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Pocket Rogues News

Update 1.37.4

New rooms have been added for generation, a new pet has been introduced, and stability has been improved!

[h2]CHANGELOG:[/h2]

[h3][GENERATION][/h3]
  • Added 15 new rooms for the Catacombs
  • Added 2 new rooms for the Rat's Nest
  • Reworked some old rooms in the Catacombs and Prison

[h3][MISC][/h3]
  • Added a new pet – Porcupine
  • Liches and Archliches are now animated
  • The monster ability "Summon" no longer activates instantly but has a unique animation; some monsters can now summon more than one creature per use
  • Ratmen tents can now be destroyed
  • The appearance of item and pet slots in the shop on the character selection screen has been updated
  • Updated outdated preview images for the Goblin-Captain and Grim Paladin; all boss and champion previews are now smaller and aligned in the same direction
  • When starting a new game, the language will be selected automatically if the system language matches one of the supported languages
  • When using a gamepad, running is now activated by pressing instead of holding the button (this can be changed in Settings)
  • The loading screen now remains visible until the floor is generated, instead of freezing on a black screen
  • Updated the icon sizes of many creatures in the Bestiary
  • Added a text hint on the account creation screen explaining its purpose
  • When trying to save or load a game from the cloud, the login window will appear if the player is not logged in
  • Optimized the "Darkening Screen Edges" setting

[h3][BALANCE][/h3]
  • The "Bloodsucker" effect now restores HP five times faster, and its range is twice as large, but blood pools around the character deplete quickly upon activation
  • The attack speed modifier for weapons in the Berserker's hands is now averaged instead of summed
  • The poisoning effect near the poison river in the Catacombs has been weakened
  • Damage from poison and bleeding can no longer be critical
  • Killing summoned creatures no longer grants experience and gold

[h3][FIXED][/h3]
  • If a generation error occurred and the floor was empty, the character will automatically return to the Fortress upon exiting the game via the menu
  • Ratmen will no longer "shine through" their tents
  • The damage of the weapon in the Berserker's off-hand was calculated incorrectly
  • Killing a single monster could sometimes be counted twice in the Bestiary
  • Sometimes, it was impossible to start a new game when using a gamepad
  • The cost of Sharpened Arrows was higher than that of Heavy Arrows, despite their lower damage

Update 1.37.3

New consumable items and equipment have been added, elemental damage mechanics have been expanded, and stability has been improved!



[h2]CHANGELOG:[/h2]

The game has been updated with a Brazilian Portuguese localization

[h3][ITEMS][/h3]
  • A new ring, Rainbow Ring, has been added. It increases the level of one of the character's skills by 1-5 levels (depending on the effect level)
  • A new effect has been added to all rings: it increases the level of a specific skill by 2-10 if you use that skill
  • A new helmet, Roaring Mask, has been added (replaces the current special skill with Battle Madness)
  • A new passive item, Cat's Talisman, has been added (increases movement and combat speed by 6% while in the inventory)
  • New consumable items have been added: 2 types of Speed Potions and 3 types of whetstones that add extra damage of a specific element

[h3][GAMEPLAY][/h3]
  • Shooting arrows through braziers or campfires now ignites the arrows, converting half of their damage to fire damage
  • Each dash reduces the duration of the "Burn" effect by 2 seconds

[h3][BALANCE][/h3]
  • The damage type of all daggers is now piercing instead of slashing
  • While under effects like "Slow," "Petrify," or "Freeze," the character will use the slowed dash animation (as when out of mana) instead of the normal one
  • The minimum and maximum number of crystals dropped when killing monster champions or bosses are now capped
  • The "Heavy Hand" debuff halves the skill charge rate; the "Speed" effect increases the skill charge rate by the corresponding value
  • The selling price of all rings and passive items has been significantly increased
  • The effectiveness of all passive items with numerical effects has been significantly reduced
  • Explosive creatures will no longer explode upon death if affected by "Freeze"
  • The number of damage ticks from "Burn" is now random (5 to 10 instead of 4), and the delay between ticks has increased (from 0.5 seconds to 0.75 seconds); using barrels of water, wells, or entering water instantly removes the effect
  • The resistance to petrification for all Trolls has been significantly reduced

