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Pocket Rogues News

Steam Trading Cards are now available on Steam!

For Pocket Rogues on Steam, community items are now available: trading cards, badges, profile backgrounds, avatars, and emoticons themed around the game!



For those who are unfamiliar with what this is and how it works: simply by playing Pocket Rogues on Steam, you will receive one card from the available collection until you've collected half of them. After that, you can trade with friends to get the missing cards, or buy them from other players who have listed their cards for sale. By completing the full card collection, you can convert them into a Pocket Rogues badge, which gives you experience for your Steam profile level and can be displayed on your own profile page.



When creating and upgrading the badge, you will receive random items from the Pocket Rogues collection, such as unique profile backgrounds and emoticons, and you will also increase the badge level - up to level 5. By collecting all the metallic (especially rare) forms of the cards, you can create the rarest badge: a metallic one.

Currently available on Steam are:
  • 9 trading cards (one for each class in the updated design, which will soon appear in the game, as well as the classic version of the Warrior, Archer, and Wizard from the tutorial)
  • 10 profile backgrounds (3 backgrounds with characters, and 7 backgrounds with landscapes of locations)
  • 10 emoticons
  • 5 badge levels and a special, metallic badge
  • 4 avatars (available to everyone who bought the game on Steam, without a link to the collectible cards)


Backgrounds and emoticons can be obtained not only by upgrading the Pocket Rogues badge but also by directly purchasing them in the Steam points shop (this is a special currency that you get by buying games on Steam - it has no additional cost): https://store.steampowered.com/points/shop/app/946610

Update 1.36.1

Update 1.36.1 is dedicated to fixing and enhancing many aspects of the game, aiming to make the gameplay much more comfortable. Now, you won't have to spend a lot of time selling your inventory items to the Merchant or worry about accidentally selling/dropping/destroying your valuable items.

And the dungeons themselves have come alive! Now, goblins and certain other creatures are fully animated, as are all friendly NPCs and mercenaries. By the way, did I mention that you can now encounter two new mercenaries?

And somewhere deep within the cold and treacherous depths of the Prison, someone vulnerable and infinitely loyal is already waiting for you...


[h2]CHANGELOG:[/h2]

[GAMEPLAY]
- After constructing a new building, the Trapper will appear in the Camp. With his help, you can exchange and upgrade pets directly in the dungeon without returning to the Fortress
- Upon purchasing the new "Trading rows" building, players will have the ability to lock any item in their inventory. A locked item cannot be accidentally sold, destroyed, or dropped until the player removes the lock
- After upgrading the "Trading rows" to level two, players can quickly sell all inventory items to the Merchant, except for the locked ones
- A new pet has been introduced. It can be found in the Abandoned Prison after 7th floor, provided that the "Trapper's shack" has been built

[GENERATION]
- After the 15th floor in the Camp, you can encounter new mercenaries (Berserker and Wizard). A squad can still only have a maximum of 2 mercenaries at a time
- Several new traps have been added
- Some objects in the rooms of the Catacombs and Prison that were always found there, now appear by chance



[BALANCE]
- When lifting a curse from an altar, characters now gain experience only after defeating all waves of enemies, rather than each wave. There can no longer be more than 3 waves, and the chance of the altar being cursed has been reduced (from 50% to 20%)
- When destroying the Merchant's chest, not only does he become hostile, but also all other characters in the Camp
- The attacks of the Wandering Troll and Tamed Troll now have a knockback effect and deal damage to everyone, including their allies
- The base defense value for the item "Silent face" has been reduced from 145 to 105
- Poisoning from impassable poison puddles and clouds found in the Catacombs is now less dangerous
- The level of creatures that appear when destroying objects (like Larvae) has been halved
- When sacrificing a pet, there's a 35% chance that one of its attributes will decrease by 1

