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0.2.2 Patch Notes (Part 1)

0.2.2 Patch Notes Part 1


Due to hitting Steam's character limit these patch notes are split into 2 parts.

[h2]General Changes[/h2]
  • Christmas is over.
  • Added 8 new achievements to celebrate new features and the increased build diversity.
  • The pause menu now shows the quest for a class unlock and which boss to beat and path to take if your class can unlock a new class.
  • NEW reward beyond floor 10: Golden Cherries, grant 10% increased trigger damage.
  • NEW reward beyond floor 10: Golden Croissant, grants 10% increased companion damage.
  • The bonfire now only offers to attune your items before a boss room. The option confused players into thinking they need to attune in each spawn room.
  • Soul pickups are now slightly attracted to the player.
  • The time it takes to drink the flask has been increased to 2 seconds, from 1.5 seconds.
  • Each point of mana now only grants 10% more damage with mana draining weapons, previously 20%.
  • Intelligence doesn't grant mana regeneration per point anymore.
  • Intelligence now grants 2.5% increased stats granted from mana per point.
  • Base mana regeneration has been increased by 25%.
  • Golden Steaks now grant 10% increased damage with non crits, previously 5%.
  • Started with simplifying a lot of effect descriptions.
  • The HUD now shows stacks of guaranteed attacks in the bottom left.
  • Base radius of auras has been reduced from 6.5 to 5.5 units.
  • Auras had their top end assumed infliction damage reduced by 20%.
  • Tipsiness now has a base limit of 3.
  • Tipsiness limit is NOT affected by heart containers anymore.
  • Tipsiness limit is now shown in character panel.
  • NEW feature: Cheat Console. Activate the console in the option menu. If you cheat in a run, it will disable achievements and steam stats until you restart the game.
  • Power now has strong diminishing returns when approaching and exceeding a value of 100.
  • Removed the help texts for Webbed and Wither because they were useless, you just notice that you get slowed instead.
  • The title menu now shows a random splash message.
  • Cultist Altar, Blood Altars and Blood Chests now ask you to sacrifice a red heart instead of damaging you. You can go to 0 hearts this way and you will survive on 0 hearts IF you have a Soul Heart. You can go game over by sacrificing your last heart.
  • Explosion damage now penetrates through the armor threshold.


[h2]New Options[/h2]
  • NEW aura opacity option
  • NEW orbital opacity option
  • NEW companion opacity option
  • NEW instrument sounds option
  • NEW option to speed up boss death and boss reward animations


[h2]Trait Changes[/h2]

[h3] Strength Traits[/h3]
  • NEW trait: Attack Of Opportunity, after not attacking for 2.5 seconds, the next attack grants you an attack speed buff. The attack speed buff is 40% more for melee and 20% more for non melee.
  • Unforgiving: Now additionally increases the duration of ailments by 100%.
  • Focused Might: Now stocks up on up to 10 guaranteed lethal hits after not attacking for 1 second. Previously made you deal 1 guaranteed lethal hit after not attacking for 1 second.
  • Ancestral Aid: Base damage from spirits has been increased by 75% and attack speed by 25%.
  • Brawler: Now stacks up to 100 power at 10 actors. Also now explains what it considers an actor.
  • Goat Force: Cooldown has been increased from 0.25 seconds to 1 but the base damage has been doubled and the scaling has been increased from 25% to 100% per level.
  • Holy Fire: Damage bonus increased by 50% and duration increased from 4 to 8 seconds.
  • Heavy Draw: Now only half your strength applies to ranged attacks, previously all of it.
  • Blessed Hammer: Base damage has been doubled and damage scaling has been increased from 35% to 100% per level. Cooldown reduced from 0.25 seconds to 0.2. Size of hammers and hitbox size increased.
  • Blunt Trauma: Rephrased description to make it shorter and simpler. Damage scaling has been increased from 50% to 100% per level. Cooldown reduced from 0.25 seconds to 0.1. Radius increased by 20%.
  • Bone Crusher: Size of bone spears and hitbox size increased. Removed cooldown. Damage scaling has been increased from 35% to 100% per level. Projectile ranged increased by 25%.
  • Pack Mentality: Instead of forcing a minimum roll now makes your damage roll twice, taking the lower damage roll.
  • Rage: Melee attacks now grant 2 stacks of rage.
  • Shield Bash: Base damage has been doubled and damage scaling has been increased from 40% to 100% per level. Projectile ranged increased by 40%.
  • Tempest Kick: Base damage has been doubled and damage scaling has been increased from 35% to 100% per level. Kick projectile pierces now.
  • Overwhelming Presence: Now grants increased effect of buffs per equip load capacity point above 100. Previously increased effect of debuffs per point of equip load on you.
  • Power is Power: Now makes power also grant 1% increased effect of debuffs, previously buffs.


[h3] Dexterity Traits[/h3]
  • NEW trait: Exit Strategy, makes it so when you inflict maximum stacks of poison, you recover all stamina and refresh the duration of all the poison stacks.
  • Spellblade: Now works for all melee weapons instead of just swords.
  • Cull The Weak: Is now a more multiplier to damage, previously was an additive increase to damage.
  • Rogues Reliability: Rogue's Mark now guarantees 10 critical hits on the target. Mark reward has been removed.
  • Hunter's Patience: Hunter's Mark now guarantees 10 lucky hits on the target. Mark reward has been removed. Now triggers 2.5 seconds after not attacking, previously after 0.5 seconds of standing still.
  • Ascetic's Discipline: Ascetic's Mark now guarantees 5 crushing hits on the target. Mark reward has been removed.
  • Precision: Now stocks up on up to 10 guaranteed critical hits after not attacking for 1 second. Previously granted 10% critical hit chance every second and then reset 1 second after dealing a critical hit.
  • Cheap Shot: Now makes lucky hits always deal super effective damage and the buff now grants 100% increased trigger damage instead of secondary attack damage.
  • Trigger Mania: Now grants an attack speed buff after triggering 10 damaging effects. Previously granted a trigger damage buff on the tally of 5 primary attacks.
  • Grenadier: Base damage was reduced by 30% but now throws 3 grenades. Damage scaling has been increased from 35% to 100% per level. Aiming of the grenades has been slightly improved.
  • Lightning Conductor: Cooldown reduced to 0.2 seconds, previously 0.25. Damage scaling has been increased from 25% to 100% pert level.
  • Like Clockwork: Cooldown reduced to 0.25 seconds, previously 0.5.
  • Manaforged Bolts: Damage scaling has been increased from 20% to 100% per level.
  • Raised Morale: Now only makes you loose half your stacks on taking damage, previously all stacks. Now grants 10 power per stack, previously 10% increased damage and increased companion damage.
  • Sharpshooter: Due to the mark changes, this trait returns to guaranteeing lethal hits when triggering a mark at far range.
  • Dynamo: Now takes 5 steps to trigger, up from 2 steps.


