PATCH NOTES
What's changed in Roguegrind, newest first.
AUGUST 8, 2026 v0.0.9
- FIX Special attacks now throw their projectile in the colour of the weapon that cast them, matching the particles and impact animation every special already carried. A special reaches the screen through a different path than an ordinary shot, and that path never asked the weapon for its tint - a Void Bow's Homing Volley was throwing six amber arrows that burst violet on hit, and every staff's Meteor Shower rained the same fixed orange rock whatever colour the staff itself was. Two specials are left alone on purpose: Wraith Pass's ghastly blade is already its own colour ramp, and Bullet Bloom's three note colours are the ability, the same reason the Magic Harp opts out of the weapon-colour rule everywhere else. Meteor Shower also now genuinely plays a landing animation instead of nothing at all - the class that throws it skips every code path the other specials' impacts go through, so the burning fall, the detonation and the dying embers it was always meant to show had never once reached the screen.
- CHANGE Staff tiers now have ten genuinely distinct colours instead of four. The ladder used to be drawn from the sheet's four bolt sprites, so three tiers in a row shared the exact same colour - invisible while only the bolt carried it, and obvious the moment last patch's gem recolouring put the same blue stone on three different tiers. Every staff tier now drives its bolt, gem, particles, impact and Meteor Shower off one colour of its own, spread so the six gemmed tiers you see side by side in the inventory are never closer than 40 degrees apart. Meteor Shower's landing marker also drops its fixed red for the caster's own colour, the same reasoning as the fix above - a red ring under a blue staff's blue meteors and blue flames read as a second, unrelated effect rather than a warning about the one already in front of you.
- CHANGE The Dragon Axe throws its own breath cone now, instead of the Fire Mage's plain bolt - the same art the game's most distinctive axe and a common enemy's shot were quietly sharing. It's a fan that visibly thins as it flies and dissipates exactly at the edge of its range, whatever the weapon's speed. The cone's reach is unchanged from the bolt it replaces - redrawing a weapon's art is not supposed to rebalance it, and the game now checks for that on every projectile that ships with more than one frame.
- CHANGE The axes were redrawn - tier 10 and all five legendaries - and the Skull Axe is renamed Bone Axe to match: the new art is carved bone throughout, where the old sprite was a steel head with a skull bolted on, so 'skull' no longer described anything you could see. If you're carrying one it keeps its tier and its affix and simply changes name. The armory shows the new artwork.
- CHANGE Dash Slash was undercutting its own value. Every special is budgeted in seconds of your sustained damage, and Dash Slash carries the same 3.5-second budget as the Bow's Homing Volley - but was costing less to cast: 25 mana on a 4s cooldown (6.25 mana/s) against Homing Volley's 30 on 5s (6.0 mana/s) for the identical payout, and the exact same price as the Dagger's Ricochet Knives despite Ricochet budgeting less (3.0 seconds) to begin with. Dash Slash now costs 30 mana on a 5s cooldown - the same price as Homing Volley, since they're worth the same - which lines every special back up on one curve: a bigger budget costs more, an equal budget costs the same, and nothing undercuts a special worth more than it.
AUGUST 7, 2026 v0.0.9
- NEW You can now see what just landed on you. Taking poison, burn, freeze or a slow throws a short burst of that effect's own colour around you - green, orange, blue and violet - so a status arriving is something you notice at the moment it happens, rather than something you work out afterwards from the damage ticking away. It is deliberately one burst at a time, however much is hitting you: everything that reaches you lands on the same few pixels, unlike your own hits which scatter across a room, so in the middle of a bullet curtain this pulses steadily instead of burying you under sixty copies of itself at exactly the moment you need to see where you are standing. The damage number already tells you that you were hit. This tells you what with.
- FIX The weapons that change colour every shot now change it as one piece. Six of them roll a fresh colour each time they fire, and the shot, the sparks where it lands and the impact were each rolling separately - so a single stab of the Rainbow Dagger could leave the blade red, the sparks violet and the impact yellow. The Ice Fire Dagger was flipping two coins as well, which meant a red-hot blade throwing ice-blue sparks about half the time. One roll now decides the whole shot. The Rainbow Dagger got brighter out of it - six colours instead of four, and each stab genuinely one of them - and the Ice Fire Dagger simply tells the truth about which element it just rolled. The Golden Axe, Sun Bow, Angelic Bow and Vine Axe keep their shimmer, which was always several shades of one colour rather than several colours.
- FIX Projectiles are their own colour again. Yesterday's change painted every shot in the colour of the weapon that fired it, which was right for the swords, daggers and axes that all share one grey blade - and wrong for everything that had already been drawn its own. The Frog spat orange instead of green, and so did roughly thirty other enemies whatever they actually were; the Tiered Staff's grey, green, blue and red bolts collapsed into a single blue and took its at-a-glance tier read with them; the Void Bow's violet came out gold. Anything that brings its own artwork is now left alone, and enemies take their colour from the shot they actually fire - so a Frog is green, a Skeleton is bone, a Frost Mage is blue, and a staff's bolt tells you its tier again from across the room.