[MISC]
- An automatic backup saving system has been added in dungeons, which should restore progress in case of a crash (but it's better not to rely on it, and save manually through "Save and Exit" in regular dungeons or in the Camp)
- Surviving characters can now directly purchase passive items in the store, even if they already have items of that type in their inventory
- All daggers are now displayed on the character when equipped
- All friendly NPCs and mercenaries are now fully animated
- Goblins, trolls, regular zombies, and drowned are fully animated
- Dialogues now display the interlocutor's portrait
- Added the ability to use a gamepad to configure companion behavior and change the size of the mini-map
- The appearance of Goblin-Wizards and Goblin-Executioners has been updated
- The appearance of arrows used by Goblin-Archers has been updated
- The Camp's floor appearance has been updated
- After constructing a Pen in the Camp, a small fenced area for pets will appear
- Some troll sounds have been replaced
- The skill description "Sign of Sacrifice" has been changed: it now more accurately reflects the effect's action (increases all damage taken by the creature, rather than reducing its defense). The effect applied to enemies has been renamed to "Vulnerability"
- Next to the skill upgrade button on the character selection screen, a skill point icon is now displayed
- The cost of buying new abilities for pets in skill points and gems is now displayed in one cell to avoid confusion
- In Settings, you can disable the display of legs for animated characters (may affect performance)
- Playtime statistics now display hours and minutes separately (previously only minutes were displayed)
- New character statistics fields have been added ("Used Crosses of Life")
- An additional warning has been added if you press return to the Fortress instead of loading the saved dungeon



[FIXED]
- Improved performance with large floor sizes and multiple active objects
- Daily tasks weren't saved when transferring progress via the cloud
- When transitioning between floors, players always ended up in the same version of the Treasury and Ambush
- When using the Rune of Greed, it was impossible to get to the new version of the Treasury
- When upgrading legendary quality items at the Forge, gems weren't highlighted in the inventory, even if the item had empty slots
- When selling items to the Merchant, their value was not displayed in the inventory
- When buying consumables, it wasn't possible to manually enter a specific quantity
- Cells on the pet ability purchase screen did not adapt to wide screens
- When killing enemies with a weapon that has the "Exploder" effect, they were counted twice in task completion statistics
- The "Murderer" effect was incompatible with the "Empty bowl" artifact
- Cursed items lost their negative effect when upgraded at the Forge
- The Source of Corruption did not attack the enemy
- Wights used the "Jump" ability too often
- Effects applied to NPCs in the Camp persisted indefinitely
- Boxes from which a rat might jump out simply broke when approached by a character after clearing a floor
- Using instant healing after clearing a floor or a Well, mercenaries and pets didn't restore their HP
- The lock icon was not displayed on the buttons of the second and third artifacts if the corresponding level of the "Artifact Workshop" building was not constructed
- When opening the mini-map while moving, it shifted in the direction the character was moving

Update 1.36

The new massive update significantly overhauls the entire pet development system in Pocket Rogues. Now each improvement will be much more meaningful, and each of your pets will be much more unique and customizable.
In addition, in update 1.36 improved multiplayer (yes, it's still in Beta): now you can play with three players, and you can create rooms in two more locations!


[h2]CHANGELOG:[/h2]

[GAMEPLAY]
- Each pet, in addition to the standard ability, now has 4 slots for additional ones (such as Immortality or Vampirism), which can be freely combined. New slots will become available after leveling up the pet, and new abilities can be obtained by defeating monster champions and mini-bosses in dungeons
- All pet abilities have 3 levels and can be improved with skill points and gems
- Unlocking unique perks, such as new Obsidian Tower mods or item blueprints, are now displayed on the summary screen
- Pets and mercenaries (but not summoned creatures) can now be set to one of five behaviors: normal, defensive, aggressive, hold current position, and ignore enemies. The type of behavior affects the movement speed of the creature and the radius in which it notices enemies
- Barrels and troughs with water can now be used to restore some of the HP (the water from the trough has a chance to poison the character)
- Minimap size can now be customized

[GENERATION]
- Added new Ambush
- Added new Treasury
- With a 20% chance, instead of a regular altar, a "cursed" version of it may appear: in order to use it, you must first defeat several waves of monsters

[MULTIPLAYER]
- "Burial Mound" and "Adamantite Garden" locations are now available for creating rooms in multiplayer (Ultimate version required)
- Added the ability to create rooms for three players (Ultimate version required)
- Added the ability to change the connection server (three regions are available: Europe, USA and Asia)
- Clicking on the character icon in the lobby will display the nickname of the player who created the room
- Improved multiplayer stability

