Looking Back on 4 Years

I recently went through and captured screenshots from various clips made of the game over the years. Starting with the earliest release, and ending with the latest!

It’s wild to me that this project has gone on for that long, and yet it still feels like things are just getting started. I guess that’s game development for ya.

Long live The Dog!


v97 Minor Updates


Released 11/6/2022

Bug Fixes

  • Fixed an issue where Weaken Armor was not being reduced by the correct amount from Smith.


  • Enemies
    • NPC Health gained from Time Played uses a new formula that scales up quickly within the first 24 hours.
      • This bonus still caps out at 10K (Actual Enemy Health can exceed this amount.)
    • NPC Lifetime gained from Time Played scales twice as fast.
    • Burning now deals a random amount of damage between 30 and the value of Enemy Power squared.
    • Armor Weakening increases damage dealt to Armor by 250% (Previously, this value scaled with the number of Weaken stacks.)
    • Knights perform Sundering Kicks, which have a 50% chance to apply Armor Weakening to the Dog.


Released 11/4/2022

Bug Fixes

  • Fixed a file IO crash.
  • Updated a few links to use https.
  • Fixed an issue where quest completion feedback was not being sent.
  • Fixed an issue where active quests for players were not always being updated.


Overall this update makes Pet and Dig more productive, and makes Pray, Smith, and Cop less productive. It also updates Charms to make them more effective.

  • Cop:
    • Swords are consumed after 30 Cop Work. (Previously, 60 Cop Work)
  • Pet:
    • The Dog will find 1 additional resource per 15 Pet Work (Previously, 30 Pet Work) when sniffing.
    • The chance to find buried Gems is now 0.5% per Sniff (Previously, 1% per Sniff)
  • Dig:
    • Ore and Bones are unearthed after 15 Dig Work. (Previously, 30 Dig Work)
  • Pray:
    • No longer simultaneously grants Dog XP and reduces Enemy Power XP. Instead, Pray will prioritize Enemy Power XP if present, and Dog XP otherwise.
    • Offerings now grant 2 seconds of Bone XP to the Dog. (Previously 3 seconds)
  • Smith:
    • No longer simultaneously creates Armor and Swords. Instead, Smith will randomly create 1 Sword or 30 Armor per 30 Smith Work.
  • Frenzy Claimables:
    • Gavel, Forge, Treat, Incense, and Drill now provide 5 Charms per stack claimed. (Previously, 10 Charms per stack)
  • Charms:
    • Charms now take 100 work to consume.
    • UI now shows progress towards consuming a Charm.
    • Dig Charm produces 20 Bones or Ore.
    • Spirit Charm produces 20 seconds of Dog XP.
    • Jail Charm produces 300 Jail Health.
    • Armor Charm produces 300 Armor.
    • Friendship Charm produces 300 Friendship.
Major Update!

Update: v97


  • Chests:
    • Added Tier 2 and Tier 3 Fugitive Chests.
    • These can drop at any level where you can perform a chest vote.
  • Mail:
    • Commands:
      • You can type mail all to open all mailbox items at once.


  • Progression:
    • The total amount of XP required to reach Level 100 has increased slightly (by about 11,000 XP)
    • XP requirements will never retroactively de-level a player. Player Skill Levels are saved separately from XP and will only ever increase when you meet the next XP requirement threshold.