[h3][MISC][/h3]
  • The local save function has been marked as "deprecated" and will be removed in the future because it does not work properly on most devices
  • Characters using skills like bow or crossbow shooting will now equip the corresponding weapon
  • The "Burning" effect on a character now appears in the list of active effects and displays the remaining duration
  • After leaving the water, only humanoids will leave wet footprints
  • Braziers in the Pumpkinhead arena can now be destroyed, just like in other areas
  • The "Healing Herbs" skill now ignores the presence of the "Dried Ear" artifact (previously, the enhanced effect was immediately replaced with the normal one due to automatic skill activation)
  • The "Bloodlust" effect now shows specific values for HP increase, damage increase, and HP reduction
  • Text has been improved and translations corrected in many places

[h3][FIXED][/h3]
  • The inventory could not be closed with the corresponding button if it was opened to select an item in the Forge or to transfer items to the Personal Chest
  • In the Ultimate version, if the game was minimized after visiting the Camp through the portal, it could reload without its items upon the next load
  • When using a bow with any character other than the Archer, the bowstring and arrow preview were not displayed; conversely, the bowstring remained visible if the Archer switched to another weapon
  • HP regeneration could become negative if the "Vulnerability" effect was applied during an active effect that increased HP regeneration
  • Characters will no longer take damage if HP regeneration is negative
  • If a character replaced one of their skills using a weapon from another class, the skill level could change incorrectly
  • The price of items sold using the "Sell All" button was calculated incorrectly
  • Creatures controlled with the "Mind control" skill were not always displayed in the companion list
  • Rooms with special conditions for appearance (e.g., a room with a caged bug or the Whisperer's room) could still appear even if the condition was not met (e.g., the bug had already been found)
  • Objects in some areas could generate but be non-interactable and allow characters to pass through them
  • Bow or shield damage increased even when an inappropriate off-hand item was equipped
  • Creatures sometimes performed melee attacks even when their attack range was insufficient to reach the target
  • Chargeable skills could be used while stunned
  • The area of effect of "Steel Whirlwind" did not update if the attack radius changed during the skill's duration
  • The "Crimson Seal" could remove the "Vulnerability" effect applied by another source
  • The Earth Spirit's subterranean attack blocked character movement after its completion
  • Loading screens did not work
  • Numerous minor fixes and improvements

Update 1.37.2

Added a new lair, a new Ambush, and another altar, as well as bringing back the long-awaited control settings for keyboard and gamepad!



[h2]CHANGELOG:[/h2]

[h3][GENERATION][/h3]
  • Added a new Ambush
  • Added a new lair consisting of only a few rooms - Rat's Nest (encountered only in the Catacombs)
  • Added a new type of altar - Altar of Speed
  • Significantly reduced the maximum size of floors generated for the Lost Tomb
  • Upon clearing the Lost Tomb, the player will receive a bonus chest, just like when clearing the Rat's Nest
  • Maimed Wolfs now appear in the Catacombs after floor 15

[h3][ITEMS][/h3]
  • Added a new consumable item - "Phalanx Shard". When used, the character instantly teleports to the point where they spawned on this floor

[previewyoutube][/previewyoutube]
[h3][BALANCE][/h3]
  • When cleansing a corrupted altar, there is a chance that several enemies will appear at once
  • Bosses, mini-bosses, and all chests now drop significantly more gold
  • Reduced the influence of the character's level and Guild level on the level of generated monsters
  • Slightly reduced the bonus to base HP and damage dealt, gained by monsters with each level
  • Reduced the base defense stat for all monster champions
  • Animated creatures now shoot more accurately at moving targets
  • Blackleaf Decoction now restores 50% of max HP to each companion (instead of 50 units)
  • Corpse Eater can no longer regenerate HP or level up when killing enemies if a torch is pointed at it or Paralysis is applied; the effectiveness of healing in such conditions is reduced
  • Damage from the Mercenary Mage's "Fire Breath" skill per tick has been significantly increased (from 8% of its normal damage to 24%); it now deals fire-type damage instead of pure magical damage

