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Dev Blog - March 2026

Hello!

In the last Tiny Rogues News post I promised another blog post at the end of March, and here we are... in March. (Time passes too quickly!)

Once more, we made some great progress. Overall though, I must report that March was quite a bit slower than expected. This is because I unexpectedly started working on some dev-tooling to make content creation easier. Originally we thought we would be able to skip this step for a while and just rely on IDE auto-complete and IntelliSense, but I deemed those to be not good, easy and quick enough.

It's a bit of a bummer that not as much as I hoped for happened in March but in the long term it will pay off.

I really hoped that March would mark the beginning of content (re-)production. Only once we start to actually reimplement the games content (items, enemies, ...) I will be able to accurately gauge when the update will actually be ready.

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The good news is, we are ramping up in speed. I'd say 97% of base components are (re-)implemented and we are on the precipice of moving into the content creation period. (The last year was basically all R&D and systems implementation.) The game is now nearly completely rewritten and we even have cool new in-game editor tools which will eventually smooth the transition into modding from in-game , which is going to be very cool.

It might look a bit confusing to an outsider and in all honesty wasn't even worth making a GIF for. It's an editor for the game files. It runs in-game and it uses our own serialization and deserialization. (How data is read and written into files.)

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The really neat part about having started to develop our own editor tooling is that this lays the groundwork for possibly (and hopefully) not using Unity anymore in future projects.

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As we are transitioning into this content production era, it's finally time to be more vocal about the update! I am so excited that the update is becoming less and less elusive every day.

That's why I decided to do monthly dev blogs from now on to keep you in the loop. With every month that passes, there will be less ambiguity in my posts.

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I expect to be able to give concrete dates for e.g.: update beta, update release in 1-2 months from now. (Déjà vu?)

I hope this suffices as a blog post for this month. Eventually I want to go into more detail on the design changes that are coming. I'm going to write a bunch of development manifestos, which go into detail on the underlying game design choices behind every change.

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Let me know what you are most excited for, so I have a clearer picture of what to show off and talk about first:

  • Traits and Equipment (New stats, new effects, new possibilities that came with the rewrite.)

  • Weapons (New, old and removed weapon types, changes to weapons, weapon teasers, ...)

  • Consumables (Potion, Booze, and Infusion reworks, plus new cool and unique consumables.)

  • Enemies, Bosses and Floors (New world structure, new "Afterlife" Floors like the Abyss and their structure, changes to Elite Enemies, ...)

  • Character Classes (Reworks, new Classes, the entire skills revamp which will now include little skill trees for every character, ...)

  • Game Difficulty (Changes to Cinder, plans on leaderboards and Singleplayer ELO/Rank systems, ...)

  • Foundational System Changes (New souls EXP system, pickups, the Rogue Hideout, NPCs, Meta-Systems, ...)

Cheers,

RubyDev

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