  • Tier XP:
    • When max level for the current tier, equipment can gain Tier XP instead of item levels. 
    • Max Tier XP raises the item to the next tier, circumventing the upgrade cost. 
    • You can still immediately upgrade in exchange for gems / gold with the upgrade command.
    • Items that are at Max Level for their current tier will have duplicates sent to the mailbox, so you may choose whether to accept the Tier XP or pay the upgrade cost with currency.
      • This does not apply for items that are both at Max Tier and Max Level.
    • When upgraded to the next Tier, equipment no longer returns to Level 1. 
    • Tier XP required depends on the Natural Tier of an item:
      • 1-Star: 50 Tier XP 
      • 2-Star: 30 Tier XP
      • 3-Star: 25 Tier XP
      • 4-Star: 15 Tier XP
      • 5-Star: 10 Tier XP
  • Upgrade Costs
    • Level upgrades no longer cost Gold, and only cost Gems.
    • Tier upgrades no longer cost Gems, and only cost Gold. Tier can also be increased with Tier XP.
  • Item Updates:
    • Spirited Soul:
      • No longer adds Spirit.
      • Now grants XP to the Dog. 
    • Scavenger Soul:
      • No longer has a chance to add Spirit.
      • Now has a chance to grant XP to the Dog.
  • Commands:
    • The upgrademax / upgradenowmax commands have been fixed.
      • See Commands page for details on how to use these commands.



  • Enemy Power:
    • Player Fugitives & Prisoners now benefit from Enemy Power.
  • Riot:
    • Riot actions now add no less than 1 Enemy Power XP.
  • Burning: 
    • Pet will remove stacks of Burning. 
    • Effect no longer scales with stack count. Deals damage that scales with enemy power.
  • Weaken Armor:
    • Effect no longer scales with stack count. Significantly increases damage dealt to Armor from all sources. 
    • Smith will remove stacks of Weaken Armor.


  • Anger / Dog Leaving:
    • The time until the Dog leaves depends on the amount of Anger. The time shortens as more Anger is added, and is reduced when Anger is removed.
    • The time to leave cannot be less than 60 seconds.
    • The maximum Anger that the Dog can receive is 100K.
    • The more the Dog is kicked, the greater the magnitude of Anger the Dog will start with when kicked without Armor
    • The current rate is every 10 Kicks generates +1 Starting Anger. 
  • Dog: 
    • The Dog now expresses more emotions. You can view the Dog’s current emotion with inspect dog or just dog.
  • Dog Progression:
    • The XP required to reach each Dog Level has been rebalanced to scale more slowly at low levels, but more quickly at high levels.
  • Friendship: 
    • The rate of XP gain starts out small and increases as Structure Tiers are progressed.
    • XP gain is reduced to 0 when no players are active.
  • Armor:
    • Maximum Armor for the current Armor Level is equal to the XP required for that level.
  • Jail Health:
    • Maximum Jail Health for the current Jail Level is equal to the XP required for that level.
  • Charms:
    • Dig Charms randomly spawn a Bone Offering, Ore, or Gem when consumed.
    • Pray Charms add XP to the Dog.
    • Will keep Structures alive while they are present.
  • Golden Spark:
    • Drops whenever the Dog levels up.
    • Reduces 1 Enemy Power per stack.
    • Triggers Golden Dog.
  • Golden Dog:
    • Now also adds +1 extra reward when the Dog levels up.


  • Structure Tiers:
    • All Structures now have Tiers. Higher Tier structures are more powerful, and gain +50% Work Efficiency per Tier.
    • You can inspect a Structure to learn about the effects of its current Tier, and progress towards the next TIer.
  • Pet:
    • Grants the Dog Friendship.
    • After some petting, the Dog’s action meter will begin to fill. 
    • The Dog’s action meter fills faster with more petting.
    • Once filled, the Dog’s action meter will sniff out buried resources.
  • Dig:
    • Requires resources to be found by the Dog:
      • Bones
      • Ore
      • Gems
    • All the items produced by Dig must be claimed.
  • Pray:
    • Spirit removed.
    • Requires Bone Offerings.
    • Pray grants XP to the Dog per Bone Offering consumed.
    • Additionally, Pray removes Enemy Power XP.
  • Smith:
    • Requires Metal Ingots.
    • Smith adds Armor to the Dog and produces Swords.
  • Cop:
    • Requires Swords.