AUGUST 6, 2026 v0.0.9
- CHANGE The Void Dragon and the Ossuary Wyrm no longer drop a guaranteed legendary. Both still drop a gold chest at the highest tier, which is the best legendary odds anywhere in the game - a guaranteed weapon plus a second one most of the time, each with a good chance of being untiered - but it is now a chance rather than a promise, landing a legendary a little under half the time. The reason is that the rule was getting hard to say out loud: legendaries come from high-tier gold chests, except when they come from these two bosses. Every legendary in the game now arrives the same way, and the two rare dungeons are still by a distance the best place to go looking for one.
- NEW Attacks now play an animation where they land, in the colour of the weapon that threw them. Every weapon category has its own impact and its own colour - swords steel, bows gold, staffs blue, daggers green, axes rust - and each of the eight special attacks has a signature of its own: a funnel for Whirlwind, a falling meteor for Meteor Shower, a targeting reticle for Homing Volley, a slash arc for Dash Slash. Weapons with an element override their category, so a Fire Sword burns orange where an ordinary sword flashes steel. The axe's impact and the dash slash both turn to face the direction the blow was travelling. None of it changes a single number - the animations cannot deal damage and nothing reads their state.
- CHANGE Projectiles now match the weapon that fired them. Swords, daggers and axes all shot the same grey blade before, while their hit particles were three different colours - the shot, the sparks and the impact are all one colour now. The Magic Harp is the exception and keeps its three note colours, because a chord that came out all one shade stopped looking like a chord; its particles carry its turquoise instead.
AUGUST 5, 2026 v0.0.8
- NEW Added talents - twenty-one of them, in a tree that opens as your run earns glory. Press T. Seven rows of three, one pick per row, and the first opens at just 5 glory - five ordinary kills, under a minute in - so a run meets the tree before it has done anything at all. The rest follow at 15, 40, 80, 150, 300 and 500. That first row is deliberately almost nothing (five health, ten stamina, a tenth of a health per second); it is there for its timing, not its numbers, because a first pick that arrives late enough to be impressive is a first pick that spent the whole early game invisible. Glory is only ever read, never spent, so building into the tree costs you nothing on the leaderboard: a run that takes all seven finishes on exactly the score it would have finished on anyway. The tree belongs to the run and dies with it, like everything else you are carrying.
- NEW The three columns are lanes - Guard, Swift and Mend - and the last row is where they start to matter. Each lane ends in a capstone that is only offered once that lane already holds three of your earlier six picks. That is half your choices, and the arithmetic is the point: committing to two lanes takes all six picks at three each and leaves the third lane empty, and committing to all three is impossible. Spread yourself evenly and you finish the run with no capstone at all. Capstones do not raise a number, they change a rule. Unyielding lets you survive one lethal hit per run, leaving you on 1 health and immune to everything for two seconds afterwards. The immunity is the half that makes it a save at all - whatever just nearly killed you is still standing there, and at 1 health the next contact would finish the job, so without it the talent would read as a death save while usually buying nothing. Two seconds is enough to get out and nowhere near the five it takes for health to start coming back, so it cannot be stood still in and turned into free healing. It buys an escape, not a second fight. Windstep gives you sprint speed even on an empty stamina bar. Transfusion makes potions restore half again as much and clears burn, poison, bleed and slow when you drink, which turns the potion you were going to drink anyway into the answer to everything a boss uses to punish standing still.
- NEW The six rows before the capstone climb from almost nothing to substantial. Guard runs from five extra health through halved knockback to Bulwark, a point of defense that costs you speed to carry - the same trade plate armor makes, and the reason the tank pick is heavy rather than simply best. Swift goes from a slightly bigger stamina bar through a nudge of speed to doubled stamina regeneration and a sprint that lasts twice as long. Mend stacks healing per second, potion strength, and Vigil, which cuts the wait before health starts coming back from five seconds to three, so it works between waves instead of only between fights. A full seven-pick build is worth a little under two pieces of armor, against the three you also wear.
- CHANGE No talent gives damage, and that is deliberate rather than an oversight. Chests are cracked by damage output, so what your weapon does per second is what decides which chests you can open at all - it is why enchantments are capped at five percent and why armor gives no damage either. A tree handing out damage would quietly promote every weapon a tier against that gate and flatten the whole loot ladder. Talents buy survival and mobility instead, which is the half of the game loot has never been able to sell you. For the same reason there is no talent for mana regeneration: how much of that exists is what keeps special attacks something you spend, and it is already given out to the last drop through rings.
AUGUST 4, 2026 v0.0.8
- NEW Both new swords carry their own special attack instead of the sword's usual Dash Slash - only the Magic Harp did that before. Wraith Pass sends the Ghastly Sword's three phantom blades straight down the aim line and brings them back along it, hitting everything on that line twice each, and passing through walls both ways - the only attack in the game that can be thrown into the next room. Earthbreaker raises the Colossus Sword and brings it down half a second later on a marked circle, throwing everything still inside it outward with the heaviest shove in the game. The delay is the point: every other special in the game lands the instant you press it, so the only thing you decide is when - this one is a ring anything can walk out of, so you also decide where, and the answer is usually not where your target is standing right now. Neither is stronger than the specials already in the game: a cast is budgeted in seconds of your own damage output, so it is worth the same whatever you are holding, and both cost more mana per second than Meteor Shower - the one that decides how much mana regeneration you are allowed.