[h3] Intelligence Traits[/h3]
  • NEW trait: Mana Beacon, makes mana grant companion damage if you have drained mana recently.
  • Glass Cannon: Can't appear from Obsidian Dice anymore.
  • Power Hungry: Now grants 20 power per Soul Heart, previously 10. Still has a limit of 100 power.
  • Apocalypse: Base damage has been increased by 50% and damage scaling has been increased from 40% to 100% per level.
  • Arcane Familiar: Base damage more than doubled and attack speed more than doubled.
  • Cast on Crit: Is now called Pocket Magic and the damage penalty of 25% has been removed.
  • Cold Blood: Now makes chill apply 25% chance to take a critical hit, previously made chill increase damage over time taken.
  • Combustion: Damage scaling has been increased from 40% to 100% per level.
  • Discharge: Drain threshold is now 1 mana, previously 0.5 mana. Base top end damage has been increased by 25% and damage scaling has been increased from 35% to 100% per level.
  • Elemental Focus: Rephrased description slightly and additionally grants 100% increased ailment duration now.
  • Vision Quest: Has been reworked. Now periodically spawns a mana star and makes picking up a mana star trigger your on combat start effects.
  • Static Blows: Base top end damage has been increased by 60% and damage scaling has been increased from 35% to 100% per level. Radius has been increased by 40%.
  • Inspiring Presence: Now additionally grants 10 power per companion you have.
  • Nature's Boon: Base damage has been increased by 50% and damage scaling has been increased from 30% to 100% per level.
  • Insight: Now additionally grants 100% increased mana regeneration.
  • Ice Conjuration: Base damage has been doubled and scaling has been increased from 30% to 100% per level. Projectile spread and delay have been reduced. Projectiles now have infinite range. Cooldown reduced from 0.25 seconds to 0.1.
  • Hex Touch: Hex is now less specific and doubled the effect of all debuffs, not just Vulnerability, Fragility and Instability.


[h3]Esper Traits[/h3]
  • Papa's Stuff: Base damage from Assault Rifle companions has been doubled.
  • Lightning Force: Base damage has been increased by 20% and damage scaling increased from 0% to 100% per level.
  • Mental Empowerment: Now makes the companion now also grant 100% increased stats.
  • Psionic Blasts: Damage scaling has been increased from 30% to 100% per level.
  • Spontaneous Combustion: Damage scaling has been increased from 0% to 100% per level. Cooldown reduced from 0.5 seconds to 0.1.


[h3]Cyborg Traits[/h3]
  • Lightning Nova Augment: Damage scaling has been increased from 40% to 100% per level.
  • Photon Blaster Augment: Damage scaling has been increased from 30% to 100% per level. Now triggers periodically every 2.5 seconds, previously every 2 seconds.
  • Bomb Factory Augment: Now grants infinite bombs.



[h2]Equipment Changes[/h2]

[h3]Generic Equipment Changes[/h3]
  • Some items that are mainly meant for strength users have had their equip load weight increased.
  • Some items that sustain themselves in equip load have had their weight increased. E.g.: Megingiard and Goliath Greaves.
  • Some items had their equip load weight lowered.