  • Claim timer decreased to 150 seconds for Riches (down from 300)
  • Claim Power bonus per player for Basic Items increased to 30% (up from 25%).
  • Claim Power for Smelting and Offering gains a 20% bonus per additional player.
  • Removed/Replaced 3-Letter Codes which contained the letters H, D, or Y. 


  • NPCs:
    • Now walk to their target before performing their actions.
  • Audio: 
    • Added sound effects to level up rewards, structure tier increases, structure expiration, dog emotions.
  • UI: 
    • Updated the Dog Level display to have a screen-wide XP bar instead of the small bone UI. This makes it easier to visualize how close the Dog is to the next level.
    • Moved time played display to the bottom center of the screen.

v96c Minor Updates



Pardon Our Dust!

  • Did internal clean up on how actors perform actions. This touched a lot of existing functionality, please report any bugs you find to the #bug-reports section on discord.


  • Golden Sparks now drop during Golden Dog, claimable with SPARK
    • When Claimed, a Golden Spark grants Prestige Points to all claim participants.
    • Golden Sparks grant more points at higher Dog Levels.


  • BONE
    • Bone’s description had written 1x of Friendship + 1,000 per bone, but this was a lie. The Bone now grants 2.5x Friendship + 1,000 Dog XP per bone.
    • Now adds 600x Friendship worth of Dog XP (previously 60x).


  • No longer produces Charms directly.
  • Has a good chance to produce a Bone every 100 Dig Work. 
  • Has a small chance to produce a Gem every 100 Dig Work.
  • Produces a Drill every 3,000 Dig Work.
  • Randomly produces a basic claimable every 4,500 Dig Work. (e.g. Gavel, Forge…)


  • Enemies increase their base auto-despawn timer at a rate of 1 second per 10 minutes of Time Played up to a maximum of 20 minutes added.
  • Base Enemy Health added from Time Played is capped at 10,000.

Quality of Life

  • Reward votes now list the options in chat if there is more than 1 option.


  • Fixed an issue where Enemies were absorbing hits after reaching 0 HP.
  • Fixed an issue where UI text for Enemy Power XP line-breaks on numbers that are long.
  • Fixed an issue where Dog Level up notification was off by one.
  • Fixed an issue where damage wasn’t being blocked by Fugitive Mask.
  • Fixed an issue where Fugitive Players could be damaged while stunned or stealthed.
  • Fixed an issue where Players could re-trigger the Fugitive status effect while stunned.
    • Note: It is still possible to trigger a jailbreak after having been stunned, if the Riot projectile successfully hits.
  • Fixed an issue where stackable Global Modifiers were limited at ~2.1B… Uhhh, I mean, this was never an issue.
  • Fixed issues where Charm effects were not being multiplied correctly by the amount consumed from Work.



  • Claim timer for Riches increased from 30 seconds to 5 minutes.


  • Knights gain 150% Health from Time Played.
  • Bombs gain 200% Health from Time played.
  • Corruptors gain 300% Health from Time Played (Up from 150%)
  • Corruptors gain 200% Power from Enemy Power (Up from 100%)


  • Fixed an issue that would cause you to apologize after kicking.
  • Fixed an issue where you could be imprisoned while on probation. 
  • Fixed an issue where Fugitive Mask was applying bonuses incrementally after leveling up.


  • Rapid Items are interrupted when entering into Stealth.
Major Update!

Update: v96c

The Dog returns from their winter break, and is excited to see you again!

…But that excitement may be quickly broken, as their enemies find new ways to survive and grow powerful.

We’re Back!

It’s been a while! I hope you have been doing well. If you’re not doing well, that’s okay too. When it comes to the Dog, I’m feeling refreshed. I’ve had some time to think about what to work on next while I playtest, tweak, and fix issues.

Future Update: Reward Chests

For the next update, v97, the Dog levelling up will grant Chests as rewards instead of directly awarding the same item to all players. Chests get sent to your mailbox, and can be opened at any time.