- NEW Two legendary swords joined the pool, and neither swings like the others. The Ghastly Sword leaves three phantom cuts strung out along the same line, arriving one after another instead of together - it covers no more ground than an ordinary swing, it covers the same ground three times, so something that steps into the line late still walks into the cuts behind. The Colossus Sword is the slab: the slowest weapon in the game at a swing every three quarters of a second, paying for it with the widest arc anything swings - five cuts across the whole seventy-five degrees in front of you, and a shove on everything they land on. Walk into something and all five land at once; swing at range and the same total spreads across a crowd. Neither is stronger than the swords already in the game - a volley splits a weapon's damage between its cuts rather than multiplying it.
- CHANGE Several sword sprites were redrawn - tiers 4, 6, 7 and 8. The armory shows the new artwork.
- CHANGE Three of the legendary bows no longer fire a single arrow. The Bone Bow looses three shards in a spreading fan, the Void Bow fires three bolts that start apart and cross about seventy pixels ahead of you, and the Angelic Bow sends three abreast in a wall that stays the same width at any range. None of them got stronger: a volley splits the bow's damage between its arrows rather than multiplying it, so landing all three does exactly what one arrow used to, landing one does a third, and hitting three separate enemies deals the same total as hitting one. What changes is where you want to stand - the fan rewards letting something get close, the pincer wants a gap kept, and the wall is hard to step around.
- NEW Three legendary bows joined the pool, and each one is a different way to hold something off. The Ice Bow chills whatever it hits, so the thing chasing you keeps coming but never quite arrives. The Sun Bow pours out the fastest fire of any bow and leaves everything it touches burning, so targets that break away keep taking damage on the way out. The Angelic Bow is the opposite of all of them - one enormous arrow at a time, four times the weight of a Bone Bow's, and every hit shoves the target back. As always, none of the three does more damage per second than any other legendary; they spend the same damage in very different shapes.
- CHANGE Every bow in the game was redrawn, tiers one through ten and the legendaries alike. The armory shows the new artwork.
- NEW Added the Ossuary - a third kind of dungeon, behind a pale portal in the desert, and the first one built for melee. Desert is an ordinary biome rather than one of the rare hotspots, so unlike the Rift you will meet this portal in the course of playing instead of hunting for one. The minimap marks it in bone white so the two rare portals are never mistaken for each other. Inside, everything is bleached: floors, walls, torches and all.
- NEW The Ossuary ends at the Ossuary Wyrm, and it is the Void Dragon's opposite number - the same 4000 health across four phases, built for the other half of the arsenal. Its bullets do not fly outward, they orbit: concentric walls of bone circling it with a single gap each, counter-rotating, so the safe water is at its feet and everywhere else is behind a moving barricade. Cross in once and the walls are behind you. A collapsing ring closes from the outside in and evaporates before it reaches its own claws, which makes the tightest spot on the floor the safest one. Stand off at range and the marrow fans widen until there is nowhere left to stand. It seals the doors, ignores stun, freeze and knockback, and drops a golden chest AND a guaranteed legendary - the Rift no longer has the only one.
- CHANGE Which dungeon a portal opens is now written on the ground under it, everywhere. Snow and volcano lead to the Rift, desert to the Ossuary, and anything else to an ordinary dungeon. That rule was already true for the Rift; now it covers all three, so there is never a portal whose destination you cannot know before stepping through.
- NEW Enemies a quest needs now blink yellow on the minimap. A board asking you to slay twelve Zombies used to be a hunt for where Zombies happened to be standing, which is not the part of that quest anyone wanted to play. Only the five nearest of each type are marked, and the cap is per type rather than overall - a board asking for two different things shows up to five of each, instead of five split unpredictably between them, and a quest for something as common as a Bat does not turn a busy area into one solid yellow smear. Chest quests inherit it for free, because as far as the game is concerned a chest is just another thing standing in the world.
- NEW Dying now plays out instead of simply stopping. The picture drains of colour and slows as you go down, and the recap that follows counts the quests you completed alongside the enemies slain, the chests cracked and the time you survived - the one screen a permadeath run ends on ought to show the whole of what the run was.
- CHANGE The Magic Guitar is now the Magic Harp, in the game as well as everywhere else. The website, the armory and the patch notes had called it a harp since the day it was added, while the game itself still said guitar - and its sprite has been redrawn as an actual harp to settle which of the two was right. If you are carrying one it keeps its tier and its affix and simply changes name; nothing about how it plays has moved.
