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Patch notes · published by the developer

Tetrogue 1.3.7 — Patch Notes

On Steam

New Features

  • Exiting a run now goes straight to your Upgrades tab if you can afford one: pressing Exit (Game Over) or Back to Menu (Victory) skips the Start Screen, with a note next to the Upgrades button explaining why and your Shard counter animating up to the new total.

  • New Tier 2 relic: Targeting System. Line-clear damage always hits whichever enemy you've selected instead of the frontmost one, at 25% less damage as the tradeoff. Switch targets with new Direct Relic Control keys (Options, Controls), defaulting to Q/E or LB/RB. The selected enemy is marked with a small triangle overhead.

  • New Tier 2 relic: Gem Madness. Your equipped gems and gem bag shuffle together at the start of every battle, and at the end of each battle a random gem is upgraded a tier while a different one is destroyed.

  • New Tier 1 relic: Spiked Armor. Any enemy that attacks you takes damage equal to your current armor.

  • Options, Gameplay: new Hit Feedback section. 4-Line Flash and Shake Intensity moved here from Accessibility, alongside a new Controller Rumble slider (0 to 500%, default 100%).

  • Gem Vendor: new Restock button lets you spend gold to reroll all 6 offered gems for a fresh selection. Cost starts at 20 gold and climbs 15 gold each time you use it, resetting at your next vendor.


Changes

  • Combat hit feel overhaul: taking damage now briefly dips time to 25% speed instead of freezing it outright, adds a controller rumble pulse scaled to the hit, and enemies flash white, knock back (regular enemies only, not bosses), and squash-and-spring on every hit, including the killing blow.

  • Screen shake now respects the Shake Intensity setting everywhere, not just on line clears, and a stronger shake landing right after an earlier one is no longer cut short.

  • Options screen: Accessibility, Gameplay, and Display tabs reorganized with clearer section headers. Handling settings (DAS, ARR, Soft-Drop Repeat, Test Controls) now come before Rotation System in Gameplay, and Horizontal Next Queue moved to Display alongside Border Style and Color Scheme.

  • Pressing Soft Drop on a piece that's already grounded now locks it instantly instead of waiting out the lock delay, matching Sonic Drop's existing behavior.

  • Pause menu: your 4 equipped gems can now be inspected with keyboard or controller, not just mouse hover.

  • Gem Vendor stock quality now scales with stage, just like battle gem rewards, so higher stages offer better gems on average. The vendor now shows 6 gems at a time instead of 10.

  • Gem Vendor base prices adjusted to 30/45/75/100/130 at Stage 1.


Multiplayer

  • The Forge (the Attacker's own board) no longer shakes from the Defender's combat, and its own line clears no longer trigger screen shake on the Defender's side.

  • The networked Attacker's mirrored view of the Defender's battle now shows the same hit feel as the real thing: screen shake, hit-flash, knockback, and squash-stretch.

  • Fixed a crash risk in a networked spectator's view of the stage 3 boss if it rendered before its first state update arrived from the host.


Fixes

  • Fixed a boss dying while a summon or escort enemy was still alive letting that enemy land one more attack on you during the victory transition, even though you'd already won.

Per-depot manifest changes

Depot changes

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