The other major change to rewards being introduced is ⭐Star XP. Equipment will need ⭐XP to reach the next ⭐Star Tier. Equipment will no longer require an UPGRADE to progress to the next Tier and will no longer reset to Equipment Level 1 when reaching a new Star Tier. This allows you to open chests from your mailbox without worry that more Mailbox space will be taken up. Note: You can still use the UPGRADE command to exchange Gems and Gold for Equipment Levels, or to progress to the next Tier.

That’s all the news from me for now. Let me know what thoughts or questions you have about these changes on Discord. More will be shared in the Discord channel in the coming weeks, including when you can expect the update to drop.

See y’all soon.


v0.96c Notes


  • When the Dog levels up, a Shining Bone is dropped.
    • Can be claimed with the code SHINE.
    • When claimed: Enemy Power is reduced by 1, and Friendship is increased by +1% per stack.
  • Dig charms now produce a bone rather than produce DIG work.
  • Player Fugitive and Prisoner status are cleared on login.
  • Tiles (Such as Enemy Waves, or Golden Dog) in the Tile Tray at the bottom of the screen move more quickly.


  • Pet reduces 1 Enemy Power XP for every 10 Pet Work.
  • Each Kick and Riot level permanently increases your Max Fugitive Health by 1.
  • Riot produces 90% less Enemy Power XP.
  • Riot now actually has a chance to break an individual out of jail.
    • I wrote it worked like this a long time ago but it was untrue so basically I lied to you all on the commands page can’t believe you fell for that haha just kidding I’m sorry here it is working now please don’t be mad
  • When you break out of jail, your character automatically enters Stealth for 5 minutes. 


New Onyx items can be found.

  • New Item: Chaos Fragment ⭐
    • Passive: +5 Riot Power. +5% Chance to escape Jail with Riot.
    • On Level Up: +0.1 Riot Power
  • New Item: Rage Fragment ⭐⭐
    • Passive: +5 Kick Power. +5% of Kick damage is converted into Fugitive Health.
    • On Level Up: +0.1 Kick Power
  • New Item: Thieve’s Mask ⭐⭐⭐
    • Passive: +25 Fugitive Health. 5% Chance to ignore damage to Fugitive Health.
    • On Level Up: +1 Fugitive Health. +0.25% Chance to ignore damage to Fugitive Health.

Other Items

  • Chaining: Deals 20% reduced chaining damage. (80% Damage)

View all Items


  • Enemy NPC Health scales with Time Played.
  • Enemy Waves spawn about every 3 minutes.
  • Player Enemies no longer take reduced damage.


  • Fixed an issue causing Item Upgrade costs to be more expensive than intended.

Quality of Life

  • End of Game: Added Chat messaging at the end of the game that mentions the time played, the Dog Level reached, and the top Friend and Enemy players.
  • Fugitives: Added a Chat Message that tells you to apologize after becoming a Fugitive.
  • Skill Inspection: The Skill command will give you a realtime update on your stats instead of showing the stat value provided by your Skill.
  • Loadouts: Loadout swapping no longer deposits items that are already equipped and in your target loadout. This makes it so that you can repeatedly type an action like ‘COP’ without it cancelling item effects due to swapping.
  • UI: Item-stars are colored differently based on Tier to make them easier to distinguish.
  • UI: You can see the meters for claimable items that are not the foremost item.
  • UI: You can see the icons for claimable items that are not the foremost item.

Major Update!

Update: v96b


  • ‘Recent Contributions’ leaderboard added. This will show how much the last few players to join the game have contributed since they were added to the leaderboard.
  • Reduced the amount of XP indicator spam (both from Players and from Modifiers)

Bug Fixes

  • Fixed an issue where Kick and Riot leaderboards were not attributing actions correctly, resulting in inflated numbers. A leaderboard revamp + reset will come in a future release.
  • Fixed an issue where The Dog is Leaving message would only trigger once per game.
  • Fixed an issue where Daily Quests could reset twice if a player was online at midnight server time.
  • Fixed some UI elements that would sometimes not transition their Time of Day style correctly.