[h3][MISC][/h3]
  • Control settings for keyboard, mouse, and gamepad have been reintroduced. They have been significantly expanded and now support gamepad calibration and many additional features
  • Added animations for Witches and all types of Orcs
  • Improved impact when creatures take damage
  • The camera will zoom out if the targeted enemy is too far away
  • Power attacks now deal double damage to chests and other destructible objects
  • Captured Souls are no longer displayed in the creature list on a floor, and their defeat is no longer required to clear the floor
  • Certain types of enhanced creatures are now highlighted not only by color but also by additional visual and sound effects (explosive, cursed, and resurrected)
  • Combat speed now accelerates the Berserker's "Steel whirlwind" animation (previously, it didn't change visually)
  • Reduced the required hold time for gamepad buttons to activate instant healing and create a portal after clearing a floor
  • Reduced the camera zoom speed using the gamepad stick
  • Movement speed on the character stats screen is now displayed more accurately

[h3][FIXED][/h3]
  • Returning to the Fortress with a tome that has the effects of "Secrets of Flame" or "Sacred Dogmas" could cause an error preventing the same character from continuing the game
  • Some skills that applied effects to the character could incorrectly remove old effects (e.g., causing HP regeneration to become negative)
  • Pandemonium did not increase the maximum number of summonable creatures
  • When playing in split-screen mode, an error could occur that blocked the ability to move to the next floor
  • If a critical location generation error occurred, the game will now attempt to send the player to the Camp instead of generating an empty floor
  • In the Borderlands, black lines could appear at the edges of floor tiles
  • Objects will no longer generate near chests in dead-end rooms (e.g., traps spawning on top of chests in the Prison)
  • Dropped items from the inventory could sometimes still land directly under the character's feet, causing them to be immediately picked up
  • The Skeleton Giant ignored walls and other obstacles in its line of sight
  • The Burnt Executioner did not crash into a wall during a charge attack and instead kept turning towards the target while running
  • When using the Fel Altar, all of the character's companions were forcibly teleported to them
  • Upon the expiration of any effect that changed a creature's color, the Ogre-Sorcerer no longer appears gray
  • The flame trap activated by a lever, as well as campfires, now deal fire damage instead of physical damage
  • Dying to the Corpse Eater no longer displays a preview of the Skeleton Giant on the death screen
  • Save loading no longer breaks if there is a water barrel on the floor
  • The Skeleton Giant and Zombie Guard now display legs properly when the corresponding setting is enabled
  • When purchasing or upgrading pet abilities in the Camp, the number of crystals displayed in the corner of the screen now updates correctly
  • Reduced the physical size of all allied creatures, making them less likely to get stuck in narrow passages
  • Numerous minor fixes and improvements

Update 1.37.1

Balance improvements, bug fixes, and several new artifacts—the global game rebalance started in 1.37 continues!



[h2]CHANGELOG:[/h2]

[h3][ITEMS][/h3]
- Added 4 new artifacts

[h3][GAMEPLAY][/h3]
- An additional 30 types of monsters are now available for daily "Hunting" quests

[h3][MISC][/h3]
- New tips have been added to the loading screen
- Tooltips for damage and defense types have been edited
- In the character's stats in the dungeon, the specific damage absorption value is now displayed next to each type of defense (in the case of physical defense, this value is averaged for all types of physical damage)
- The mention of duration has been removed from temporary effect descriptions (now it is displayed next to the effect's name)

