in the offense tab.
  • Added 6 new splash texts.




[h2]Meta Perk Changes[/h2]
  • Odyssey: (lower right) Now makes legendary items x1.20 more common while you are not using any, up from x1.10.
  • All In: (upper left) Now grants 50% chance of attribute pickup rewards matching your highest attribute, previously 30%.
  • Explosive Delivery: (center right) Now grants 3 bombs but only after floor 5.
  • Rainy Day Fund: (center right) Now grants 10 gold but only after floor 5.
  • The Key to Success: (center right) Now grants 2 keys but only after floor 5.
  • Playtime: (center, slightly down and right) Now makes event rooms with minigames in them x3.00 more common, up from x2.00.
  • Smuggler Nook: (bottom very-left) Now adds +25% chance for taverns to have a black market, previously +15%.
  • Suit Up: (center, slightly up and right) Now adds +20% chance for treasure chests to contain an additional reward, previously +15%.
  • Weave the Arcane: (very bottom left): Now grants 30% chance for enchanting weapons to result in a legendary modifier, previously 25%.


[h2]Gift Changes[/h2]
  • Scroll of Escape: The hero hideout now always spawns a random (locked) treasure chest inside it.
  • Golden Spatula: Now adds a +15% chance to upgrade food rewards, up from +10%.
  • Replenishing Repair Powder: Now replenishes 11%-16% every room, up from 7%-14%.
  • Mana Elixir: Now grants +25% mana recovery, previously +20%.


[h2]Enemy Enchantment Changes[/h2]
  • Totem Enchanted: Nerfed health and armor of totems by roughly 30%. They also spawn 50% less frequently.
  • Possessed Weapon Enchanted: Nerfed health and armor of weapons by roughly 50%. They also spawn about 20% less frequently. The maximum number of weapons has also been reduced.
  • Resistance Enchantments: All resistance enchantments now only reduce damage taken by x0.75, previously x0.70.
  • Super Health and Super Armor Enchanted: Both enchantments have been nerfed by roughly 20%-25%.
  • Shielding Enchanted: Is now up for 4 seconds and then down for 4 seconds. Previously was up for 4 seconds and then down for 2 seconds.
  • Airstrike Enchanted: Reduced explosion radius by 0.5 tiles and increased delay between airplanes by 1 second.
  • Arcane Enchanted: Now spawns an indicator before spawning. Additionally the length of arcane beams has been reduced by 1 tile.
  • Black Hole Enchanted: The indicator for the black hole now appears earlier and is bigger. Added a particle effect and sound when the Black Hole spawns. Increased the gravitational force a little bit.


[h2]Cinder Changes[/h2]
  • Centurion Hunters: Now spawn every 8 to 20 rooms, previously every 6 to 14 rooms. The final sound and screen-shake before the robot spawns are now played at the start of the room it will appear.
  • Reaper spawn chance and spawn rate has been slightly lowered, both for the base-line Cinder value and for the natural value from Curse.
  • Defensive Measures: Now a 20% chance to add a defensive enchantment, down from 25%.
  • Twice Enchanted: Now a 50% chance to add an additional enchantment, down from 75%.