[BALANCE]
- The starting level of the bosses that occur between locations in the Obsidian Tower now depends on the floor from which the descent began
- Level of mini-bosses accessed through gates in the Obsidian Tower is no longer tied to the level of bosses between floors
- The base stats of pets have been increased, and the improvement of each of them is now more effective
- "Immortality" of pets now works a limited number of times, after which the pet will disappear until the next visit to the Camp (the resurrection counter is reset if the creature is alive when visiting the Camp or if the player used Decoction of Blackgrass)
- Decoction of Blackgrass can be dropped from more monsters
- Pet "Lynx" no longer has the standard ability "Collect Coins" (this ability is available for purchase and use by any pet)
- Pet "Golem" no longer has the standard ability "Resistance to diseases" (this ability is available for purchase and use by any pet)
- Creature ability "Vampirism" is now calculated according to the damage dealt, instead of the base damage
- Mutually exclusive ring effects can no longer be generated on the same ring
- The cost of all improvements to the Menagerie building above level 1 has been increased
- Base HP of "Grim Paladin" boss reduced from 635 to 540
- Increased the cost of selling blacksmith stones and ingots
- Blueprints no longer drop if the player has completed less than 12 raids

[MISC]
- Equipped shields, books and grimoires are now displayed on the character
- Appearance of pets now changes when they reach levels 15 and 30 (previously it happened after levels 10 and 25)
- Changed minimap icons for chests and stairs
- Objects like sacks and small crates (which never drop loot) are no longer displayed on the minimap
- Added the ability to quickly enable/disable sound effects and music in Settings
- Updated appearance of Altar of Battle, Altar of Defence and Altar of Fighting Spirit
- Updated tab icons in the Bestiary
- Added alternate floor view for Crypt of Emptiness
- Passive items can now only be sold one at a time
- To move the camera to an ally, its icon now needs to be held for more than 0.2 seconds (normal pressing opens the menu for setting the behavior of the satellite)

[FIXED]
- When visiting the Lost Tomb with "Downworld Expanses" or "Brave Downworld" modifier active, the game could freeze
- Players might experience a black screen when entering the Treasury in a group raid
- When minimizing the game during loading, a black screen could occur
- When switching between the game and other windows, the entire screen, except for the interface, could turn black until the next restart of the game
- The effect "Stun" did not affect the player's characters
- Drawings of some items disappeared when transferring the save to a new device
- Multiple passive items could sometimes be stacked in one inventory slot
- When choosing a second item in the Forge, items that were not suitable for combining were not darkened
- When upgrading items with standard effects in the Forge, the total number of free sockets for effects could be less than it should be
- When using Rune of Sanctuary or Rune of Greed, two portals appeared at once in multiplayer
- When controlling with a gamepad, navigation in the inventory did not work
- Rating points in the Tower could be incorrect for surviving characters
- When destroying a tombstone (in the Lost Tomb) with a fireball, skeletons did not appear from it
- Minimap could remain open when moving to the next floor
- When the Pandemic modifier was active, the effects of poisoning and petrification were applied instantly, instead of filling the corresponding gauge
- Pets could not attack Nightmares
- Pet ability "Collect Coins" may not work properly
- The "Tower Shield" effect did not work properly
- Near the Ancient Guardians, the sound of a shot was continuously played
- When resurrecting with the Cross of Life, the animation of the character could be broken
- Chat messages overlapped each other when there were too many of them
- When loading a saved dungeon or leaving the camp gate, the state of the buttons for instant healing and creating a portal were not loaded, as well as the original number of monsters on the floor
- When the character moved, the picture could lose clarity
- Minimap zoom was reset when going to the next floor
- Improved optimization and fixed many small bugs

Update 1.35.3



[MISC]
- Updated the appearance of slots for items in the inventory (and also improved its performance)
- In Settings added the ability to disable the automatic connection of the gamepad

[BALANCE]
- Creature ability "Explosion (Allies)" now deals damage to all creatures, not just allies (regular "Explosion" only deals damage to enemies)
- Characters who returned to the Fortress alive now always start a new descent with full HP