[h3][BALANCE][/h3]
- The defense point threshold required to reach 90% reduction in physical damage has been halved and is now closer to the values before update 1.37. Each unit of physical armor is now more effective (this also applies to enemies)
- Each upgrade to the pet's defense additionally increases its resistance to all types of magical and elemental damage by 1%
- Updated resistance parameters for different types of damage for pets, as well as defense types
- Reduced the impact of level on the max HP of all creatures
- Reduced the impact of level on the max HP of high-level bosses and monster champions
- Reduced damage and max HP for all types of Statue-Guardians
- Monster enhancements such as "Ancient," "Explosive," and others now significantly less reduce the combat speed of creatures
- Creatures with the "Vampirism" effect can no longer heal by attacking undead or mechanisms
- All creatures that become "shadows" are now considered undead
- Increased the delay between damage ticks for the "Fire Breath" and "Steel Whirlwind" skills; however, the delay before the first damage tick for these skills has been reduced
- Reduced the initial attack area for "Steel Whirlwind" (from 175% to 150% at level 12) and "Crimson Harvest" (from +3% per level to +2% in uncharged form and from +8% per level to +4% per level in charged form), and reduced the bonus to the area for "Battle Madness" for killing an enemy (from 4% to 3%)
- Slightly increased the range of the "Breath of Death" skill (from 5 to 6 meters)
- The "Disease Suppression" effect is now stronger (reduces the duration of negative effects by 20% instead of 15%); the effect icon has been changed
- Skills such as "Barrier," "Vow of Sanctity," and others now do not directly alter the MP regeneration modifier upon use (previously, the higher your MP regen in a normal state, the faster it depleted when using these skills), but instead reduce it by a specific amount. Now, with a sufficiently high MP regen value (thanks to Mind and items), mana can recover even while using these skills
- Any hit taken while using "Barrier" now consumes at least 2 MP
- Updated the skills tied to many types of weapons, and for some, the target attribute upon skill replacement has been changed
- Effects that increase the attack area (e.g., the 'Coil of Rope' artifact) now apply to skills that attack in a straight line ('Breath of Death,' Hunter's lunges)
- The effect of the 'Spark of Restoration' equipment has received a more detailed description; its effectiveness has been increased (from +0.2 HP/s to +0.3)

[h3][FIXES][/h3]
- Weapon speed and character Agility did not affect the frequency of periodic damage from skills like "Fire Breath," "Steel Whirlwind," and "Breath of Death"
- Triggering a trap rune that summons Captured Souls in a narrow corridor could cause the game to crash
- Fixed vibration when playing with a gamepad and on mobile devices
- The 'Steel Whirlwind' skill did not deal damage at level 7
- The "Barrier" skill did not display the property of dealing damage upon deactivation, which is unlocked at level 25
- The effectiveness of the "Battle Madness" skill decreased when upgraded to level 16 (from 6.4% to 6%)
- The damage reduction value from traps was incorrectly displayed for the Scaled Armor effect
- When attempting to place multiple consumable items in the Personal Chest, the inventory window would not close automatically, allowing another item to be placed in the same slot and resulting in the loss of the original item
- When taking damage, the defense from items like the Petrified carapace and similar effects was applied twice
- Using the Smoke Bomb allowed leaving the Grim Paladin's arena after the battle started, causing the player to get stuck outside
- When the effect of the "Empty bowl" artifact triggered, the character took damage
- Removing an artifact without numerical parameters (Old Map, Dried Ear) would remove its effect, even if the character still had a similar artifact in another slot. This also applied to the effects of rings without a level (Concentration, Composure)
- The max HP and damage values of creatures in the Bestiary could be displayed incorrectly.
- The leaderboard on PC was displayed over the cursor if the "Hardware Cursor" setting was disabled

Update 1.37

Global skill system update, item rebalance, 8 new damage types, and 4 new defense types – update 1.37 is finally available to everyone!



[h3][GENERATION][/h3]
  • A new Treasury has been added
  • 2 new monster champions have been added: Corpse Eater and Goblin-Captain. The latter, formerly the tutorial boss, has been completely reworked and improved
  • In the Catacombs and the Abandoned Prison, there is a small chance to encounter a new merchant — the Whisperer (requires level 4 of the 'Merchant's Shelter' building)
  • Monster champions can now be encountered in "cave" generation locations (Adamantite Garden, Burial Mound)
  • Creatures and containers matching the gate type can now appear near the gates during generation

[h3][ITEMS][/h3]
  • 6 new armor types and 1 new headgear have been added
  • 2 new artifacts have been added
  • 2 new weapon effects have been added
  • 5 new equipment effects, exclusive to arrows and crossbow bolts, have been added
  • 12 new equipment effects, exclusive to tomes (some also to grimoires), affecting various damage types and related skills