[h3]Specific Equipment Changes[/h3]
  • NEW: Dark Moon Pendant Grants 15% cursed hit chance.
  • NEW: Dark Moon Hood Grants 20% increased dark damage.
  • NEW: Bomber Helmet Grants 25% increased bomb radius.
  • NEW: Bomber Garb Grants 50% reduced bomb explosion delay.
  • NEW: Flux Hat Grants +4 seconds duration to Mana Flux.
  • NEW: Flux Robe Grants 100% increased effect of Mana Flux.
  • NEW: Inquisitor Mask Grants 25% increased aura radius.
  • NEW: Inquisitor Robe Grants 25% increased aura tick rate.
  • NEW: Leprechaun Hat Grants 50% increased chance of luck taking effect.
  • NEW: Leprechaun Frock Grants 50% increased chance of luck taking effect.
  • NEW: Magi-Tech Headset Grants +4 seconds to mana burnout.
  • NEW: Magi-Tech Robe Grants 30% increased damage while in mana burnout.
  • NEW: Puppeteer Mask Grants 25% increased stats granted by companions.
  • NEW: Puppeteer Gloves Grants 20% increased companion damage.
  • NEW: Zealot Helmet Grants 10% increased attack speed.
  • NEW: Zealot Gloves Grants 25% faster tick rate of periodical effects.
  • NEW: Warlock Hood Grants 20% increased necrotic damage.
  • NEW: Warlock Gloves Grants 25% increased damage over time tick speed.
  • NEW: Conjurer Hood Grants 20% increased companion damage.
  • NEW: Conjurer Talisman Grants 20% increased companion attack speed.
  • NEW: Fletching Hat Grants 20% increased bow and crossbow damage.
  • NEW: Fletching Quiver Grants 10% increased bow and crossbow attack speed.
  • NEW: Shaman Mask Grants 20% increased nature damage.
  • NEW: Totem Talisman Grants 100% increased effect of Nettles.
  • NEW: Cultist Hood Grants +1 heart.
  • NEW: Cultist Lantern Grants 25% increased primary attack damage while missing a heart.
  • All Orb offhand items now grant between 10 and 30 power.
  • Mana Orb: Now recovers 1 mana on completing a rotation, previously 0.5 mana.
  • Mind Charm: Now increases mana regeneration by 35%, previously 25%.
  • Sorcerer Cloak: Now increases mana regeneration by 45%, previously 35%.
  • Magus Cap: Now increases mana regeneration by 35%, previously 25%.
  • Mana Catalyst: Now can appear randomly inside of runs, not just as a gift. (This gift will likely be exchanged in the future.)
  • Mystical Wrappings: Now cycles through granting fire, cold, lightning and poison damage instead of granting a random minor infusion buff on combat start.
  • Valkyrie Helmet: Now only adds lightning damage to melee and ranged weapons.
  • Thief Gloves: Now grant 5% critical hit chance, previously 5 dexterity.
  • Assassin Gloves: Now grants 10% critical hit chance against enemies affected by a damage over time effect.
  • Assassin Hood: Now has same effect as Assassin Gloves.
  • Laser Knuckles: Now rare, previously uncommon. Base damage increased by 25%.
  • Crocodile Ring: Now guarantees 5 ruthless hits after dash, previously 1.
  • Fox Ring: Now guarantees 5 super effective hits after dash, previously 1.
  • Rabbit Ring: Now guarantees 5 lucky hits after dash, previously 1.
  • Hornet Ring: Now guarantees 5 critical hits after dash, previously 1.
  • Shark Ring: Now guarantees 5 crushing hits after dash, previously 1.
  • Carnage Loop: Now epic, previously legendary. Now triggers on kill and on taking damage effects every 8 seconds, previously every 10.
  • Crystal Bracelet: Crystal Surge now grants 100% increased damage, previously 50%.
  • Focus Sash: Now also grants the Focus buff on defy death, which grants 25% attack speed for the rest of the room.
  • Dojo Sash: Now grants the Resolve buff on secondary attack, increasing primary attack damage by 30%.
  • Everflame Amulet: Now also grants 100% increased effect of burn and scorch.
  • Everice Amulet: Now also grants 100% increased effect of chill and frostbite.
  • Frostfire Ring: Now rare, previously legendary.
  • Stormfire Ring: Now rare, previously legendary.
  • Galaxy Ring: Removed the condition of having to stand still.
  • Golden Cross: Now also grants 1 to 10G when protecting you from curse.
  • Wooden Cross: Now doesn't break anymore.
  • Lotus Amulet: Now grants 35% increased stamina recovery rate, previously 25%.
  • Magi-Tech Belt: Now adds only 0.1 mana drain to cannons, previously 0.25.
  • Pain Loop: Also grants +4 seconds of invincibility after taking damage now.
  • Pocket Watch: Now rare, previously common. Now grants 35% faster tick rate of periodical effects, previously 25%.
  • Flow Charm: Now grants 20% faster tick rate of periodical effects, previously 25%.
  • Power Belt: Now grants 25 power, previously 20.
  • Puzzle Ring: Removed old effect. Now grants 100% increased effect of ailments if you have dealt exactly 4 elemental damage types in the past 4 seconds.
  • Quasar Pendant: Base damage has been halved but it hits 10 times in a row now. Now only triggers parodically every 6 seconds, previously every 5.
  • Sands of Eternity: Now additionally grants 100% increased effect of debuffs.
  • Shark-tooth Necklace: Now uncommon, previously common. Now grants 30% increased damage dealt to armor, previously 20%.
  • Jumbled Rubiks Cube: Now only takes 10 rooms to attune, previously 20.
  • Solved Rubiks Cube: Now grants +1 dexterity scaling, previously +1 luck.
  • Spoon Pendant: Now grants 100% increased trigger damage, previously 25%.
  • The Hand of Blood: Now rare, previously epic. Hemorrhage debuff now stacks to 5 stacks, previously 10 but increases damage taken to health by 10% previously 5%.
  • The Hand of Acid: Now rare, previously epic. Corrosion debuff now stacks to 5 stacks, previously 10 but increases damage taken to armor by 10% previously 5%.
  • Battle Vest: Now grants 20% increased melee damage, previously 15%.
  • Butcher Apron: Now makes each point of strength grant 5% increased bleed damage, previously 2.5%.
  • Crystal Armor: Base damage from the crystals has been doubled and their scaling has been increased from 30% to 100% per level.
  • Devil Cloak: Now grants 10% cursed hit chance per evil, previously 5%.
  • Dirndl: Base damage from the pretzels has been doubled and scaling has been increased from 30% to 100% per level.
  • Lederhosen: Base damage from the beer mortars has been tripled and scaling has been increased from 30% to 100%.
  • Druid Coat: Now grants 30% increased nature damage, previously 25%.
  • Spelunker Vest: Now grants 50% magic find, previously 25%.
  • Enigma Armor: Now additionally grants 25% magic find.
  • Festive Dress: Now grants 50% increased stamina recovery speed, previously 30%.
  • Gold Armor: Now grants 5 to 10G on completing a room without taking damage, previously 1 to 5G.
  • Golem Armor: Now increases damage dealt with crushing hits by 100%, previously 50%.
  • Guardian Angle: Now revives once per room, previously once per floor.
  • Hazmat Suit: Downside removed.
  • Hero Cape: Now caps out at 50% increased damage from +5 good.
  • Maid Costume: Now periodically charms every 8 seconds, previously every 10 seconds.
  • Missile vest: Base damage from the missile has been more than doubled and scaling has been increased from 25% to 100% per level.
  • Monk Gi: Now grants 30% increased body damage, previously 25%.
  • Nun Robe: Base damage from the light beams has been doubled and scaling increased from 20% to 100% per level.
  • Sheep Costume: Now makes you deal 25% less damage, previously 50% less damage.
  • Templar's Might: Now grants 100% increased aura radius, previously 50%.
  • Architect's Boots: Duration of the buff effect has been increased from 4 seconds to 10 seconds. Now spawns a crystal pickup every 4 seconds, previously every 8 seconds.
  • Crystal Boots: Base damage from crystals has been increased by 50% and scaling has been increased from 20% to 100% per level.
  • Ice Skates: Now converts % modifiers to movement speed to cold damage dealt. Previously granted Swiftness on dealing cold damage.
  • Inferno Treads: Base damage from fire rain has been increased by 20% and scaling has been increased from 20% to 100% per level.
  • Knife Shoes: Fixed the aiming of the knife projectiles. Base damage from knives has been doubled and scaling increased from 20% to 100% per level. Projectile range, speed and hitbox size has been increased.
  • Lightning Boots: Damage scaling has been increased from 20% to 100% per level.
  • Magi-Tech Boots: Now rare, previously epic.
  • Sandstorm Steps: Base damage from the tornados has been increased by 20% and scaling has been increased from 20% to 100% per level.
  • Wildling Boots: Now additionally increase the duration of rage and fury by 100%.
  • Winged Boots: Now uncommon, previously rare.
  • Wrapped Boots: Base damage from the kick has tripled and scaling increased from 30% to 100% per level. Kick projectile now pierces and had it's range increased by 25%.
  • Architect's Gloves: Damage scaling from the triggers has increased from 20% to 100% per level.
  • Breaker Gauntlets: Rephrased description to make it shorter.
  • Coatl Gloves: Damage scaling from elemental bursts has been increased from 25% to 100% per level.
  • Dart Wrists: Now trigger on the tally of 5 attacks, previously 2. Base damage of darts has been doubled and scaling increased from 15% to 100% per level.
  • Poison Dart Wrists: Same change as to Dart Wrists.
  • Fighter Knuckles: Now grant 30% increased damage with crushing hits, previously 25% crushing hit chance.
  • Hidden Blades: Delay removed. Projectile range, speed and hitbox size increased. Base damage from knives doubled and scaling increased from 20% to 100% per level.
  • Oven Mitts: Now grant 25% increased burn duration and tick speed, previously just 20% tick speed. Now uncommon, previously common.
  • Rabbit Paws: now grant 20% lucky hit chance, previously made lucky hits roll 1 additional time for critical hits.
  • Rocket Gauntlets: Increased damage scaling from 20% to 100% per level.
  • Rubber Gloves: Rephrased description to make it shorter. Now has a cap of 100%.
  • Spirit Wraps: Ki-Boost now grants 50% increased attack speed for 8 seconds, previously 40% for 4 seconds.
  • Undead Grasps: Now makes chill increase critical hit damage taken by 75%, previously made critical hits with cold damage inflict fear.
  • Alien Mask: Removed downside.
  • Architect's Hat: Rune circle is now bigger and lasts longer.
  • Aviator Cap: Now additionally grants 100% increased effect of Tailwind and Swiftness, previously just increased the duration of those.
  • Baseball Capp, Circlet, Cowboy Hat: Descriptions have been rephrased to make them shorter.
  • Bat Wings: Now grant 100% increased repeat damage, previously 50%. Now rare, previously uncommon.
  • Firefighter Helmet: Now grants 50% increased burn damage, previously 25%.
  • Sack: Now grants 50% increased bleed damage, previously 25%.
  • Voodoo Mask: Now grants 50% increased poison damage, previously 25%.
  • Flare Specs: Now grant 20% increased fire damage, previously 10%.
  • Flare Mantle: Now grants 25% burn tick speed, previously 20%.
  • Flower Pot: Base damage increased by 25% and scaling increased from 30% to 100% per level.
  • Gas Mask: Now grants 100% increased damage over time if you have inflicted more than 1 distinct damage over time effect in the past 4 seconds. Previously granted 25% increased damage over time per distinct damage over time effect inflicted in the past 4 seconds.
  • Gold Mask: Now guarantees a big gold reward. Now uncommon, previously common.
  • Stone Mask: Now guarantees a multiple bombs reward. Now uncommon, previously common.
  • Wood Mask: Now guarantees a double key reward. Now uncommon, previously common.
  • Ectoplasm Mask: Now uncommon, previously common.
  • Kings Helmet: Now grants 10% increased damage per companion you have. Previously granted 15% increased damage but 30% reduced companion damage.
  • Kings Crown: Now grants 10% increased companion damage per companion you have. Previously granted 30% increased companion damage but reduced your damage by 15%.
  • Ice Crown: Now grants 20% increased cold damage, previously 10%.
  • Laurel Wreath: Rephrased description.
  • Jousting Armor: Now grants 50% increased effect of booze, previously 100%.
  • Gamsbart: Now grants 100% increased effect of booze, previously granted 2.5% lucky hit chance per stack of tipsiness.
  • Thunder Mask: Now grants 20% increased lightning damage, previously 10%.
  • Horn Helmet: Base damage doubled and scaling increased from 50% to 100% per level.
  • Panda Mask: Now rare, previously common. Now doubles lucky hit chance, previously increased damage dealt by lucky hits by 30%.
  • Retina Refractor: Now grants 20% increased energy damage, previously 15%.
  • Winged Helmet: Now uncommon, previously rare.
  • Mushroom Cap: Has a new effect, makes you inflict toxic with poison damage if the target has maximum stacks of poison already. Previously increased the duration of poison and toxic by 100%.
  • Viking Helmet: Now also grants rage to your companions.
  • Storm Crow: Volt Surge now grants 10% increased minimum lightning damage per stack, up to 100%. Now epic, previously legendary.
  • Umbrella: Now grants a stack of Tailwind when you trigger any effect.
  • Rubber Boots: Now grants a stack of Haste when you trigger any effect.
  • Rain Coat: Now grants Drizzle when you trigger any effect.
  • Ranger Cap: Now grants 10% increased ranged attack speed, previously damage.
  • Witch Hat: Now grants 10% increased magic attack speed, previously damage.
  • Skull Cap: Now grants 10% increased melee attack speed, previously damage.
  • Ranger Cloak: Now grants 20% increased ranged damage, previously 15%.
  • Sage Robe: Now grants 20% increased magic damage, previously 15%.
  • Star Hat: Base damage from stars increased by 50% and scaling increased from 50% to 100% per level.
  • Top Hat: Base damage from the exploding dove doubled and scaling increased from 25% to 100% per level.
  • Kitsune Mask: Base damage from fireballs doubled and scaling increased from 20% to 100%. Cooldown reduced from 0.2 seconds to 0.1. Explosion radius increased by 60%.
  • Bone Talisman: Now grants 25% increased companion damage, previously 20% increased physical damage.
  • Dawn Talisman: Now grants 100% increased effect of Glitter, previously increased radiant damage but reduced dark damage.
  • Dusk Talisman: Now grants 100% increased effect of Gloom, previously increased dark damage but reduced radiant damage.
  • Twilight Talisman: Now can only be obtained by owning the Dusk and Dawn Talisman, upon which the items will combine into the Twilight Talisman, granting both effects at the same time.
  • Flame Shield: Now inflicts 10 stacks of Scorch every 5 seconds, previously 5 every 2 seconds.
  • Mojo Talisman: Now makes poison damage always inflict Toxic. Previously only on lucky hit.
  • Eagle Quiver: Now doesn't require far range anymore.
  • Fae Quiver: Damage scaling has been increased from 20% to 100% per level.
  • Grove Quiver: Now specifies to only work with bows and crossbows and has had it's damage scaling increased from 20% to 100%.
  • Heavy Quiver: Now rare, previously uncommon.
  • Lantern: Now grants 20% increased primary attack damage, previously 10%.
  • Magi-Tech Lantern: Now grants 175% critical hit damage while in mana burnout, previously 125%.
  • Papercraft Lantern: Now grants 10% increased primary attack per heart up to 100%. Previously unlimited.
  • Soul Lantern: Now grants 20% increased primary attack damage per Soul Heart, up to 100%. Previously 10% per but unlimited.
  • Wisp Lantern: Now grants 2.5% increased primary attack damage per Soul you have, up to 100%. Previously 1% but unlimited.
  • Rosary Talisman: Now grants 100% reduced chance of curse taking effect, previously 50%.
  • Siege Quiver: Now specifies to only work with bows and crossbows. Damage scaling increased from 20% to 100% per level.
  • Spiked Shield: Now grants 75-125 thrusting damage, previously granted 50-75 thrusting damage.
  • Rainbow Talisman: Now legendary, previously uncommon. Now grants 100% increased effect of ailments, previously 20% increased elemental damage.
  • Raven Talisman: Lessened the requirements, now only takes a cursed hit, not a critical cursed hit.
  • Ichor Torch, Necro Torch and Torch buffed by 20%.
  • Magical Quiver: Rephrased description to make it simpler.
  • Halloween Cape: Now fears periodically every 8 seconds, previously every 10.
  • Viper Loop: Instead of granting more damage over time by damage over time effects inflicted with critical hits, now grants more damage over time against poisoned targets. Now epic, previously legendary.
  • Odin Ring: Now grants Swiftness whenever you create a chain lightning.
  • Odin Gauntlets: Now make chain lightnings chain +2 times.
  • Ninja Gloves: Now grant +1 dexterity scaling, previously specific to throwing and dagger weapons.
  • Dreamcatcher Pendant: Now makes mana Flux grant 50% faster tick rate of periodical effects.
  • Old Hunter Cap: Now adds +10 to all mark stacks, previously maximized your tally counters on triggering a mark.
  • Old Hunter Gloves: Now increase damage from hits that trigger a mark by 25%, previously increased mark duration by 25%.
  • Seeker Gloves: Previously granted 20% increased damage while having a mark reward, now they trigger your on combat start effects when you apply a mark.
  • Mining Helmet: Is now called Demolition Helmet and is part of the Explosives Expert set. Also now grants 20% increased explosion damage.
  • Demolition Gloves: Now grant 25% increased explosion radius, previously reduced the bomb explosion delay.