See Items page for updated item descriptions.


  • Item effects are now cancelled when unequipped. This notably prevents the Rapid -> Chain combo, which took advantage of the fact that Rapid items would continue to fire after being unequipped.

Mega Series

  • Now deals an automatic critical hit and deals more damage per item level.

Soul Series

  • Now provides Contribution, and has a flat 40% chance to trigger and their Power increases with item level. Soul items will also provide Modifier XP where applicable instead of just the base Modifier (Spirit, Armor, Jail Health).



  • Spirit inspection now shows XP progress.
  • Armor, Spirit, and Jail Health take dramatically longer to level up, but have dramatically higher maximum stack increases each level.
  • Pray reduces the time between Spirit attacks at a ratio of 1 second to 30 Work.
  • Charms are now consumed at a ratio of 1 Charm to 30 Work.
  • Charms are now activated as a projectile to better show their effect.
  • Reduced the visual intensity of Spirit attack projectiles.


  • New! Structures can generate Items that, when claimed, add Charms and trigger a Frenzy for that specific structure which increases Work Speed for those nearby. These items can be claimed separately from Riches (Gems, Gold).
  • Bones once again provide more points the more players are claiming the item.
  • Claim Power for items in the Items category increases with more players claiming. Claim Power can boost certain effects of claimed items, and also increase the speed at which it is claimed.


  • Enemy health scales twice as fast as previously.
  • Enemy actions are taken twice as slow. (e.g. 4 seconds per action, up from 2 seconds)
  • Additional enemy types (e.g. Corruptor, Knight) now appear at higher Enemy Power levels than previous.
  • Knights no longer apply the Weaken Armor debuff.
  • Corruptors now randomly add either the Burn or Weaken Armor debuff.
Major Update!

Update: v96a

This iteration targeted two main goals:

1) Provide consistent rewards for defenders, so that defending does not punish rate of rewards over time.

2) Balance so that Dog defenses such as Cop, Smith, and Pray are less one-sided / more contested by enemies.



  • Golden Dog adds to the number of Rewards that are available when the Dog levels up (See Events for more details about Golden Dog)
  • Number of choices during Rewards scales with Dog Level.
    • 1-40: Provides a random reward
    • 41-80: 2 Choices
    • 81-100: 3 Choices
    • 101+: 4 Choices
  • PICK A’ has a chance to reward 50 or 100 Gold.
  • A Gold Chest can now spawn from the other options. The Gold Chest contains 250 Gold.


The UI display at the bottom of the screen, which has historically displayed when enemies will spawn, now also shows when Events will spawn. The underlying system has been updated to function more like a conveyor belt that moves Tiles across the screen and spawns them when they touch the left edge. Previously, this system was entirely time based, so tiles could overlap and be hard to read on screen. Now Tiles will shove other tiles out of the way if they overlap, to make space on the metaphorical ‘belt’.

  • New Tile: Golden Dog
    • Roughly every 20 minutes, a Golden Dog tile is added.
    • While active, the Dog rapidly decreases any Anger added to them and all skills (except Riot and Kick) gain increased speed for 1 minute.
    • Adds +1 Chest Reward when the Dog Levels Up.


Enemies are now overall more threatening to the Dog.

  • Enemy tiles are added in more varieties.