[h3][GAMEPLAY][/h3]
  • All damage in the game is now divided into 3 types, each with 3 subtypes: physical (slashing, piercing, and crushing), magical (magic, cursed, and holy), and elemental (fire, frost, and lightning)
  • Defense is now divided into 5 types: physical (light armor, medium, and heavy), magical, and elemental
  • Each creature now has a specific type of damage dealt and defense type. All creatures have resistances and vulnerabilities to various types of magical and elemental damage, which can be further studied in the Bestiary (after upgrades)
  • All skills in the game have been completely reworked. Some skills (Poison, Leap, Sniper Shot) have been entirely removed and replaced with more suitable ones (points spent on removed skills will be fully refunded to the corresponding characters). The key idea of the new skill system is the variety in their effects, which will be expanded as they level up (each skill gains new properties at least at levels 12 and 25), along with more complex and nuanced choices between 3 skills in each branch
  • A new mechanic has been added for certain skills – "Charge." By holding the skill button, it will charge, and depending on the charge level (if the skill's properties allow), it will receive increased damage and/or additional effects
  • A new building has been added: "Junkyard." Now, auto-destroying of items via filters is available only after its construction (for older players who had auto-destroying enabled in Settings, the first level of the building is constructed automatically). Upgrading this building makes destroying any items more profitable

[h3][MISC][/h3]
  • The skill upgrade interface has been completely redesigned
  • Zombie-Swordsmen, Zombie-Warriors, Skeletons, Skeleton-Archers, as well as all types of ogres, guards, spiders, ratmen, rats, and all Necromancer summons are now animated
  • An alternative appearance has been added for Skeleton body parts, Zombie-Swordsmen, and ratmen
  • The sound system has been improved: multiple sounds can now play simultaneously without interrupting each other
  • More sounds and visual effects have been added for the Burnt and the Royal Executioner; the mini-boss has received his own theme music, and his attacks can now be parried with a well-timed shield block
  • The character attribute screen in the dungeon has been updated: the list of displayed parameters has been expanded, all icons are now colored, and the skill upgrade window has been updated to match the new skill system; the list of active effects on the character has been moved to a separate tab
  • The character preview at the class selection screen (at the end of tutorial) has been updated
  • When constructing a building that unlocks a new character class, the player will see a message with a preview of that character
  • All Necromancer seals, as well as idol seals found in dungeons (which reflect damage or resurrect monsters as shadows), now have a unique appearance
  • Item names have been standardized: some names have been completely changed to better match postfixes for items of non-standard quality; capital letters have also been removed from the second word in names where it was unnecessary
  • When summoning enhanced creatures, a popup will display the type of enhancement, and the color of their icon will correspond to the enhancement
  • The appearance of flame streams (used by the "Fire Breath" skill and relevant traps) has been updated; light from flame streams will no longer pass through walls if possible
  • When controlling with keyboard and mouse, the cursor size can now be changed in the Settings
  • The item drop animation has been refined (items now visually increase in size slightly when they drop)
  • Added visual effects for HP and MP absorption (under "Other Effects" in the Settings)
  • The appearance of the arrows used by Skeleton Archers has been updated
  • The appearance of the well has been updated: its resolution now better matches the rest of the dungeon; the well now casts a shadow and displays a visual water splash effect when used
  • A tooltip has been added to the Forge screen explaining the basics of the item upgrade system
  • Links to inactive social networks have been removed from the “Community” screen (only Discord remains)