- CHANGE The Vinelasher and the four Elemental Flames can no longer be knocked back. All five are stationary by design - the Vinelasher is a plant rooted where it grew, and the Flames hold their ground - so a knockback weapon could shove them clean out of their own reach and turn the enemies built to be approached carefully into the ones you could simply push away. They now take the hit and stay exactly where they are.
- FIX Fixed the game freezing after being minimised or left in the background. Time kept accumulating while the window was away, so coming back after a couple of minutes asked the game to work through thousands of missed ticks inside a single frame - which looked exactly like a hang, and after a long enough absence effectively was one. Catch-up is now capped at a handful of ticks per frame, so the game simply picks up where you left it. A mouse button still held when the window loses focus is released too, which stops you returning to a character firing at nothing.
AUGUST 3, 2026 v0.0.7
- CHANGE Robes, leather and plate now drop equally often. The three materials are worth the same as each other, but they were dropping as though plate were the rarest and best - a brown chest gave out thirteen robes for every plate, and a gold chest turned that around and made robes the rare one. Whichever material you wanted to build around, the chest decided for you. Every chest now offers all three evenly, and how good a chest is shows up in how often it gives armor at all. Rings are unchanged: those really are a ladder, and a better chest still means a better ring.
- NEW Rings can now give you mana per second, not just a bigger mana bar. This was a real gap: mana refills at a flat rate, so a ring that only raised your maximum gave you a bigger bar that took proportionally longer to fill - more to spend at once, and no more often. Three ring styles are built around the rate instead - Conduit, Flowing and Astral - worth roughly one, two and three extra casts a minute. Specials still cost more mana than you regenerate even in the best ring in the game, so they stay something you spend rather than something you hold down.
- CHANGE Every one of the 169 armor pieces is now its own item. Armor used to share thirty stat blocks between all of it, so a dozen different-looking plates were the same plate wearing a different picture and finding a second was never a decision. Every chest, leg and ring now has stats of its own, matched to its name - the Ivy Band mends, the Skull Ring drinks blood, the Basalt Plate is a slab of armor with nothing else to give. Nothing got stronger: pieces in a band are still worth exactly the same as each other, so this is variety, not power.
- CHANGE The heaviest plate is heavier than it was. Because every piece is now distinct, the plates that carry the most armor had to spread further apart, and the very heaviest now costs half a point of movement instead of a third - a full set of the heaviest chest and legs walks a third slower than bare, in exchange for halving every hit that lands. Plate also stays plate: about four in ten plate pieces carry its top armor value, deliberately, so the material keeps a reason to exist next to leather.
- CHANGE Mana on gear is worth about twice what it used to be. Max mana was priced as though it were as good as health, and it is not: a bigger bar is a fixed number of extra casts once, while a faster refill keeps paying for as long as the fight runs. The two broke even at a twenty-second fight, so past that, every point of mana on a piece was close to wasted - a plain ring spending its whole worth on mana bought you about one extra cast per five minutes. Every mana value in the game has roughly doubled to match, which mostly means the arcane robes and the warded plate finally do something: an Arcane robe carries 120 mana where it used to carry 90.
- FIX Fixed damage numbers showing the size of the hit rather than what it actually cost you. In full plate you cut incoming damage in half, but a hit that took ten health still floated a red "-20" - so the most expensive stat in the game appeared nowhere on screen, and armor could never feel like it was doing anything. The number is now what you actually lost. Armored enemies read the same way, so you can see when something is shrugging your hits off.
AUGUST 2, 2026 v0.0.7
- NEW Armor. You now wear a chest piece, leg armor and a ring alongside your weapon - three new slots in the inventory panel, filled by 169 new pieces. Armor has no tiers: what a piece is worth is its material. Plate protects the most, robes give up protection entirely for movement speed and mana, and leather sits between them; rings come plain, gemmed or as artifacts, and grant health, mana and speed rather than protection. A full plate build cuts incoming damage in half. Nothing you wear adds weapon damage, so cracking chests is still about the weapon in your hand.
- NEW No two pieces of the same material are quite the same. Every piece has a style on top of its material, and the style decides how its worth is spent - so one plate chest is pure armor, another is heavier still and trades away your footwork for extra health, and a third gives up some armor for speed and mana. Roughly fifteen different stat combinations per slot. Hover a piece to see exactly what it does.
- NEW Armor drops from chests on its own roll, so weapon drops are exactly as frequent as they were - a brown chest has a one-in-five chance of a piece, a gold chest one in two, and the better the chest the better the material. At most one piece per chest. Drag a piece onto its slot to wear it, or drag it back into the bag to take it off.
- NEW Every piece of armor in the game is listed in the Armory, filterable by chest, legs and ring, with the stats it actually has. Your profile page shows what you are wearing right now, slot by slot, next to what is still in your backpack.
- NEW Added the Rift - a second, far harder kind of dungeon behind a rare violet portal. Roughly one dungeon entrance in eight leads there instead of an ordinary dungeon, and the minimap marks them, so you can go looking. Denser rooms, more flame turrets and more hazards the whole way in.