Enemy Power

  • Enemy Power now always starts at 1 (Previously, set to 1 on first Dog kick)
  • Friendship no longer decays from Enemy Power increasing.
  • XP required to increase Enemy Power scales much slower at higher levels.
    • For reference- Level 10 now requires about 3/4 the previous amount of XP required, whereas Level 20 requires about 1/5th of the previous amount.
  • Enemies spawn in greater quantities as Enemy Power increases.
    • Demon Enemies: (Bombs, Corruptors) +1 Spawn every 5 Enemy Power. Max: 7.
    • Heavy Humanoid: (Knights) +1 Spawn every 4 Enemy Power. Max: 16.
    • Humanoid: (Fugitives, Prisoners, Arsonists) +1 Spawn every 3 Enemy Power. Max: 16.
  • Debuffs added by enemies now scales with Enemy Power.
  • Enemy Tiles spawn more frequently at higher Enemy Power. (Previously, -5 seconds per EP, Now: -10 seconds per EP)
  • Corrupted Knight base health reduced to 25 from 50.
  • Corruptor and Bomb base health reduced to 50 from 100.


Cop, Smith, Pray

  • These skills have had their associated modifiers (Jail Health/Armor/Spirit) balanced to take longer to level up.


  • Spirit leveling works like Armor / Jail Health now.
  • Spirit now ‘trades’ with Debuffs rather than damaging them. (Example: If 1K Anger were present, and Spirit was > 1K, Anger would all be removed on hit by Spirit, but consume 1K Spirit).



  • You can now inspect Enemy Power via ins enemy power

Quality of Life

  • Keyword Loadouts are now supported. This allows you to quickly swap to a set of items when you enter a specific keyword in chat.

Example of setting a Keyword Loadout:

CHAT dxraider: load pet aea aeb aec aed aee BOTdktdbot: @dxraider ☑️ ‘pet’ loadout set: (AEA) [6⭐ Chaining Cop Lv.60/60],(AEB) [6⭐ Chaining Dig Lv.60/60],(AEC) [6⭐ Chaining Pet Lv.60/60],(AED) [6⭐ Chaining Pray Lv.60/60],(AEE) [6⭐ Chaining Smith Lv.60/60] | Type UNLOAD pet to unset this loadout.

Typing ‘pet’ would then equip the items specified on the loadout. This effectively allows you to change which items are equipped based on the action you want to take.

Currently supported Keywords: cop, smith, pet, pray, dig, kick, riot, sorry

Interested to hear thoughts on whether Keyword Loadouts are useful in the Discord.

Major Update!

Update: v96

In this update, we’re going back to something that hasn’t been in the game for a while: having the Dog survive for as long as possible.


  • Difficulties, and Difficulty Power have been removed.


  • START now only takes 1 Work.
  • You can no longer perform Work Actions in the lobby.

Dog Level

  • The Dog now levels up by gaining experience.
  • Every time the Dog levels up, players may choose an item reward.
  • The Dog has no level cap, and a final tier has been added: Endless Dog starting at Level 121.


  • pick is now used to choose a reward (Previously, this was vote)
  • Once all eligible players have picked their reward, the vote will end.
  • The first reward slot is always a specific equipment or Gem, while Chests can roll any 1-5 star item of the matching color.

Dog Gifts

  • While the Dog has not been kicked, there is a chance they will drop Gems or Gold periodically.

Dog Debuffs


  • Heart Points have been removed.
  • Anger is now added when the Dog receives Kicks without Armor.
  • The Dog begins to leave when it is Angry, and must be calmed down with Pet within 60 seconds.
  • If the Dog leaves, the run is over.

Weaken Armor

  • Each stack increases damage dealt to Armor by +1%.


  • Continually shoots Fire at the Dog. Fire decreases Armor, or increases Anger if Armor is depleted. Burn stacks have a chance to increase every time the Dog is hit by Fire.

End of Game

  • The game ends when the Dog leaves.
  • Items are no longer awarded at the end of the game.
  • Prestige Points are awarded at the end of the game based on your Contribution and the Dog level reached.


  • Enemy Health has been rebalanced around Enemy Power.
  • Enemies have a chance to drop Gold or Gems when defeated.
  • Time between enemy spawns is much longer now, to start.