[h2]Class Changes[/h2]
  • NEW class: Santa
  • Deprived, Thief, Wanderer, Barbarian, Demon Hunter and Pirate now only start with 1 mana container.
  • Skill descriptions now state mana recovery in this way "recovers every X rooms" instead of "x.x per room". This lets you identify breakpoints in mana recovery. While holding for details, you can also see the mana recovery like before.
  • Almost all skills had their mana recovery rate halved.
  • The exceptions are:
  • Flame Wall from Pyromancer: Now 0.1 mana recovery per enemy, previously 0.1 per second.
  • Frost Nova from Sorcerer: Now 0.1 mana recovery per enemy, previously 0.1 per second.
  • Parry from Mystic: Now 0.25 mana recovery per room, previously 0.125 per enemy.
  • Jump from Dragoon: Now 0.2 mana recovery per enemy, down from 0.5.
  • High Noon from Gunslinger: Now 0.25 mana recovery per room, previously 0.2 per enemy.
  • Cyborg NEW passive ability. Eventually I'd like to revisit Cyborg's unique traits. I was not happy with the last iteration of them and there was no way of buffing them in a way of feeling satisfying. So I just slapped a new ability on the class for now.
  • Cyborg's drone companion now grants +20% companion damage per full weapon upgrade level you have.
  • A lot of Esper's traits have been buffed. Overall I feel like, because Esper sacrifices a trait, the unique traits should be very strong.
  • Papa's Stuff: Assault Rifle companions now grant +100% critical hit damage, previously +75%. They also now deal 135-255 damage, previously 110-210.
  • Lightning Force: Now deals 165-485 damage, previously 135-405.
  • Psionic Blasts: Now triggers 5 blasts, previously only 3.
  • Spontaneous Combustion: Now has a 25% chance to trigger, up from 15%. Now deals about 25% less damage.
  • Mama's Stuff: Orbitals now deal 255-435 damage, up from 185-315.
  • Disintegration Aura: Increased base damage by 25%.
  • Druid's Bear Form: Now grants +100% stamina recovery speed, up from +50%. Now deals 280-380 damage, previously 235-315.
  • Druid's Monkey Form: Now grants +0.25 seconds of invincibility after dash, previously +0.1. Now deals 180-240 damage, previously 150-200.
  • Druid's Owl Form: Now grants +30% movement speed, previously +20%. Now deals 175-260 damage, previously 145-215.
  • Pirate: Bounty thresholds have been lowered by roughly 1000.






[h2]Item Changes[/h2]
  • Items that internally were classified as "Insanely Heavy", "Giga Heavy" and "Impossibly Heavy" had their equip load values reduced. This affects e.g.: items like Balrog Heart, making it weigh 80 equip load, previously 100.
  • Balrog Heart: Now grants +25% burn damage per heart container, previously +20%.
  • Meteor Helmet: Now weighs 20 equip load, previously 25.
  • Meteor Armor: Now weighs 50 equip load, previously 60.


[h2]Strength Trait Changes[/h2]
  • Titan Grip: Now works with all two-handed weapons, not just melee weapons.
  • Battle Rush: Breakpoints of movement speed are now 10%, 20% and 30%, previously 25%, 50% and 100%. Now only grants up to 75 Power, previously up to 100.
  • Brawn Over Brain: Now grants +25% mana recovery per strength trait you have, previously +20%.
  • Fire and Blood: Now only reduces burn and bleed damage by x0.25, previously x0.20.
  • Momentum: Now grants +50% stamina recovery speed, previously 30%.
  • Pushing Through: Now grants +0.5% stamina recovery speed, movement speed and damage per point of equip load on you, previously +0.25% for all 3 values.
  • Steady Strikes: Now makes modifiers to attack speed also apply to damage dealt at 200%, up from 150%.
  • Testudo: Now grants x1.20 melee damage per block you have, previously x1.10.
  • Berserk: Reduced duration from 10 to 8 seconds. Reduced attack and movement speed bonus from x1.30 to x1.25.
  • Burning Passion: The buff now grants 45-95 fire damage, previously 35-85.
  • Arrogance: Now grants x1.40 damage with non-crits, previously x1.30.


[h2]Dexterity Trait Changes[/h2]
  • Pet the Dog: The puppy is back to granting +50% buff effect, previously +35%.
  • Blood Infection: Now makes every bleed tick apply 5 stacks of poison, previously 3.
  • Dynamo: Now makes modifiers to movement speed apply to stamina recovery and mana recovery at 200% of value, previously 100%.
  • Spellblade: Now affects all weapons, not just melee.
  • Step of the Wind: Tailwind has been nerfed to not be multiplicative. Instead it's bonuses are now additive but it can stack to 5, up from 4.
  • Influence: Now grants +30% attack speed to you and your companions per aura you have, up from +20%.
  • Chill Aura: Doubled the base damage.
  • Opportunistic: Fatigue now increases damage taken by x1.25, previously x1.20.




