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Tetrogue Demo›Events›Tetrogue 1.3.5 — Patch Notes
Game update

Tetrogue 1.3.5 — Patch Notes

Tetrogue Demo · published 8 hours ago · build 25218847

All eventsPlayers around this dateRead on Steam

New Features

  • Rich Presence on Steam and Discord: your friends can now see what you are doing in Tetrogue straight from their friends list or your Discord profile, whether you are in a menu, choosing a path on the map, in a battle or boss fight, in an Endless run, or in a Versus match. Fully translated into all five languages. On Discord it also shows a session timer, the Tetrogue logo, a hero icon during battles, and buttons to open the store page or join the Discord server, and both Steam and Discord group the two players of a Versus match together.

  • New Game Over sequence: instead of an instant cut to the Game Over screen, your hero's eyes go to X's and the board crumbles and falls apart first, matching the collapse of the stone wall behind the enemies.

  • New cheat code: entering STACKR in the seed code field on the Difficulty-select screen instantly unlocks the next difficulty tier and selects it, the same as beating a boss would. It can be entered again later to advance another tier.


Changes

  • Lock delay is a little more forgiving at every difficulty. Pieces now rest slightly longer before locking, and any grounded move or rotation, not just a spin, partly refunds the lock timer, up to a limit for each landing, so you can adjust a piece without it locking out from under you. Repeated wiggling still cannot stall a lock indefinitely.

  • Glass Half Full: clearing lines in a way that leaves the board completely empty now doubles the relic's maximum damage bonus for that hit, on top of the bonus it already gives for a near-empty board.

  • Damage numbers are larger, pop in with a small bounce, and fan out along their own arcs instead of rising straight up in one column.

  • The map no longer generates long unbroken runs of combat nodes down a single path. Any path's streak of fights is now broken up with a shop, event, or other non-combat node after at most three in a row.


Fixes

  • "Survive for Gold" rounds: the fall speed now keeps ramping up the longer you survive, as intended, instead of appearing to level off after a while. This also affected other fast-fall situations such as Heat.

  • Right after a piece locks on its own lock-delay timer, an accidental hard drop is now briefly suppressed, so mashing keys through a spin attempt no longer slams the next piece straight down the instant it spawns.

  • The "Blinded" status once again hides the board grid lines, not only the ghost piece, so the board is genuinely hard to read while blinded.

  • The difficulty name on the Difficulty-select screen no longer overflows its box when it becomes long.

  • On the Game Over and Victory screens, controller and keyboard navigation to the Share button now matches where the button actually sits, above the other buttons, instead of treating it as part of the bottom row.

More from Tetrogue Demo

Other announcements

All events
Game update8 Sep 2026Tetrogue 1.3.4 — Patch NotesAccessibility · New Grid Visibility slider (Options → Accessibility) lets you brighten or fade the board's grid lines, from fully invisible up to twice as bright as before. · New Thick Grid Lines toggle doubles the grid line width, for players who still find it hard to see even at maximum Grid Visibility. · New Ghost Piece Opacity slider lets you adjust how visible the falling piece's landing p…Game update6 Sep 2026Tetrogue 1.3.3 — Patch NotesNew Features · Each multiplayer player can now set their own personal difficulty the first time they play as Attacker, applied whenever they're later the Defender, so two players of different skill levels can each get the challenge that's right for them instead of sharing one difficulty for the whole run. · The Attacker can now spend their upgrade budget directly on the Stage 1, 2, or 3 boss it…