- NEW The Rift ends at the Void Dragon, and it is the hardest fight in the game: a genuine bullet hell with 4000 health across four phases. Rotating spiral arms that reverse direction mid-pattern, rings with a single gap to thread, a slow windmill, and a three-wave nova that slows whatever it clips - each one telegraphed, and each one with a real answer. The doors seal behind you when you walk in and only open again when it falls. It ignores stun, freeze and knockback, so there is no locking it down; you have to read it. Killing it drops a golden chest AND a guaranteed legendary weapon - the only guaranteed legendary in the game.
AUGUST 1, 2026 v0.0.6
- FIX Fixed the Forge tab showing "T0 -> T0" and flickering endlessly between loading and your job, instead of the weapon actually in there. It only ever affected the downloaded build, never a development one. If you grabbed 0.0.6 before this fix, please download it again - the version number is unchanged, so there is no other way to tell the two apart.
- FIX Fixed signing in with Discord on the website failing outright with an "invalid URL format" error - the address Discord was told to send you back to was being built with a backslash in it on Windows-hosted servers.
- FIX Fixed playing offline once and then signing in leaving the rest of that session unranked. The game kept treating you as offline, so the run earned no Glory, saved no items and never reached the leaderboard - with nothing on screen suggesting anything was wrong.
- CHANGE The item hover panel got a redraw. The dashed separator lines are gone in favour of clean rules, stats line up in a proper column instead of ragging along behind their labels, and a weapon's affix is colour-coded - green when it helps you, red when it doesn't. Tiered weapon names read "T7 Sword" now instead of running together as "T7SWORD".
- NEW Your website profile now shows what is currently sitting in your forge and how much longer it has to go.
- FIX Fixed the Launcher becoming completely unusable - every button dead and Play stuck reading "Starting" - if the game window ever failed to open.
- CHANGE The Launcher's Controls tab fits in the window again instead of having to be scrolled.
JULY 31, 2026 v0.0.6
- NEW Added the Forge. Park a spare weapon in it from the Launcher and it climbs one tier on its own, on a real clock that keeps running while you are away - the higher the tier, the longer the wait. It belongs to your current run, though, so dying loses whatever is inside: parking your second-best weapon is a bet that the run lives long enough to collect it. Changed your mind? Pull it back out early and you keep the weapon at the tier it went in at, losing only the wait.
- NEW Weapons can now roll an affix. About half of what you find carries one, and a weapon that has one wears it in its name. They range from a straight damage or fire-rate boost to poison, burn, freeze, entangle and knockback on hit. Not all of them are good news: roughly a third are curses that leave the weapon blunter, slower, shorter-ranged or more sluggish. Hover any weapon to see exactly what its affix does, or open the new Affixes guide in the Launcher's Forge tab for the whole catalogue at a glance.
- NEW The Forge can reroll a weapon's affix instead of upgrading it: same tier, fresh roll, and it always comes out carrying one - which makes it the only way to deliberately enchant a plain weapon, or to shake off a curse. It is also the one job a Tier 10 weapon still accepts. The result is decided the moment the timer runs out and is shown to you before you collect it, so a finished reroll can no longer be cancelled - no peeking and backing out.
- NEW The Launcher's window-size setting now offers real resolutions - every 16:9 size your monitor can actually display, from 800x450 up to 4K - plus Fit screen and a proper borderless Fullscreen. The old Small/Normal/Big picker offered "Big" to everyone including displays it did not fit, and opened the window with its edges off-screen.
- NEW Inventory items can be dragged between slots to arrange them. Dropping onto a filled slot swaps the two; dropping onto an empty one sends the item to the end of the order. Releasing outside the grid does nothing at all, so a slip of the hand can never throw a legendary away.
- FIX Fixed Launcher settings being quietly thrown away. The server address and window size were only ever written down if a login happened to succeed afterwards, so choosing one and closing the launcher - or choosing one and playing offline - reverted it by the next start.
- FIX Fixed the Launcher's server status never noticing a server that had come back up, or one that had just gone down. It re-checks in both directions now for as long as the window is open.
JULY 30, 2026 v0.0.6
- CHANGE The Launcher was rebuilt on the same design system as the website, so the two finally read as one product instead of two near-miss dark themes. It also resizes properly now instead of being pinned to a single fixed window size.
- FIX Fixed the Launcher freezing solid - and being marked "Not Responding" by Windows - after clicking Play. Building the world and talking to the server both ran on the window's own thread, so it sat there unpainted until the game finally appeared.
- FIX Fixed the Controls tab missing two key bindings outright: the Health Potion and Mana Potion keys were live in-game but had no row in the Launcher, so they could be neither discovered nor rebound. Every rebindable action is now listed automatically, and the controls that genuinely cannot be rebound - mouse buttons, quick slots and the drag gestures - are listed in their own section instead of looking like rows that failed to load.
JULY 27, 2026 v0.0.6
- CHANGE The website front page now leads with one clear download call to action instead of three competing buttons, small print got a readable minimum size throughout, and the leaderboard tables can be navigated with a screen reader. Page titles and link previews are properly translated when browsing in German, too.