[h2]Intelligence Trait Changes[/h2]
  • Anatomical Knowledge: Now grants +200% critical hit damage against bleeding enemies, previously +150%.
  • Astromancy: Now powers up the multiplier of lucky hits to x4.00, previously x3.00.
  • Vision Quest: Tally threshold is now 30 attacks, previously 50.
  • Burn Aura: Increased base damage by 50%.
  • Shock Aura: Increased base damage by 50%.
  • Elemental Focus: Now also makes auras inflict these ailments, not just only skills.




[h2]Bug Fixes[/h2]
  • Fixed bug where if you clicked dice bag and then quickly closed inventory, the dice bag could not be opened again by clicking until the end of the run.
  • Fixed that when a character started with no weapon, the HUD element in the bottom right showed the Zweihander icon. Now shows fist icon.




Afterword


So, obviously a bunch of changes that I've shown in my recent YouTube videos have not made it into this patch. Those changes will come at some other point.
As you might have noticed, this is a giga power-creep fun-loaded mega patch with like only 1 or 2 nerfs in the entire thing.
I figured I want everybody to enjoy this update and join in on the fun. Adding difficulty to games is usually a more nuanced topic that can't be solved within a 1 day session of coding. I have many plans and trust me, not every future patch will be sunshine and rainbows like this one. I hope I didn't overdo it, though I have an odd feeling that Santa class is really overpowered.
I don't even know how many of these changes will be kept in the next patch, a lot of traits that I have buffed this patch have been fundamentally altered in the other patch. (that is in the works) I figured to make these traits less bad, I'm just gonna numerically buff them now.

Oh, and as always: I am aware not everybody celebrates Christmas. Which is totally fine, I am personally a fan of Christmas and I'd like to celebrate it in my game, I hope that is fine with you. Oh, and yeah I am aware it's not Christmas yet, but I felt like starting the Christmas event now is better than like on the 24th. The event will probably stay up well into late January. I will see how to proceed from there.

I am so glad I got to release a Christmas update after all. I felt bad all week for abandoning the idea of doing one. I'd like to thank Olexa, Elouyn, BaerTaffy and ItsKB who one after another popped up with playing Tiny Rogues, be it in my Twitch or YouTube feed. Olexa makes way too many Tiny Rogues videos for how dead the game felt lately. Elouyn streams Tiny Rogues religiously on Twitch. ItsKB makes videos religiously on YouTube. And even somebody like BaerTaffy has Tiny Rogues in his roguelike-roulette, so it pops up every now and then. I sometimes forget that people really love to play my game. There is so much buzz in the industry, awards here, game of the year there, new game here, d4 bad, drama there. I literally haven't released anything for months now. But people still pop up and make a video, buy the game, join the discord, play the game. I am thankful for that and I wanted to show that. That's why I stayed up and made this patch. I hope it still feels like it was made with love and not too rushed.

Enough yapping. Enjoy other awesome games that are coming out like Caves of Qud or Path of Exile 2. I for one have been waiting for Path of Exile 2 for 5 years by now, so I am very hyped to finally play it (a lot).
In case I don't release another blog post before 2024 ends: I wish everybody happy holidays in advance and I hope you have a great start to the new year.

Thank you for playing. Keep supporting indie games. You are the best.

PS: I have gotten a sample of the Death plushie. Superb quality. It will launch in late January so don't spend all your Christmas bonus immediately.

Tiny Rogues News: November 2024

Originally posted by RubyDev
TLDR;
  • I am not sure yet if there will be any more updates in 2024.
  • There might be an update, there might be only a beta update, there might be no updates at all.
  • Tiny Rogues project (as in, my development project) is going through some big changes at the moment, and thus it's not possible to pump out a quick update.