[h2]Set Bonus Changes[/h2]
  • Grizzly Might: Now makes each point of strength grant +1% crushing hit chance, previously 1% increased two-handed weapon damage.
  • Oktoberfest Vigour: Instead of granting +10 maximum stacks of tipsiness now grants 10% lucky hit chance per stack of tipsiness.
  • Bad Weather: Now grants an Angry Cloud that grants 100% increased trigger damage, previously the cloud would trigger you on make it rain effects.
  • Fatal Fate: Now grants 100% more damage over time dealt by damage over time effects inflicted with a critical hit.
  • Fairy Grace: Now makes each point of dexterity grant 2.5% increased effect of ailments, previously 2.5% minimum damage roll.
  • Odin's Wrath: Now grants 25% increased damage per chain left on the chain lightning.
  • Mythic Rhythm: Rhythm buff now grants -2 to tally requirements, previously -1. Rhythm duration also has been increased from 4 seconds to 8.
  • Silent Night: Now grants 3 Gift Boxes, up from 1.
  • High Noon: Now makes you repeat the next 3 firearm attacks after dash, instead of just 1.
  • Vows of Fortune: Now grants 10% lucky hit chance per weapon upgrade level, previously 5%.
  • Explosives Expert: Now makes all explosion damage gain 100% crushing hit chance.
  • NEW set: Dark Moon Covenant Makes each stack of gloom make the enemy take additional dark damage from cursed hits.
  • NEW set: Boom! Boom! Boom! Grants infinite bombs.
  • NEW set: Power Convergence Makes Mana Flux grant 50 power.
  • NEW set: Oppressive Conviction Makes auras deal double damage.
  • NEW set: End of the Rainbow Grants +3 luck.
  • NEW set: Industrialized Magic Grants 100% critical hit chance during mana burnout.
  • NEW set: Master of Puppets Makes % modifiers to companion damage also affect you.
  • NEW set: Fanaticism On the tally of 5 primary attacks, advances periodical effects by 1 second.
  • NEW set: Wicked Contract Makes mana grant additional necrotic damage.
  • NEW set: Final Service Grants +2 companion limit.
  • NEW set: Ballistic Flurry Makes bow and crossbow attacks shoot additional arrows.
  • NEW set: Nature's Touch Makes nature damage inflict Vulnerability.
  • NEW set: Self Sacrifice Grants 100% increased effect of buffs while missing a heart.


