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Tiny RoguesNews0.2.8.5 Patch Notes
Game update

0.2.8.5 Patch Notes

Tiny Rogues · published 12 Mar 2025, 14:09 UTC · build 17693434

All newsPlayers around this dateRead on Steam

Fixes

  • Fixed that the effects of Bombardment Tome and Knife Summon Tome didn't actually work. Bombardment Tome can now be upgraded with Illegal Gun Parts and the Knife Summon Tome with Blacksmith Whetstone.
  • Samurai's Dashing Strike skill now aborts when the player is teleported. E.g.: when going through a door.

General Changes

  • These camera shakes are not forced upon you anymore (they are now affected by the option): Centurion Hunter Indicator, Centurion Hunter Appearance, Super Flight Skill, Infestation Explosions
  • Added 2 new Options to the Video Options tab. "Camera Update Method" and "Interpolate Player Rigidbody". I highly recommend that you turn on Player Rigidbody Interpolation in case you switch to Camera Late Update. Some players report choppy gameplay on highframerates and ask me to change the Camera Update from Fixed Update to Late Update. You can now accomplish this in the option menu. In my experience Fixed Update without Interpolation (so the default) looks smoother at low and mid FPS.
  • Added a new tab to the Options Menu: Game Rules. Currently there are 4 Game Rules in the game. You can toggle Equip Load Penalties. You can toggle the Enemy Health and Armor bonus from the 0.2.8.4 Update. You can unlock all classes (only on Beta) and you can go back to old Stamina Recovery.
    To be more specific, the legacy Stamina Recovery Option halves your Stamina Recovery Time but instead makes it so you only generate 1 Stamina Point any time the bar fills.
    When you spawn into a run with Game Rules enabled there will be a message in the Console displaying that those Game Rules are indeed enabled. The message is visible for 10 seconds. (This nuisance is the only downside of Game Rules.)

Other Balance Changes

  • Ethereal Dice are slightly more common.
  • Forethought: Now recovers 2 Hearts upon entering a new Floor, previously 1.
  • Lich Companion (Necromancer Skill): Damage reduced from 105-120 to 90-100.
  • Skeleton Warrior Companion: Damage reduced from 30-70 to 40-55.
  • Skeleton Archer Companion: Damage reduced from 35-75 to 45-60.
  • Skeleton Mage Companion: Damage reduced from 60-70 to 60-65.
  • Dashing Strike (Samurai Skill): Damage increased from 120-165 to 150-205.
  • Viper Loop (Ring): Now grants +2% Poison Duration per 1% Critical Hit Chance, previously +1% per.
  • Flare Mantle: Now grants +30% Burn Tick Speed, previously +25%.
  • Hazmat Suit: Now grants +250% Damage Over Time, previously +100%. Now also makes you deal x0.50 Attack Damage.
  • Inquisitor Robe: Now grants +100% Aura Damage, previously +35%.
  • Dark Moon Hood: Now grants +45% Dark Damage, previously +30%.
  • Demolition Helmet: Now grants +25% Explosion Damage, previously +20%.
  • Inquisitor Mask: Now grants +35% Aura Radius, previously +30%.
  • Shaman Mask: Now grants +25% Nature Damage, previously +20%.
  • Thunder Mask: Now grants +25% Lightning Damage, previously +20%.
  • Voodoo Mask: Now grants +35% Poison Damage, previously +25%.
  • Warlock Hood: Now grants +45% Necrotic Damage, previously +30%.
  • Bone Talisman: Now grants +75% Bleed Damage, previously +50%.
  • Chem-Tech Lantern: Now grants +25% Critical Hit Chance to Damage Over Time effects, previously +20%.
  • Mojo Talisman: Now grants +50% Poison Duration, previously +35%.
  • Inquisitor Set Bonus: Now also grants x2.00 Aura Radius. Now also makes you deal x0.50 Attack Damage.
  • Horseshoe Pendant: Now grants +30% Lucky Hit Chance, previously +20%.
  • Baseball Cap: Now grants +30% Lucky Hit Chance with Melee Weapons, previously +20%.
  • Circlet: Now grants +30% Lucky Hit Chance with Magic Weapons, previously +20%.
  • Cowboy Hat: Now grants +30% Lucky Hit Chance with Ranged Weapons, previously +20%.
  • Talisman: Now grants +20% Lucky Hit Chance, previously +10%.

I've had the idea for the Game Rules tab for a long time. Not every player cares about "my vision" and I don't like standing in their way of enjoying the game.
It's inspired by Game Rules in Minecraft and even I, a person who usually never mods games and fully immerses themselves in other developers visions, have played with e.g.: Fire Spreading Off before. So I am not exempt of this happening or wanting such a feature in a game.
I will always make changes that I think are the best. If you trust "my vision" then you won't mess with game rules but if you are convinced something was a big mistake and is detrimental to your enjoyment - you can now change it.
I hope to add more game rules in the future, especially when more "spicy" or "hot topic" changes come.
I made the Console show which Game Rules are toggled for the case of Challenge Run or Speedrun videos. Most likely those are the only players that care about an even playing field.
I hope it suffices as an indicator.
If you have any ideas for additional Game Rules, please let me know!

Cheerio,
RubyDev

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Community4 Sep 2026Dev Blog - SeptemberHello fellow Tiny Rogues It's not been long since the last dev blog but there is already a good opportunity to show you more. Since the last dev blog you are more in the clear about the update goal. So from here dev blogs can focus a bit more on " look at this cool thing ". Speaking of looking at cool things, before we dive in, I want to announce that the Tiny Rogues team has expanded further.…Community27 Aug 2026Dev Blog - August 2026Hello fellow Tiny Rogues, 3 weeks ago I told you guys the next dev blog will be showcasing weapons! Well, it seems I was wrong. Because I have been thinking. And I think I cannot start showing off Weapons willy-nilly before I have given more information about what my goal of the next update actually is. The good news first: We are very busy and things are getting done! All weapons have been rei…Community6 Aug 2026Dev Blog SoonHello fellow Tiny Rogues! Give me another two weeks or so for this month's blog post. I'm currently in the final stretch of (re-) implementing all of the weapons, and I'd rather wait until that's done so I can properly showcase everything in one bigger blog post. I'm really happy with how the weapons are shaping up. Spending the extra time on all the little details has made a much bigger differ…