Hello fellow Tiny Rogues!

[h2]What's up?[/h2]
I wanted to make this post to keep you in the loop. While working on the 0.2.8 update, which would have included some stuff promised in the 2024 roadmap, I ended up stumbling from one TODO to the next.
I started cleaning up the entire Tiny Rogues code-base which broke a lot of things, which now need to be set up anew.
One thing lead to another and at this point, there is a huge amount of work that needs to be done before Tiny Rogues is even in a play-able state. Because of that, I can't just "quickly make a content patch", which was the original plan. I remember saying "there will be a patch before November 15th" again and again and again. Everything turned out differently and thus at the moment I am not sure at all how the future of Tiny Rogues will look like.

Currently things are quite broken in many places and I need to repair the entire project before I can work on new features. After I have repaired it though, everything should run so much better and development should also be a lot easier.



[h2]0.2.8 when?[/h2]
There might be no more updates in 2024, there might be a 0.2.8 update, there might be a beta for 0.2.8 or there might even be a beta for Into the Abyss starting. At this point I don't even know if I want to make a 0.2.8 update or officially start working on 0.3.0 (Into the Abyss) and bundle up all the features and changes into the expansion.
I just don't want anybody to be actively waiting for an update that might not come any time soon.
Obviously, I know most of you are super understanding and trust my development process. Let me cook!

[h2]I am too hyped![/h2]
I start to feel a bit like the dev known for promising big but then not delivering, but in actuality I am probably the dev that promises big but delivers late. Which I hope is fine, I really try to hold back on promising big but I am just too god damn excited about getting to develop this game for you. I probably get more excited about new features and ideas than you do, in my head, it's all so glorious and shiny.

If you want more detail about what's going on, in the past few days I've recorded 2 unedited, unfiltered, unscripted videos on the current state of Tiny Rogues.
One is a bit longer, maybe watch on x2.00 speed.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

I wish you a nice week and maybe even a nice end of the year. Though I am sure you will hear from me again before 2024 ends!

Cheers,
RubyDev

Tiny Rogues: The Input Update

0.2.7 Patch Notes


Hello fellow Tiny Rogues, it's finally here: The Input Update!

For once I went all out and even recorded and edited a video for you all!
[previewyoutube][/previewyoutube]

If you prefer reading, here is the full 0.2.7 Patch Notes:

Originally posted by RubyDev
[h3]TLDR TO-DO LIST TO JUMP INTO THIS UPDATE:[/h3]
  • Once more, your input bindings have been reset. (Both for gamepad and keyboard.) There are also new input actions, so please adjust them to your needs.
  • Check out all the new options and adjust them to your needs:

    • Show Controls in HUD [Tab: UI] (by default ON)
    • Input Icons [Tab: Controls] (by default Auto)
    • Mouse Aim Assist [Tab: Controls] (by default OFF)
    • Auto Attack (Always Attack) [Tab: Controls] (by default OFF)
    • Aim Stick Deadzone [Tab: Controls] (by default 0%)
    • Movement Stick Deadzone [Tab: Controls] (by default 0%)
    • 360° Movement [Tab: Controls] (by default ON)
    • Always Show Cursor [Tab: Controls] (by default OFF)
  • If you play on Steam Deck, read the Steam Deck Changes section below. It's short and important for you.


[h3]Major New Features and Changes[/h3]
  • Completely revamped controls for Gamepad and Keyboard-Only.
  • Added a new input action that shows a radial menu, allowing quick-accessing items in the inventory.
  • The game now displays icons for input actions. The game can auto-detect what control scheme and gamepad you are using but you can also manually set it in the options menu.
  • The options menu has been overhauled.
  • Aim assist can now be used when playing with Mouse. By default OFF, you have to enable this in the options menu.
  • Some input bindings can now purposefully overlap and have the same binding. The game can now distinguish between active input contexts. This way you e.g.: can now use the A button to Heal, Interact, Use Item and Confirm Choices all at once.
  • The game now pauses when you open the inventory during combat.