(Continue Reading Part 2)

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0.2.2 BETA Update

You might need to restart Steam to get the update.

Beta


What's the beta?
The beta is another version of the game, a sort of test version for players who want to help test new features.

How do I join the Beta?
Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and choose Beta in the drop-down menu.

Patch Notes


This is the first chunk of changes for the 0.2.2 update. Focus was small tweaks, quick wins, some new toys, and lots of bug fixing. Also addressing some "exploit" issues because while fun at first, some strategies got a bit stale to most players.

[h2]Fixes[/h2]
  • Fixed that the meta perk Magnum Opus applied a guaranteed negative modifier instead of the promised legendary modifier.
  • Fixed the issue that Glass Cannon trait could be randomly rolled with Obsidian Dice.
  • Fixed a bug where being judged as unworthy disabled interaction with the ichor bowl.
  • Fixed a bug that the statues in the staircase rooms always talked to you even after you have progressed beyond floor 11 once already.
  • Fixed a bug with aura infliction effectiveness, making traits like Unforgiving not scale them correctly.
  • Fixed an issue where the verb forms of taunt, charm, fear, and intimidate were not highlighted as key tags. ("E.g.: fears, intimidates, charms, taunts)
  • Fixed a bug where the green highlights caused by the [[]] brackets would not be resolved in dialogue messages.
  • Fixed an issue where not all shops in the black market were correctly rerolled and restocked when staying overnight at the tavern.
  • Fixed a bug with bending projectile, such as attacks from axes. This often lead to axes aiming into odd directions, especially while playing without mouse.
  • Attempted to fix a bug where when a boss reward was guaranteed, there was a chance that both doors lead to that same boss reward. E.g.: guaranteed companion showing twice on floor 1 boss.
  • Fixed a bug where if you had Mystical Belt or been playing as the Mystic, some non-charm items would sometimes randomly show double value of stats in description, but only once.
  • Fixed a lot of random typos. (Not nearly enough though,...)
  • Fixed a bug where Death could become invincible or get invisible lasers after transitioning to phase 2.
  • Fixed a bug where you could get softlocked if you killed the left King's Guard boss too quickly before their dialogue would finish.
  • Fixed that when using the double mimics perk, only one mimic would be active. Now both mimics will attack you.
  • Fixed that mimics would always appear on the right door making them too predictable.
  • Fixed that the Leviathan Axe would not spawn the room if worn in weapon swap slot.
  • Fixed a bug where the cinder modifier Conqueror's Will would only subdue you but not your companions.
  • Fixed that increased effect of stats, e.g.: from Mystic would double the mana drain gained from enchantments. Increased effect of mana drain now applies in inverse, reducing the mana drain instead.
  • Fixed that Mystic was bugged, it only showed double the stat value on weapon enchantments but didn't actually double the stats you gained from it. (At least not always. Might still be a bit buggy...)
  • Fixed an issue where Corruption would cap out at 51 stacks. It now caps out at 100 stacks.