[FIXED]
- Floor loading could get stuck in Adamantite Garden and Burial Mound if any modifier is enabled that increases the size of the location
- Some creatures could not be killed
- Several chests could be generated at one point
- "Lavra" was not displayed in the Bestiary
- Creatures did not use "Crossbow Volley", despite having the corresponding skill
- Rings lost their quality when playing in multiplayer
- In multiplayer, the summary screen would freeze if you tried to return to the Fortress through the dialogue with the Mentor
- Hostile archers did not chase the enemy if he was in their line of sight, but out of the attack zone
- Sometimes extra walls could be generated in the wrong places
- Icons in the inventory changed their size depending on the screen of the device
- When picking up the Rune of Greed, it could disappear if one was already in the inventory
- The weapon effect "Exploder" dealt damage to the character himself
- Creatures on which "Control" was applied could ignore nearby enemies
- In the item shop, the description of books for the Mage was incorrectly displayed
- Item upgrade progress was not displayed in the inventory

Update 1.35.2



[GAMEPLAY]
- The PC version has the ability to play together on the same screen. To do this, you will need at least one gamepad. Steam Remote Play Together is also supported.

[GENERATION]
- Added some new rooms for Catacombs and Abandoned Prison

[ITEMS]
- Added 8 new artifacts
- Updated drop lists for most items



[MISC]
- The mini-map is now saved when visiting the Camp or the mini-boss gate, as well as when loading a saved dungeon
- Icons of some items have been replaced
- "Survivors" characters can now freely end the game at any stage of the main campaign (including if they started the game from the boss location) and go to endless dungeons
- The settings of the Obsidian Tower can now be changed even if the character has already played in it and returned to the Fortress alive (the selected modifiers only affect the rating points that were received in the current run)
- While playing in campaign mode, the player no longer receives rating points, since these points were not taken into account anywhere
- Inventory background color now changes slightly depending on the character's current class
- Improved the quality of monochrome icons, some of them are completely redrawn
- Consumables can now be placed individually in the Personal Chest and taken from it
- The player will see a warning window if they have not confirmed the distribution of skill points in the dungeon and try to switch to another inventory tab
- The Mentor will now appear in the Camp after passing 5 floors of the Crypt of Emptiness and will allow you to return to the Fortress, even if the player has not yet killed the Forgotten Keeper



[BALANCE]
- Items modified in the Forge with a silver ingot now retain the same quality and effects
- Improved intelligence of shooters: they will tend to keep distance with the enemy if they do not have melee skills
- Summoned creature explosions (Heretic Grimoire effect) no longer damage allies
- Changed the parameters of some artifacts (Tentacle now gives the character 8 MP instead of 10; Armadillo Carapace increased defense by 40 instead of 30; Beast Claws damage dealt by 3 instead of 2)
- Damage reflection effect applied to creatures near idols in the Lost Tomb has been greatly reduced
- When a creature receives the "Ghostly" prefix, its movement and combat speed is now reduced rather than increased
- Bieses, Imps and Fire Hounds now have 85% fire trap damage resistance

[FIXED]
- Monsters used to be able to keep attacking Dog (and other immortal companions) even when he is "stunned"
- The health of monster champions could increase after reloading the location
- After reloading the location in a normal dungeon, the Merchant refused to interact with the player
- When skipping the score line on the totals screen, the score did not take into account the Obsidian Tower modifiers
- It was not possible to create a new item in the Forge if the original item had a legendary quality
- The cost of creating new items in the Forge could change if you swap the combinable items in places
- Companion name and stats could be displayed in a different language
- Coffins in the Lost Tomb always spawned the maximum number of monsters instead of random
- Near spider nests, webs could generate inside walls
- The "Breath of Death" skill could be used while playing other animations
- The weapon effect "Reaping" did not work with the Berserker's "Frenzy" skill
- Aura of Viscosity, Inner flame, Flame of Holiness, and Flame of Fel effects could affect allied creatures
- In the Obsidian Tower, it was possible to select a higher starting floor than the current maximum cleared floors
- "Auto-lock target" did not work when controlled using the keyboard and mouse