Game update

Tetrogue 1.1.14 — Patch Notes

Tetrogue · published · build 24631283

New Features

  • Added a fully animated Tetrogue logo by the talented D.R. Ink to the title screen, replacing the old static "TETROGUE" text: letters fall into place left-to-right (each landing pushes the colored bar beneath it), then the tetromino pieces sitting on the wordmark drop into place in random order, with the I-piece saved for last for a special bounce into the U's cup. Default piece colors were also retuned to match their corresponding enemy sprites' hues while keeping each piece's traditional color family recognizable.

  • Added a "Heroes — Coming Soon" preview to the Difficulty-select screen: a small animated, locked I-piece character (with blinking eyes, an idle sway, and a diagonal "Coming Soon" ribbon) teasing an upcoming Hero-selection feature. The whole Difficulty-select screen was reorganized into a 3-column layout to make room for it (Hero and Difficulty selectors on the left, their descriptions in the middle, the Custom Difficulty/Challenge Run/Starting Relics options on the right).


Quality of Life

  • Adjusting any Custom Difficulty slider now automatically turns Custom Difficulty on, instead of requiring a separate click on its "Enabled" checkbox first. Turning it back off now resets all 6 sliders to the selected difficulty tier's values (previously only reset 4 of them).


Balance

  • Battle/Elite slime counts now step up in the back half of each stage instead of staying flat all the way through: Stage 1 goes from 1/2 to 2/3, Stage 2 from 2/3 to 3/4, Stage 3 from 3/4 to 4/4. Endless Mode is unaffected.


Audio

  • Reworked the hard/sonic-drop impact sound and lowered its volume — the previous sound had an unintentional double-hit "domp-domp" quality, per player feedback.

  • Reworked the piece-rotate, menu-hover, and generic click sounds to reduce fatigue from hearing them so often during normal play.


Fixes

  • Fixed the ◀▶ difficulty-arrow icons rendering fully invisible (not just misaligned) on some Windows configurations when the Readable Font accessibility option is enabled.

  • Fixed the Custom Difficulty panel's "Enabled" checkbox overlapping its header text at larger font sizes.

  • Fixed the "Defeat [boss] to unlock [difficulty]" hint always naming the Minotaur (the Stage-1 boss) regardless of which tier it referred to — it now always correctly names the Lich (the actual Stage-3 boss that unlocks the next tier) and only shows for the tier it applies to.

  • Fixed all 4 challenge events (Precision, Speed Trial, Blindspot, Perfect Clear) never auto-pausing on alt-tab/window-focus-loss, gamepad disconnect, or the Steam overlay opening, unlike real battles.

  • Fixed the horizontal NEXT-queue box (when enabled) overlapping each challenge event's own title/goal text, and repositioned it to sit beside the board like it does in a real battle instead of anchored to the far right edge.

  • Fixed quitting the game mid-way through any challenge event silently skipping that event entirely on the next Continue.

  • Fixed the post-run shareable card's Stage 1/2 boss portraits (Minotaur, Demon Slime) rendering noticeably smaller than the Stage 3 boss in the enemies-defeated strip, and fixed a high kill/relic-count run's card overflowing into the Victory/Game Over screen's own buttons.

  • Fixed a bug where two enemies dying in the same instant (e.g. an overkill hit) could silently drop one of their kills from both the run stats and the post-run card.

  • Fixed the Demon Slime boss's legs rendering chopped off in the post-run card's enemies-defeated strip.

More from Tetrogue

Other announcements

All events