[h2]General Changes[/h2]
  • Christmas is over.
  • New reward: Golden Cherries: Grant 10% increased trigger damage. Appear on floor 11 and floor 12.
  • New reward: Golden Croissant: Grants 10% increased companion damage. Appears on floor 11 and floor 12.
  • Golden Steak has been buffed, from granting 5% increased damage with non crits, to 10%.
  • New ailment: Nature damage now by default applies Nettles, which is an ailment that increases effect of debuffs.
  • Nature damage is now considered elemental damage.
  • Mana power has shifted. Each point now grants 10% more damage, previously 20% but intelligence now grants 2.5% increased stats granted by mana, previously mana regeneration. Base mana regeneration has been increased by 25%, from 1.5 mana per second, to 2 mana per second, to compensate. Mana grew a bit out of control after giving more and more access to mana, e.g.: the bonfire. There is a lot of new ways to get non magic weapons to drain mana in this patch, and so that it doesn't take overhand mana now takes an investment to get back to previous state. At 40 intelligence, mana is the same as before, but you have a little bit less mana regeneration. Mana regeneration items have been buffed. (See below.) If you get above 40 intelligence, or make use of traits like Keen Mind, mana is even better than before. Also it is worth to mention that intelligence now scales additional effects from mana, e.g: the trait Dreamer. Overall mana is a lot worse if you aren't invested into it but better than before if you go all-in. More changes (new trait, new items,...) are also coming to support mana even further.
  • Confusion now increases effect of all debuffs, not just emotion debuffs.
  • Soul Pickups are now slightly attracted to the player.
  • Flasks now take 2 seconds to drink, up from 1.5 seconds. I think it was a bit too easy to flask mid-combat and I want to entice you to try out the drink speed meta perk.
  • Companions now scale to up to x5 damage, previously x4 at max level.
  • Companions can catch up to enemies about 30% faster. Probably still too slow to catch enemies that teleport or charge a lot, but it's a step in the right direction.


[h2]Item Changes[/h2]
  • New consumable: Maple Pine Resin: Grants a nature damage infusion.
  • New consumable: Fairy Pine Resin: Grants a mana drain buff to your weapon.
  • New consumable: Spore Pine Resin: Grants a poison damage infusion.
  • New consumable: Fairy Tale Branch: Enchants weapon with the Arcane modifier.
  • Storm in a Bottle: Damage scaling has been increased from +50% per level to +100% per level. Also now strikes 4 times per second, up from 3 times.
  • Experimental: The Mana Catalyst, usually chosen as a gift, can now appear randomly in runs. (I might remove this item in the future and replace it with another gift.)
  • Mana Orb: Now generates 1 mana on completing rotation, up from 0.5 mana.
  • Mind Charm: Now grants 35% increased mana regeneration, up from 25%.
  • Sorcerer Cloak: Now grants 45% increased mana regeneration, up from 35%.
  • Magus Cap: Now grants 35% increased mana regeneration, up from 25%.
  • Radio (Gift): Damage has been doubled.
  • Replenishing Repair Powder (Gift): Replenishes slightly quicker.
  • Soul Scarf (Gift): Only grants a Soul Heart when you recover a heart with it now.
  • Poison Filled Jar (Gift): Instead of granting a poison infusion, now applies the Poisoned enchantment modifier to your weapon up to 3 times.
  • Tent (Gift): Is now a charm and also recovers 2 hearts on entering a new floor, previously 1 heart.
  • Mana Elixir (Gift): Now grants a special mana potion buff that grants 20% mana drain refund, previously 15%.
  • Mystical Wrappings: Doesn't specify "infusion" keyword anymore. Now cycles periodically every 4 seconds instead of every room.


[h2]Other Gift Changes[/h2]
  • Coin Bag: Gold amount reduced from 35 to 30 gold.
  • Bomb Pouch: Bomb amount reduced from 6 to 5 bombs.


[h2]Room Changes[/h2]
  • New Tavern NPC: The Princess. She sells Fairy Tale Branches. She has a preference for Good aligned characters but doesn't grant any alignment herself (for now).
  • Storm in a Bottle cost in tavern reduced. Now 30G, previously 50G.
  • Nurse in tavern can only heal and refill flasks once per tavern visit.
  • The Black Market entrance in the tavern is now locked again, requiring another key, after you stay overnight. (The tavernkeep makes sure to keep that stuff under lock, sorry!)
  • Leviathan Room: All options now cost 5 souls instead of 10 souls.


[h2]Meta Perk Changes[/h2]
  • New Perk: Pandoras Boxes: Opening any treasure chest permanently grants +2.5% magic find, up to a maximum of 25%. (Replaces "Giving Up" and made legendary weapons 15% rarer.)
  • Bulk Seller: Now capped at +10 Gold. Also only grants +1 Gold per consecutive item, instead of +2.
  • Mixed Bag: Now also reduces the price by 25% when swapping the currency.
  • Odyssey: Epic weapons now are 25% more common, previously 30%.
  • Worth of a Soul: Upgrading weapons now costs 5 souls at blacksmiths, instead of 10 souls.


[h2]Weapon Enchantment Changes[/h2]
  • Unstoppable modifier, which increases "not very effective multiplier" is now a normal enchant and not a legendary enchantment anymore. (This is kind of a buff because the modifier wasn't that great and now that Magnum Opus perk is fixed, you are more likely to roll an actually good legendary modifier.)
  • New legendary enchantment: Sniper's: +20% critical hit chance
  • New legendary enchantment: Merciless: +75% critical hit multiplier


[h2]Trait Changes[/h2]
  • Spellblade: Now works with ALL melee weapons, previously just swords.


[h2]Enemy Changes[/h2]
  • Possessed weapons health and armor has been roughly halved, especially in the early game.
  • Increased health and armor of all mimics. For some more than 50% more health and armor.