[h3]Other New Features and Changes[/h3]
  • Added an option to enable 360° movement for gamepad controls. By default ON.
  • Added 2 new options to configure stick dead-zones.
  • Added a new option to Auto Attack (Always Attack) while in combat.
  • Added a new input action that toggles aim-assist. By default on Right Stick Press on gamepad and Z on keyboard.
  • The controls of the meta skill tree have been revamped and simplified.
  • The random button has changed slightly, it will now randomly select within the currently selected roster.
  • I've paid attention to the game being more consistent with selecting buttons when menus close and open. E.g.: when going from the character selection to title, when opening character panel or pause menu, and so on.
  • The controls of the dice bag have been improved. It can now be also be opened during combat.
  • On gamepad, the character panel can now be scrolled with the aim-stick.
  • The controls of the trait selection screen have been revamped. You now need to hold to confirm your choice, preventing miss-clicks. To re-roll traits you now use a hotkey, by default Button West on gamepad and R on keyboard. Additionally, inconsistencies such as items being shown as "usable" while in the trait selection have been fixed.
  • Dropdown menus in the option menu can now be scrolled with the mouse wheel.
  • Dropdown menus in the option menu now auto scroll when selecting an option with gamepad or keyboard.
  • The option Seamlessly Switch between Mouse and Controller has been removed. This feature is now ON by default. Additionally, keyboard and controller work at the same time now.
  • Added a new option to Always Show Cursor. This option turns on the behavior of never hiding the mouse cursor, which previously was attached to the removed Seamlessly Switch between Mouse and Controller option.
  • The controls of the class selection have been revamped and simplified. Opening sub-menus now works with hot-keys. To start game you now have to hold the key or button.



[h3]Minor Features and Changes[/h3]
  • The players aim graphics (e.g.: the arrow pointing in your aim-direction, the indicator which enemy is targeted by aim assist, ...) are now blue, in the same style as the skill indicators.
  • The Aim Assist option now shows the angle (in degrees, from 0° to 360°) instead of the percentage.
  • Removed the ability to click the status effects bar in the HUD to open the character panel. The status effects bar also doesn't block your mouse anymore.
  • Interactables (such as NPCs, Doors, Pickups, ...) now show their name and then below their name the interaction prompt with the input icon. Previously, these would display a textbox saying e.g.: "E to open".
  • The option Camera Aim Strength now has a default value of 0%, previously 25%.
  • The option Camera Dampening now has a default value of 25%, previously 50%.
  • The option Camera Shake now has a default value of 25%, previously 100%.
  • Added a new indicator element to the player character which displays the angle of aim assist.


[h2]More Specific Features and Changes[/h2]

[h3]Dialogue Message System Changes[/h3]
  • Dialogue choices are now consistently showing the Confirm Choice on the left and the Cancel/Decline Choice on the right.
  • Added a new input action to decline dialogue choices, by default Button East on gamepad and X on keyboard.
  • The new decline input action can also progress dialogue. That way, if you e.g.: talk to an NPC by accident, you can quickly mash through it.
  • Dialogue messages don't show the continue prompt anymore.


[h3]HUD Changes[/h3]
  • By default, the HUD now shows input icons on screen.
  • Added a new option to hide the input icons in the HUD.
  • Resources and stats shown in the HUD have a new structure and more of the HUD hides during combat.
  • Reduced thickness of the EXP bar by 2 pixels.
  • Added a new HUD element to the bottom right of the screen, showing your current weapon and skill.


[h3]Steam Deck Changes[/h3]
  • These options now have a Steam Deck specific default value.
  • CRT Strength
  • Font
  • Aim Assist
  • Auto Attack (Always Attack)
  • Resolution
  • HUD Inventory Opacity
  • Input Icon Set
  • These options have reset for your device, you need to reconfigure them.
  • Added the Steam Deck's 1280x800 resolution. This resolution is now selected by default on Steam Deck.