JULY 26, 2026 v0.0.6
- NEW Enemies can now rarely spawn as Elites - golden-shimmering "shiny" variants of the normal monster, with triple health and 50% harder hits. Worth the extra fight: an Elite kill always drops a chest (never the usual 80% chance), forced to Gold rarity and a tier high enough to actually qualify for a legendary, with noticeably better odds of rolling one than a normal Gold chest gets.
- NEW A gold arrow now appears at the edge of the screen whenever your nearest active quest target is off-screen, pointing toward it - no more wandering blind looking for the right kind of enemy.
- NEW Every name on the Glory leaderboard now links to that player's public profile - glory, rank, career stats, nemesis (whoever's killed you the most), full death history and current loadout. Log in on the website and your own profile also lets you change your display name and pick which character sprite you play as.
- CHANGE The website's home page now leads with real game artwork instead of a wall of small print, and got a proper Download section explaining the .jar and .exe options. The Armory and Bestiary moved to their own pages so they're no longer buried in one long scroll, and a new How to Play guide covers every control, system and mechanic in one place.
- CHANGE Noticeably smoother frame rate while exploring the open world, especially on lower-end machines - the entity and terrain rendering paths got a significant performance pass.
JULY 25, 2026 v0.0.5
- CHANGE Reduced weapon damage output across the board to curb how sharply DPS ramped up at the top end. Tiered weapons now scale up to 50 DPS at Tier 10 (down from 60, with every lower tier scaled down by the same proportion), and untiered legendary weapons now deal 55 DPS (down from 80). Fire rate is unchanged for every weapon - only damage per hit moved.
- CHANGE Tiered staff bolts now change color as they get stronger - grey for Tier 1-3, green for Tier 4-5, blue for Tier 6-8, and red for Tier 9-10 - instead of every tier firing the same plain grey bolt.
- NEW Replaced the three plain elemental daggers (Poison Dagger, Fire Dagger, Ice Dagger) with five all-new legendary daggers: Rainbow Dagger (every stab a random color, with a matching burst of muzzle particles), Spectral Dagger (a rotating, ghostly bolt), Poison Sickle (poisons on hit), Ice Fire Dagger (burns and freezes on hit, randomly fire- or ice-colored), and Storm Dagger (the fastest projectile in the game). Poison, Freeze and Burn join Bleed, Slow and Stun as on-hit weapon effects.
- CHANGE Special attacks hit much harder - a cast is now worth 3 to 4.5 seconds of your weapon's own damage output, up from well under two. They also finally land the same value no matter what you carry: previously a special's damage was calculated from damage-per-swing, so slow heavy weapons like axes quietly got up to 2.7x more out of the same ability than fast ones like staffs and bows, even though every weapon category deals identical damage per second. Every special is now budgeted against your weapon's actual output instead.
- CHANGE Whirlwind, the axe special, is a proper storm now: three rings of blades burst out instead of one, each at a different speed so they sweep past a target one after another. Anything standing close takes a hit from every wave and gets shoved backwards with each one, while distant enemies are only clipped by the outermost ring. It was by far the weakest special before - a single ring could only ever hit an enemy once. Mana cost and cooldown are up to match (40 mana, 6s).
- NEW Replaced the two elemental axes (Fire Axe, Ice Axe) with five all-new legendary axes: Vine Axe (throws green and brown growth, and snares what it hits), Ice Axe (freezes on hit), Skull Axe (hurls spinning bone shards), Golden Axe (the widest, most dazzling muzzle flare in the game), and Dragon Axe - which throws the heavy fire bolt normally reserved for the Fire Mage and is the only weapon whose ordinary attack both burns AND shoves the target backwards.
- FIX Fixed occasionally spawning into a new world marooned on a tiny island with no way to reach the mainland - spawn placement now checks that there is actually a real landmass underfoot, not just a single non-water tile.
JULY 24, 2026 v0.0.5
- NEW Added Bee, grass's swarm alongside Wolf - found in small hives, not scattered singly, flying fast and aggressive rather than idling around. Individually it's barely a threat: a weak poke and, once in its life, one real committed sting thrown mid-chase without ever stopping to wind up. The instant it commits to that sting, though, every bee nearby rushes in to join - kill the first one fast, or you're facing a hive.
- CHANGE Zombie and Slime spawn noticeably less often in the open world, making room for Bee's new grass hives.
- CHANGE Reworked Crab: instead of scuttling into view and yanking you closer, it now stays buried, out of sight and immune to damage, creeping in while a faint trickle of sand gives away roughly where it is, sharpening into a clear ripple right before it erupts. It surfaces to chase and pinch for a few seconds - the only window it can actually be hit - then buries itself again.
- CHANGE Chests dropped by defeated enemies are now more likely to match the tier of your currently equipped weapon, so they land as genuinely crackable rewards instead of either a trivial freebie or a tier you have no hope of cracking open.
- CHANGE Legendary weapons can now only drop from Gold chests of tier 8 or higher - previously any Gold chest had a shot at one, even a low-tier one an early run could stumble into. Legendaries are meant to be a genuine high-tier jackpot, not an early lucky break.