I estimate this is about 50% of 0.2.2 scope. More coming soon, depending on how smooth implementation will be, patch might hit main on Friday.

EDIT (11/01/2024): I just realized it was kinda stupid from me to say an update might drop on Friday when the next part of the beta comes on Friday. Doesn't really work out. The real update probably drops some time next week.

What's missing?

Not 100% sure. Kind of going with the flow for 0.2.2 and 0.2.3. After that, as promised, tackling bigger issues like visual clarity and presentation of complexity, e.g.: making descriptions better.
Here are some bullet points what's on my radar for 0.2.2:
  • Add some more companions.
  • Add some new set items.
  • Add new traits and buff some bad traits.
  • Buff non shield offhand items.
  • Go over some items that are really underwhelming and buff them.
  • Fix more bugs.


Enjoy!

Tiny Rogues feels like someone stuffed Brotato and Binding of Isaac into a fantasy shell




One action roguelike is surging to the top of the Steam charts this holiday week courtesy of an update, with little room-based dungeon crawler Tiny Rogues holding strong player numbers for an indie after the release of its Heaven & Hell update added oodles of new stuff. Released late last year, Tiny Rogues is an action roguelike that punts you from room to room dodging nasty traps and enemy attacks while building up a set of unique equipment and abilities that synergize well enough to get you through 10 dungeon floors and their nasty bosses...
Read more.

0.2.1 V2 (Hotfix 2)

  • Fixed bug with the Hero Sword "Flex" materials not appearing correctly. (I hope it's finally fixed now.)
  • In the previous hotfix a bug was fixed which caused a softlock when trying to upgrade a weapon at a blacksmith that cost souls while not having any souls.


Cheers,
RubyDev



Patch 0.2.1

[TLDR is at the bottom.]

Hello fellow Tiny Rogues,
not even a week ago I released the biggest Tiny Rogues update ever, and now I am happy to follow it up with this massive 0.2.1 patch. I didn't expect this to get so big, so quickly, but I'm proud of the changes. So let's get right into it!

Patch Highlights

[h3]Bonfire Favours[/h3]
From floor 2 onwards you will encounter your good friend the bonfire in the spawn room. At the bonfire you can spend Souls and gain permanent stat boosts. You can also fully recover your hearts and flasks and attune your items at the bonfire.

Originally posted by RubyDev

Developer Thoughts: A big goal in bringing back stat upgrades to your character was to present it in transparent way and to make the system more flexible. The new system is powerful, flexible, brings interesting changes and choices to veteran players and most importantly it is: simple. The 0.2.0 update made the game quite a bit more complex and this patch introduces a bunch of simple but effective changes to make you feel a little bit more at home from the start, even without knowing and utilizing all the new funky mechanics.
It costs 30 Souls to gain a heart container, a point of stamina or a point of mana. As every boss drops 10 Souls this new system basically equals to the old system, just more flexible. You now can get 3 stat upgrades before floor 10 and if are lucky you might even be able to sneak in a 4th one from time to time. Players further in the game might note though that you need some Souls to go beyond floor 11, for that reason the prices of alignment shops have been reduced a bit. So even when you are deep into the game, you still get to gain at least 2 or 3 powerups.

[h3]Over 30 New Items[/h3]
The patch also brings over 30 new items with it. The main focus of these items was to bolster defensive choices, especially for melee characters.

Originally posted by RubyDev
Developer Thoughts: I think it is important that players are regularly offered strong defensive options. Not every item has to be a wall of text with intricate effects. It is fine when some items are just there to bolster survivability or damage.
Originally posted by RubyDev
Developer Thoughts: Having a lot of equip load and equipping some heavy but strong item feels good on a strength character but defensive options for low equip load characters often were lacking. There is a slew of new defensive charms that aid you in your quest to survive on generally squishier builds.

Apart from the new defensive items I also added some support for certain build and effect archetypes that felt quite underwhelming.

[h3]Blacksmith Buffs[/h3]
The weapon damage bonus per upgrade level has been increased to 10% per upgrade level. (Previously a measly 5%.)

Originally posted by RubyDev
Developer Thoughts: Weapon upgrades previously felt very underwhelming. Again, while it is cool and all that the game allows for more funky combinations and interactions to make a strong character, I find it very important, especially for new players, that fallback mechanics exist and that they feel impactful. When lacking damage it makes intuitive sense that a player might think to upgrade their weapon and now you should be able to feel the weapon upgrades.

In addition to this change some of the Blacksmith related meta perks have been heavily buffed to make them more enticing.

[h3]Melee Buffs[/h3]
  • All one-handed sword base DMG has been increased by 10% to 30% across the board.
  • All mace base DMG has been increased by 10% to 20% across the board.
  • All axe base DMG has been increased by 10% to 20%. Twin Axes, Winged Axes and Berserker Axes have been buffed by up to 30% to account for their odd flight behaviors.
  • All daggers base DMG has been increased by 10% to 20% across the board.
  • All polearms and scythes base DMG has been increased by 10% across the board.

Additionally some of the new items have melee specific effects.

[h3]Stamina Availability[/h3]
Originally posted by RubyDev
Developer Thoughts: While you can get a stamina point from the bonfire, I also wanted to add new additional ways to gain stamina. The game throws a lot at you and it is important that as a player you feel like you stand a fighting chance.

There is the new camel companion, that grants +1 stamina.


There is the new tavern NPC, the Dryad selling Green Blossoms.

And there even are two new meta perks relating to stamina availability.

[h3]Other Survivability Improvements[/h3]
Heart containers and Phoenix Feathers (Granting +1 Revive.) can now appear shops. The main shop (with the Rat Merchant) now also rolls between 3 and 4 offers, instead of always presenting 3 offers.
The Slot Machine now can give Soul Hearts and Soul Hearts in general are a bit more common.
The Nurse in the tavern now also refills your flasks.


[h3]Mastery EXP Curve Adjustments[/h3]
You level up a lot quicker now, especially the levels 1 to 15 take a lot less experience. It was an oversight to expect new players to turn on cinder modifiers and mastery shouldn't be as crazy of a grind as it was previously. Enjoy!


