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Flick Shot Rogues News

Release Date Announcement!

[p]You've read correctly! We can finally answer one of the most asked questions about our game:[/p][h3]Flick Shot Rogues will be released on Steam on September 17th, 2025![/h3][p][/p][p]And to commemorate this occasion, we've even got a new trailer for you! Check it out below:[/p][previewyoutube][/previewyoutube][p][/p][p][/p][p]Want to make sure not to miss the big event when it arrives? Why not head over to our Steampage and wishlist?
Can't wait for the release and need something to do in the meantime? Go check out our demo on Steam! No doubloons required![/p]

Demo Patch Notes for v0.07.14.717

[p]Hey! We've just released a new demo patch, just in time for Tiny Teams![/p][p]Aside from the usual such as smaller bugfixes, UI improvements and visual tweaks, this update actually comes with two big changes (that were inspired by community feedback):[/p][p][/p][h3]1) Relics are now chosen before starting a run[/h3][p]Here's the thing about relics: They're really just subclasses that you can freely assign to any hero - and this allows for lots of fun combinations and synergies when you build your ultimate pirate tag team.[/p][p]Up until now, it was difficult for new players to really get the difference between a trinket, a relic, a curse - so we've reworked a few parts of the game to streamline the whole process of starting a new run and emphasize the way relics and heroes interact.[/p][p]How does this look in practice? Well, here's the new character selection screen:[/p][p](Notice the custom disks the characters are now standing on - those change depending on the relic you've assigned to the specific hero - pretty neat, right?)[/p][p][/p][p]We hope that this will help communicate better what we're aiming for gameplay-wise for our game - let us know what you think![/p][h3][/h3][h3]2) Reworked fine-adjustment tutorial[/h3][p]We also noticed that staggering amount of players don't use the fine-adjustment features built-in into the game. [/p][p]You've heard correctly - you can actually fine-adjust your flick with pinpoint accuracy! Always could, in fact! Which is especially useful in the later stages of the game, when a wrong flick can actually end your run![/p][p]Of course, it's really our fault for not conveying this better to players - which is why we've reworked our tutorial to better illustrate how to actually fine-adjust your flicks - we hope this will take your trick shots to the next level![/p][p](A screenshot from the new fine-adjust tutorial!)[/p][hr][/hr][p]Anyway, that's it for now. As always, please let us know if you find any bugs and give us your feedback if you find the time![/p][p][/p]

Demo Patch Notes for v0.07.03.677

[p]Hey everyone, new patch (v0.07.03.677) coming through![/p][p]This time, it's all about balancing and tweaking the demo's difficulty - we won't bore you with all the details, but here's the general direction of changes:[/p]
  • [p]Increases of enemy HP (in general)[/p]
  • [p]Tougher and more challenging enemy groups, especially in the jungle biome[/p]
  • [p]Some adjustments to trinkets that boost damage ('Vital Organs' being a good example), to prevent players from getting overpowered too quickly when stacking trinkets[/p]
[p]The result of this should be more challenging gameplay, where planning each flick carefully makes a real difference![/p][p]As always, please let us know your feedback after you've given the demo a go![/p][p] [/p]

Flick Shot Rogues is part of Tiny Teams 2025!

[p]Hey everyone! We're very proud to announce that Flick Shot Rogues will be part of this year's Tiny Teams![/p][p]The Tiny Teams 2025 festival will run from 7th-14th of August on Steam! [/p][p][/p][hr][/hr][p]And of course, here's the obligatory reminder that the demo for Flick Shot Rogues is still available to play, right now![/p][p]If you haven't already, go give it a try and let us know your feedback![/p]

Demo Patch Notes for v0.06.99.413

[p](Small Update: We've just updated the demo to version 0.06.99.383 to fix a bug that could break the game when visiting a 'Cursed Idol' on doom level 1 - for anyone wondering why the version numbers in their game don't match exactly.)[/p][p][/p][h3]Hey everyone![/h3][p]New demo patch coming through! Some new features, but mostly a lot of bug fixes![/p][p][/p][h2]New Features[/h2]
  • [p]The beach biome now has a 2nd battle theme, which is played at 'Sentinel Sands' - give it a listen![/p]
  • [p]A 'hide menu' button has been implemented in story encounter screens and upgrade screens - for all of you who want to take a quick peek at upcoming encounters on the map while making story decisions![/p]
[h2]Balancing[/h2]
  • [p]General reworks and rebalancing of damage and health stats across the board[/p]
  • [p]Both minibosses in the beach biome now spawn in reinforcements after you've cleared their first phase[/p]
[h2]Minor changes[/h2]
  • [p]Localization tweaks and improvements for Chinese, French, Russian and Portuguese[/p]
  • [p]Rephrasing of several item description for more clarity[/p]
  • [p]UI improvements to relic selection screen and level up screen[/p]
[h2]Minor bug fixes[/h2]
  • [p]Fixed bug that caused disk animations to spiral out of control when using specific item combinations[/p]
  • [p]'Squid Captain' now spawns small crabs instead of upgraded small crabs[/p]
  • [p]Fixed bug that caused incorrect flick preview when opening and closing pause menu during flick[/p]
  • [p]'Squid Armorer' now updates its current target line even after teleporting away[/p]
  • [p]Fixed a bug that causes the 'flick compass' to "flicker" at very specific angles[/p]
  • [p]Fixes a bug that caused music to stop playing after a very specific collision event[/p]
  • [p]Changed a few text settings to prevent overflow in weapon sheet description texts[/p]
  • [p]Fixed a bug where players sometimes received multiple rewards in encounters[/p]
  • [p]Chinese/Japanese/Korean text is no longer italicized[/p]
  • [p]Fixed bug where quitting the run in level up screen would break the game[/p]
  • [p]Minor formatting fixes for languages other than English[/p]
  • [p]Fixed a bug where in certain situations, items would show wrong damage numbers[/p]
  • [p]Fixed some item-specific issues with saving and reloading[/p]
  • [p]Channeling Power: Fireflies are now correctly kept if collecting them after dealing damage[/p]
  • [p]Some infinite loops with the 'Retaliation Strike' upgrade of the Klabautermann are now fixed[/p]
  • [p]Players can no longer get softlocked when clicking through screens too fast[/p]
  • [p]Resolved issue where sometimes the mouse cursor could be broken[/p]
  • [p]'Demotivating Start' curse now triggers and deals damage at the correct time[/p]
  • [p]Game now runs in background as default[/p]
  • [p]... and a lot more smaller fixes![/p]
[hr][/hr][p][/p][p]That's it! And as is tradition - a big thanks to everyone who has helped us improve the game by submitting bug reports and sharing feedback! [/p]