- NEW Dungeons now show a minimap too, top-right like the open world's - but only what you've actually explored is revealed. Corridors trace out as a trail behind you, and stepping into a room reveals that whole room at once; anything beyond a door you haven't opened or a corridor you haven't taken stays hidden.
- CHANGE Toned down the Deamon Dragon's Blue Flame summon - its overlapping double-wave volley could land several hits on you at once, so per-hit damage is down from 20 to 12 to bring the total burst back in line with the rest of the fight.
JULY 21, 2026 v0.0.4
- NEW Added Turtle, a slow-moving beach dweller found on sand alongside Crab. It rarely catches you on foot, but land a shot and it locks onto that spot, then unleashes a churning torrent of seawater along that line, widening as it surges outward - step out of the line and it does nothing.
- NEW Added Ogre, grass's heavyweight alongside Wolf. It rears up before slamming the ground in a wide ring, dazing anyone still standing in it - and once, if wounded badly enough, it turns and flees to heal back a real chunk of health instead of fighting to the death outright.
- CHANGE Fire Mage moved from roaming the whole world to spawning only in volcano biomes, alongside Salamander and Imp.
- NEW Added a new Snow biome - rare and large, like Volcano. It's home to two enemies exclusive to it: Frost Mage (no longer roams the rest of the world) and the all-new Yeti, a slow brawler that permanently enrages - faster, harder-hitting, and its claws leave a lingering frostbite chill - once wounded badly enough.
- FIX Fixed items picked up, discarded, or swapped during a run sometimes vanishing if you closed the game (or it restarted) before that run ended.
- CHANGE Loot pickups and inventory changes are now validated server-side, closing another way a modified client could fake progress.
- FIX Fixed occasionally spawning right next to (or in immediate danger from) an enemy at the start of a run.
- CHANGE Improved performance during fights near several ranged enemies at once - should mean noticeably better FPS.
JULY 20, 2026 v0.0.3
- CHANGE Outdated clients are now blocked from starting a run and prompted to download the latest version.
- NEW Added a cross-platform .jar download for players whose antivirus flags the Windows .exe - also runs on macOS and Linux with Java 8+.
- FIX Saved settings (login session, key bindings) now actually persist on macOS and Linux instead of silently failing to save.
JULY 19, 2026 v0.0.2
- FIX Fixed the enemy that killed you sometimes showing as a single garbled letter instead of its real name.
- FIX Global chat now correctly shows the most recent messages instead of getting stuck on old ones.
- FIX The newest chat message now appears at the bottom instead of the top.
- CHANGE Chat messages now fade out after 10 seconds instead of 25, and stay fully visible while the chat window is open.
- CHANGE Removed debug chat commands that granted free weapons, mana, or fire-rate changes.
- CHANGE Glory gains are now validated server-side, closing off a way the leaderboard could be manipulated.
JULY 18, 2026 v0.0.1
- NEW Added a self-contained Windows build - no separate Java install required - available from the website's "DOWNLOAD FOR WINDOWS" button.
- NEW The website is now available in German and English - toggle with the DE/EN switch in the navigation.
- NEW Added a Donate page - entirely optional, never required or rewarded in-game.
- NEW Added an Environment picker to the Launcher's Settings tab - switch between Local, Production, and Custom server connections. Production is now the default for new installs.
- FIX Fixed the game window's title bar showing no version number.
- FIX Fixed the bestiary's HP-sort button reverting to English after switching to German.
JULY 17, 2026 v0.0.1
- NEW Drag the inventory window by its background to move it, and drag a weapon onto the equipped-weapon slot to equip it instantly.
- FIX Fixed manual-fire mode accidentally shooting while you dragged an item in the inventory.
- NEW Four more enemies added to the world: Boar (charges in a straight line and can be staggered by slamming into terrain), Imp (keeps its distance and flinches into a dash-away plus a burst of faster shots when hit), Vinelasher (a stationary jungle plant that lashes out and roots anything that strays too close), and Vulture (circles overhead before diving at you).
- NEW Dungeons are now procedurally generated - a fresh layout, monsters and loot every time you step through a portal, instead of one fixed dungeon.
- NEW Dungeon entrances are now much more common across the world.
- NEW New characters now start with a random tier-1 weapon instead of always a sword.
- FIX Fixed the dungeon's portal and torch tiles showing a stray colored background instead of matching the dungeon floor.
- CHANGE Spider bites now visibly web you in place while you're rooted.
- CHANGE New artwork for Frog and Golem.
- CHANGE Wraith no longer spawns in the open world - it's now an exclusively dungeon encounter, alongside Bats.
- CHANGE Leaving a dungeon now returns you to the exact spot you entered from, and that entrance closes behind you, instead of dropping you into a brand new world.
- CHANGE The Deamon Dragon no longer drops an extra chest on top of its guaranteed gold one.
JULY 16, 2026 v0.0.1
- NEW Killing any enemy now earns Glory - previously only the Fire Mage did.