[h3]Options Menu Changes[/h3]
  • The controls of the options menu have been revamped and simplified.
  • Scrolling the options menu has been fixed for both gamepad and mouse. Previously this was buggy in one way or another for both control schemes.
  • Added new tabs to the options menu: UI and Controls. UI encapsulates all user interface options and controls encapsulates all general controls options so that the Keyboard and Gamepad tabs can focus solely on the rebinding of inputs.
  • You can now hold down buttons in the options menu to scroll through the options.
  • The options menu remembers the tab and option you were on when re-opened.
  • When rebinding an input action would result in multi-binding that is not allowed, a modal dialogue now pops up that explains the problem at hand and asks you if you want to swap the bindings. Previously it would just play a buzzer sound.



[h3]Skill Controls Changes[/h3]
  • All skills, when used with gamepad or keyboard-only, have some sort of auto-aim now.
  • All skills auto-aim can be bypassed to manually control them by using the aim stick or arrow keys. E.g.: to manually place where to throw your Smoke Grenade.
  • Targeted skills can now swap target by tapping the stick or using arrow keys.
  • Skills like Shield Bash and Parry now also respect the aim assist option. E.g.: if you play at 30° aim assist, Shield Bash will auto parry in that 30° angle.
  • All charged skills can now be cancelled with the new input action "Cancel Skill", by default on Button East on gamepad and X on keyboard.
  • Targeted skills cannot target invincible enemies anymore.


[h3]Bug Fixes[/h3]
  • Fixed invisible popup screens that paused the game, making it seem like the game froze.
  • Fixed that cancelling e.g.: obsidian dice wasn't possible after pressing confirm once and then declining the modal dialog.
  • Fixed that you had to escape some traits names with '\\' when trying to acquire them through the cheat console.
  • Fixed that the trait Hex Touch was giving a multiplicative bonus instead of an additive one.
  • Fixed that the screen transition canvas e.g.: after entering a floor, could block the options of the pause menu.
  • Fixed a bug with dialogue boxes flickering or rebuilding for 1 frame before showing in the correct size.
  • Attempted to fix a camera bug that usually happened during some boss monologues.


[h3]Game Changes:[/h3]
  • Shock and Nettles have been fixed and actually work as intended now.
  • The trait Ascetic's Discipline was flagged to not appear at all, it can now appear.
  • The status effects Retribution, Bola and Paperbomb now also explode after the delay after having reached full stacks.
  • The status effects Retribution, Bola and Paperbomb now also trigger when the target dies.
  • Fishing is now faster and you are more likely to get a fish. The chance of nothing biting at all has been reduced drastically. Because fish are more common trash and treasure are way less common.
  • Companion summon items now show the count of how many of that companion are summoned at the moment.
  • Mana recovery now spills over into the recovery of the next point.
  • Reward selections from bosses now can't contain multiple items of the same set bonus anymore. As this basically made it impossible to complete that set from that point onwards.
  • If you now dismiss a set item after having found it in a run, (e.g.: you leave it behind or sell it,...) the other parts of that set will have a weight of 0. (Which means they won't appear, unless the game runs out of things to give you, at which point all 0 weight items become available in the pool.) While wearing the Ring of Royal Grandeur this rule doesn't apply.
  • Floor 10 and beyond doesn't offer Infusion or Gold rewards anymore.
  • Floor 10 and beyond can't contain Black Markets anymore.
  • Items in your inventory now have less influence on your discoveries.
  • Added a new RNG manipulation layer to some traits, making them more likely to appear early, mid or late game.
  • This RNG manipulation layer has mainly been added to make the traits Mageblood, Transcendence and Boozer more likely to appear early game and not appear at all in the very late game anymore.
  • Reduced the charge times for these skills:
    • Arrest
    • Charisma
    • Consecrate
    • Flame Wall
    • High Noon
    • Jinx
    • Magic Circle
    • Pickpocket
    • Polymorph



[h3]Finishing Words[/h3]
I really hope this update hits the spot and satisfies all the things the community brought to my attention when I asked them for feedback.
If a specific change that you would have liked to see (regarding controls and inputs) didn't make it into this patch, or you find a new issue, please feel free to let me know about it right below these patch notes.