[h3][BALANCE][/h3]
  • Some weapons are now considered "hand-and-a-half" (all staves, as well as certain swords and axes). When no item is equipped in the off-hand, the character will wield such a weapon with both hands, increasing the weapon's damage bonus by 30%
  • Parameters and prices of many types of equipment have been rebalanced; some items received new damage or defense types, in line with the updated system
  • Cleansing cursed altars will now drop items, the quality and quantity of which depends on the current floor; the chance of the altar being cursed has been increased, and the delay between new shadows appearing during cleansing has been reduced
  • The "Breath of Chaos" effect has been reworked. It now increases the damage of each attack not by X units, but by a random value between 0 and X; the damage bonus is now limited by the value [current floor * 4] (previously it was [current floor * 5])
  • Berserker's off-hand weapon now has a damage range similar to the main hand (the off-hand weapon damage is still reduced by 50%)
  • MP cost for using skills now increases as they are upgraded (most skills now consume half the MP at level 1)
  • Each hit on crystals in the walls restores HP or MP depending on their type
  • The influence of Agility on combat speed has been reduced, but the animation speed cap for all attacks has been increased
  • Powerful shots now receive a projectile speed bonus
  • The "Bleeding" effect has been reworked: it is now a status effect (like Poison or Petrification), instantly dealing 15% of max HP damage, followed by periodic damage over several seconds. The effect only triggers once the corresponding gauge is filled
  • Creatures with the "cursed" prefix can no longer apply the Poison effect
  • The weapon effects "Burn" and "Frost" now increase weapon damage by 3 units of the corresponding damage type (the effects they applied can now be inflicted by the respective damage type, regardless of the source, if the target fails the elemental resistance check)
  • The "Ignite" effect now affects elementals
  • The "Thorns" equipment effect now reflects all received damage back to the attacker (previously 15%)
  • The "Mirror" artifact effect now returns 50% of the damage received to the enemy (previously 15%)
  • The "Shiny scales" artifact effect now triggers with a 7% chance (previously 3%)
  • The "Marauder" weapon effect now not only increases damage to all containers but also adds a 15% chance for an additional item to drop when breaking a chest
  • Dashing now interrupts the "Shadow" skill (if the skill is below level 25)
  • The dash with the "Shadow Step" effect (granted by the Shadow Cloak) is now 35% faster
  • The Bone Katar (formerly "Sinner's Katar") now has the standard "Extermination" effect (deals extra damage to all humanoids)
  • The "Flayer" effect (extra damage to beasts) can now be found on any weapon (previously it was only available as the standard effect for the "Hunter's Cleaver")
  • The chance for the "Dark ritual" effect to trigger has been doubled (from 10% to 20%)
  • If an attack breaks through a block (not enough MP to block it), the damage received will not be reduced
  • Blocking a strike now consumes at least 3 MP regardless of the damage received; blocking at the moment of impact does not consume MP, but MP is spent on activating the block when the button is pressed
  • When transitioning into stealth using the "Shadow" skill, the character can now hide even while in the enemy's line of sight. The chance depends on the skill level. The character will always successfully hide from a pursuer if there is a solid wall between them
  • The crossbow firing animation has been changed: the character now reloads it after firing, not before, making the shot itself slightly faster. The charged animation and "Crossbow Volley" animation still require pre-loading
  • Running speed increased (from +35% to +50%)
  • Trap damage slightly reduced
  • Trap runes are now slightly more visible on the floor, and their activation takes a bit longer
  • The base poison resistance of all player characters has been doubled
  • Increased the chance of chest generation in the Catacombs
  • The amount of Slime in Catacomb rooms accessible only through the Suspicious Pipe has been significantly reduced
  • The vision range of zombies, drowners, and rats has been reduced; rats now move slightly slower
  • Numerous minor balance adjustments

[h3][FIXED][/h3]
  • Projectiles fired from long distances could pass through targets without dealing damage
  • Performance improved when large groups of creatures or objects take damage simultaneously
  • The Battle Ogre's ability "Running attack" could malfunction
  • The Merchant could have the same set of items for sale constantly
  • Creatures summoned by the "Seal of the Damned" could remain after its effect ended
  • Some temporary buffs and debuffs could remain on the character even after their timer expired
  • If a ring had effects without levels ("Concentration," "Composure"), the levels of other effects on the ring could be calculated incorrectly
  • When using the "Shadow" skill, the character's legs would always remain visible if the corresponding setting was enabled
  • The character could take minor damage even if it was supposed to be fully blocked by a shield
  • The bowstrings of enemies' bows might not display
  • Creatures whose primary location was the Burial Mound were not tied to this location in the Bestiary
  • Positive and negative effects were active on creatures twice as long as they should have been
  • Skills that restore HP when an enemy is killed could trigger even if the enemy survived the attack
  • Captured soul would cast shadows even if the "Creature Shadows" setting was disabled (and their Bestiary progress was not saved in the cloud)
  • The blueprint for the "Rusty Nail" item was not saved in the cloud when transferring progress
  • If the game was paused at the moment of level loading (by minimizing it or opening any menu), the screen would remain black until the pause was removed
  • Debuffs were not displayed in the list of active effects