- NEW Drinking a potion now shows a particle burst, floating text, and an on-screen cooldown bar.
- FIX Smoothed out enemy movement - chasing enemies no longer stutter-step or flicker between facing directions.
- FIX Deaths from poison, bleed or burn now correctly show which enemy caused them, in the death recap and on your website profile and the leaderboard.
- CHANGE Volcano now mixes into every generated world as rare, large hotspots instead of only appearing in its own dedicated world.
- CHANGE The minimap's zoom now shows a smaller window of the world around you instead of resizing the map itself.
JULY 15, 2026 v0.0.1
- NEW Seven new enemies added to the world: Wolf (winds up then lunges a long distance), Frog (hops around and spits poison from range), Salamander (leaves a trail of burning embers as it moves), Wraith (a rare, blinking shadow that phases through walls), Crab (pulls you in before pinching), Scorpion (weak sting, nasty lingering poison), and Frost Mage (marks the ground with an icy storm and chills anyone who gets close with a point-blank nova).
- NEW Added a Bestiary section to the website describing every enemy in the game, with real in-game stats.
- NEW Enemies now spawn in the biomes that fit them - Wolves in grass, Frogs in jungle, Scorpions in desert, Crabs on sand, Salamanders in volcano worlds.
- NEW Dying now shows a death recap - enemies slain, chests cracked, and how long you survived.
- NEW The minimap can now be zoomed in and out.
- FIX Fixed several enemies (Skeleton, Spider, Golem, Crab, Scorpion) rendering as solid pink tiles instead of their actual sprite.
JULY 14, 2026 v0.0.1
- NEW Generated worlds now mix several biomes - grassland, jungle, desert and sand appear side by side with soft, natural transitions. Volcano worlds stay pure lava lands.
- FIX Ground items are picked up where they actually landed, and with one free slot left the nearest item is picked up first.
- FIX Fixed being unable to move after returning to the game from an earlier session.
- CHANGE Weapon stats in the inventory tooltip are now rounded to one decimal.
- CHANGE Redesigned this website: cleaner look, mobile navigation, leaderboard tabs and faster loading.
JULY 12, 2026 v0.0.1
- NEW Your website profile page now shows your Glory score and your full inventory.
- NEW Daggers and Axes have joined the arsenal, with the same Tier 1-10 progression as Swords, Bows, and Staffs.
- NEW Every weapon type now has its own mana-fueled special attack - right-click to use it.
- NEW You can now change your in-game nickname (letters and numbers only).
- NEW Added an offline play mode for practicing without a connection - runs don't count toward the leaderboard.
- FIX Fixed facing the wrong direction while auto-firing.
- FIX Fixed the chat box occasionally blocking movement after alt-tabbing back into the game, and blocked sending empty messages.
- CHANGE Refreshed the Launcher with a new Play button and nickname picker.
JULY 11, 2026 v0.0.1
- CHANGE Logging in now uses Discord instead of a username and password.
- NEW Monthly and Weekly leaderboards are now live, alongside All-Time.
- CHANGE Redesigned the Launcher and added a display for the server settings and game version.
- CHANGE Redesigned the website with a new pixel-art theme, including Discord login.
JULY 10, 2026 v0.0.1
- NEW You can rebind your controls, and toggle between auto-fire and hold-to-fire.
- NEW Right-click and hold an item in your inventory to discard it.
- NEW Chest rarity now actually matters - better chests drop better loot, and weapons have been rebalanced.
- FIX Your inventory now correctly persists between logins.
- FIX Dungeon portals are spawning in generated worlds again.
- FIX Fixed broken-looking shorelines in generated worlds.
- FIX Fixed aiming being off-center at the "Big" window size.
- FIX Fixed a crash some players hit when starting the game normally.
- CHANGE Lava now blocks movement, just like water.
- CHANGE New fireball art with a fuller, more detailed flame.
- CHANGE Removed the Donate tab - this project isn't run for profit.
JULY 9, 2026 v0.0.1
- NEW Zombies and small slimes now attack you in melee.
- FIX Major fix for lag and freezes caused by enemy pathfinding.
- FIX Fixed the game hanging when the server was slow or unreachable.
- FIX Fixed losing keyboard control after alt-tabbing back into the game.
- FIX Fixed a slowdown that could build up over long play sessions.
- FIX Various world-generation visual fixes (shorelines, water animation seams).
- CHANGE Added extra safeguards against the game freezing.
JULY 8, 2026 v0.0.1
- FIX You can no longer spawn or walk directly into water.
- FIX Fixed enemies flickering oddly while chasing you.
- CHANGE The leaderboard's "died on" time now shows the exact hour and minute, not just the date.
JULY 7, 2026 v0.0.1
- CHANGE Improved enemy pathfinding performance.
EARLY DEVELOPMENT (2020-2023) v0.0.1
- CHANGE Laid the foundations of Roguegrind: the game client, the account/leaderboard webservice, and global chat.
- NEW Added the Glory leaderboard system.
- CHANGE Increased player movement speed.
- FIX Various early bug fixes and performance work.