Now we can finally resume with gameplay updates. *insert evil laugh*

Sincerely, RubyDev


PS: Death Plushie has already gone through several iterations of design and the design will be soon finished.
I indeed received a Steam Deck OLED, so OLED support can come for Tiny Rogues. (Soon™️)

When's the next patch?

In last weeks PSA I announced that I might release the gamepad improvements update earlier by splitting it into Part 1 and Part 2.
After the weekend, I decided against doing that after all.

I’m still working on the update. It's taking longer to complete than expected. I hesitate to give another deadline, but I want to release this update AND a content update before November 15th. (So, this update and then another update. The gamepad-improvements update will not add or change content.)

Without going into too much detail, a big part of the delay is that I’ve been shifting my priorities in life.
I've been trying to live a healthier lifestyle. So, I’ve been spending a lot of time in the kitchen, tracking calories, doing proper grocery shopping, and walking on my treadmill.
Don't get me wrong, I’m not apologizing for this. It’s a good thing because I need to be healthy to keep providing updates and games in the future.

On this note, I want to thank everybody who has supported me. Your support enables my freedom and has played a huge part in allowing me to adopt a happier, more active, and healthy lifestyle.
So, thank you!

Here are some teasers for the upcoming gamepad-improvements patch:


The option menu has new tabs and is now controlled via bumpers.
It also has more accurate scrolling that isn’t super buggy anymore. It also remembers which option you had selected when you closed it, so when you reopen the menu, the same option is highlighted.
As you can see, input icons for gamepads and keyboard have been added, and the game can now display them. (X-Box, PlayStation, SteamDeck, Switch, and Keyboard are supported.) Your controller is automatically detected, but if you use an off-brand controller that isn’t detected, you can choose the icon set manually.


There is now a radial menu to quick-use or quick-equip items in the inventory.


The character selection now requires way less navigation. Menus and actions are performed by pressing buttons. The meta skill tree controls also have been refurbished.


Aim assist can now be enabled for mouse users.

Other Features (which I can’t really screenshot):
  • Dialogue choices in the game are now consistent: confirm on the left, cancel on the right. Also, the game now knows which is the decline option, so if you press (for example on an Xbox Gamepad) B, it will decline.
  • There is now an option to toggle auto attacking, which makes it so you will always attack when an enemy is in the room, even without pressing the button.
  • Aim assist can now be toggled mid-combat by pressing a button (By default, Right Stick Press).
  • The game now features 360° movement when moving with the stick. (Option to toggle included.)


As you can see, the patch is already taking shape! I’m very pleased with the progress and improvements so far. It shouldn’t take much longer.
Stay tuned, and have a great week!

PS: Good news! I also have been given access to a Steam Deck OLED so Tiny Rogues might officially get OLED support soon!

Important PSA

Hello, since the last patch there is a big bug in the game but I missed the opportunity to hotfix it.
Due to version control shenanigans I am now inclined to finish the current patch than to go through the hassle of pushing a hotfix.

If the game seems to freeze, please just press Escape.
It actually is not frozen it is just a tutorial panel being offscreen.
For whatever reason in the last patch the panel moved offscreen and thus it now looks like the game freezes, even if it's just pausing the game to show you information.



I am working hard on the gamepad improvements and I have made the decision to split that update into Part 1 and Part 2 so that the update and features can release sooner.

Expect Part 1 at the end of this week or start of next week.

- RubyDev