Patch Notes

[h3]General Changes[/h3]
  • New bonfire favour feature. (Explained above.)
  • Mastery EXP curve has been adjusted so you can level up faster, even without Cinder.
  • Tally requirements now have a minimum of 1.#
  • Soul Hearts are slightly more common.
  • Suppression now comes before your Soul Hearts.
  • The Arcade can now grant Soul Hearts.
  • The Arcade now can break a lot quicker but the base chance to win has been increased.
  • Dice have been added to shops.
  • Heart Containers have been added to shops.
  • Phoenix Feathers have been added to shops.
  • Rat Merchant now presents 3 to 4 offers. Nomad Merchant now presents 4 offers and the Alien Traders now always present 5 offers.
  • Soul price now don't increase with each floor anymore.
  • Normal shops don't ever sell Souls anymore.
  • Soul prices for rare, epic and legendary items have been made cheaper overall.
  • The Soul Peddler and Charon (Soul Shops) have an inherent discount of 25% now.
  • Shops that appear in floor 11 now also affect alignment.
  • Curse has less chance to take effect in the range of 1 to 3 curse.
  • Fixed how magic find worked for equipment and weapon rewards. Previously it was partially bugged and displaying on the wrong items, that it didn't actually affect. Magic Find is even better now.

[h3]Enemy Changes[/h3]
  • Death Tyrants in floor 10 now activate their spinning laser attack staggered instead of all at once.


[h3]Trait Changes[/h3]
  • NEW: Ignition Burst
  • Double Trouble: Instead of doubling critical hit multiplier of repeated attacks, now makes them deal lethal hits.
  • One Step Ahead: Additionally to repeating the attack after dash now doubles the critical hit multiplier of repeated attacks.
  • Swagger: Additionally now triggers your on dash effects on the tally of 5 primary attacks.
  • Near Death Experience: Should appear more often now.

[h3]Weapon Changes[/h3]
  • Each weapon upgrade level now grants 10% more damage, up from 5% more.
  • A lot melee weapons had their base damage buffed. (Explained above.)
  • All versions of the Hero Sword have been massively buffed and the quest line to repair it has been fixed and improved.

[h3]Equipment Changes[/h3]
  • Added a total of 30 new equipment items.
    • Some of the 30 items are new defensive charms: Soul Heart Charm, Block Charm, Evasion Charm, Stamina Charm, Flask Charm and Suppression Charm.
    • There is a new set for swords, the fencing set: "Touche! Engarde!"
    • The new items include support for on combat start, on picking up mana star and on dash effect builds.
  • Dragonscale Greaves: Now also grant +1 Suppression and Combat Prowess buff now grants 30% increased melee damage, up from 20%.
  • Heart Charm and Armor Charm are now rare rarity, previously epic.
  • Jousting Armor: Now also grants +1 armor.
  • Wisp Lantern: Now grants 2.% increased primary attack damage per soul you have, up from 0.5%.

[h3]Consumable and Companion Changes[/h3]
  • NEW: Camel Leash, summons a camel companion that grants +1 Stamina.
  • Stamina Potion: Is now in the main pool of potions. Previously you would only be able to get this from brewing it in the swamp event.
  • Shellfish Surge and Ocean's Bounty now last 10/20 rooms (depending on the consumable), up from 1/10 rooms.
  • Kelp: Now grants 1 stamina permanently, similar to the Starfish consumable that grants +1 mana.

[h3]Tavern Changes[/h3]
  • NEW: Dryad NPC that sells Green Blossom and makes you good. Like the Cleric, she also has a preference for good and will give you a discount if you are good.
  • The Nurse now also refills your flasks.
  • Farmer and Santa are 5G cheaper.
  • Tax Collector now trades you 30G for 10 Souls.

[h3]Class Changes[/h3]
  • Necromancer passive ability now grants 2% increased damage per Soul, up from 1.5%. (To compensate a bit for the new Soul sinks.)
  • Necromancer now finds more soul rewards than other classes.

[h3]Meta Perk Changes[/h3]
  • NEW: Evergreen, makes Stamina Surge (from Green Blossoms) last 10 rooms instead of 1.
  • NEW: Heart Seeker, makes items that grant hearts 25% more common.
  • NEW: Stamina Scout, makes items that grant stamina 25% more common.
  • Soul Thief → now named: Thief In the Shadows: If you defeat the boss without getting hit, you gain 25% magic find for the reward selection it presents.
  • Inflation and Deflation: Now only work for Gold prices.
  • Ethereal Roulette: Now grants 2 bonus ethereal dice, up from only 1.
  • Loss Leader: Makes blacksmith prices be 10/15/20/25,... instead of 10/20/30/40,... (Previously was too much of a downside.)
  • Worth of a Soul: Now makes weapon upgrades at blacksmiths cost 10 Souls, previously 20. (With the new Soul economy this might need even more changes in the future.)
  • Loyalty: The upgrade to level 4 now doesn't increase the price. (But you have to pick either Loss Leader or Worth of a Soul before, so the 4th upgrade by default costs 25 gold or 10 souls.)

[h3]Cinder Changes[/h3]
  • Unjust Incentive: Now specifies in the description that the spiked doors can be bombed.


[h3]Bug Fixes[/h3]
  • As mentioned above, magic find has been generally buggy.
  • Fixed that the calculation of advancing your periodical effects was completely wrong and triggered way too much. (Mainly affects the trait: Dynamo.)


What's next?

I am thrilled to announce that Tiny Rogues has been a phenomenal hit during the holiday season, maintaining an incredible 2000 concurrent players! Your enthusiasm and support have been nothing short of amazing. And there is even more exciting stuff on the horizon!

First off, I will be fine-tuning the game's polish. You've experienced the depth of the new update, and now it's time to make it even more accessible. I want to refine descriptions to be crisper and easier to understand. The goal is to streamline your experience, making it intuitive and even more enjoyable.

I will also be working an in-game guide/wiki in which you can read up on every mechanic in detail. But don't worry – I want to keep the reading light. After all, I want you to spend more time exploring and fighting and less time studying and doing homework on the game.

Your feedback is the magic behind the game's growth. Join the journey on the community discord and share your thoughts. Screenshots, suggestions, or ideas are all welcome!

Finally, I want to better the game's visual clarity. Get ready for options that clear up screen clutter, like fading out your own projectiles, companions and more.

Thank you for playing and thank you for all the support, hope you had happy holidays!

Cheers,
RubyDev


TLDR:
  • Heart-, Stamina- and Mana power ups are back.
  • Lots of new defensive items, especially for melee characters but also for low equip load characters. (E.g.: new defensive charms)
  • Upgrading weapons has been massively buffed.
  • Base DMG of a lot of melee weapons has been buffed.
  • Stamina is more widespread available in the game.


HOTFIX V1: Just did a hotfix which fixes a soft-lock that happened when interacting with blacksmiths that cost Souls and you interacted with them while not having Souls.