Enemy Power

  • The first time the Dog is Kicked, Enemy Power is raised to 1.
  • Enemy Power gains experience and levels up with Kick and Riot. More Enemy power XP is added via Kick.
  • Enemy Power increases Enemy Damage and Health, and decreases time between enemy waves.
  • Increasing Enemy Power releases a wave that heals enemies, reduces a fraction of Friendship and Spirit.

New Enemy: Corrupted Knight

  • Beefy enemies that can add the Weaken Armor debuff when they Kick.


  • Players are now stunned for a period of time after reaching 0 Fugitive Health.
  • If a player Riots or Kicks, they will be marked as a Fugitive. Fugitives can be targetted by Spirit. Note this means that rioting while in prison may make you a target of Spirit.

Reduced Player Damage

  • Players take only 10% of normal damage to their Fugitive Health.


  • Automatically added to structures via DIG. Charms are consumable buffs that grant a bonus effect for doing Work.
  • Charms have been renamed to reflect their bonus, and have a color to indicate what Structure they are for.
  • Shovel Charms no longer spawn naturally, but can still be added by Charming Dig.
  • Charm bonuses have been reworked.

All Charms

  • Charms no longer expire or decay.
  • 1 Charm is now consumed per Action.

Friendship Charm

  • Generates +100 Friendship per Charm consumed.
  • Available for Pet and Pray.

Armor Charm

  • Generates +100 Armor, and +100 Armor Xp per Charm consumed.
  • Available for Smith and Pet.

Spirit Charm

  • Generates +100 Spirit per Charm consumed.
  • Available for Pray and Pet.

Shovel Charm

  • Digs up 1 item per Charm consumed
  • Available only for Dig.
  • Does not spawn naturally.

Jail Charm

  • Generates +100 Jail Health, and +100 Jail Xp per Charm consumed.
  • Available for Cop and Smith.


  • Pet, Smith, Pray, Cop, and Dig now all have infinite health.


  • Skill cap for all skills is increased to 100.
  • Starting Power has been increased for all Skills to 5.
  • Each Action now produces a random amount of Work between 1 and your Skill Power.
  • All work sites can be inspected to have the bot send information about the game to chat via the new inspect (ins) command, e.g. inspect dig.


  • Jail Health now has a cap that increases with Jail Level.
  • Jail XP is granted by performing Cop Work, or by consuming Jail Charms.


  • Armor now has a cap that increases with Armor Level.
  • Armor XP is granted by performing Smith Work, or by consuming Armor Charms.


  • While the Dog is Angry, Pet Work will target Anger instead of Friendship.


  • Spirit now does Work based on Spirit Power.
  • Spirit Power increases when the Spirit Meter is filled.
  • Spirit decays over time, and each time it decays it performs an Action that prioritizes different targets.
  • Spirit Actions add Friendship unless there are Enemies or Debuffs.
  • Spirit Actions prioritize Debuffs over NPCs, and NPCs over Players.
  • Spirit decay is stronger with higher Enemy Power.


  • DIG automatically adds Charms, rather than adding them to the claim queue (See Charms section for more Charm changes).
  • Drops Bones, which add 5 seconds worth of Experience to the Dog each. The total XP value of the stack of Bones is reflected on screen.
  • Drops a selection of Gems rarely. The selection rotates based on the day of the week.
  • Inspecting Dig shows info about the first 5 claimable items.


  • Generates 2 Enemy Power XP per Kick.


  • Generates 1 Enemy Power XP per Riot.


  • Items now additionally cost Gold to level up.
  • Finding a duplicate of an item that is already Level 60 will award Gems equal to the item’s base Star level. (So for example, a duplicate of a 3-Star item would give 3 Gems)

Deprecated Items

You may safely recycle these items for Gems/Gold, as they will no longer serve a purpose.

CHAT dxraider: recycle afa BOTdktdbot: @dxraider ♻️ Type RECYCLENOW AFA to recycle (From Bank) (AFA) [1⭐ Recharging Cop Lv.1/10] x1 and receive: Gold x10

Deprecated: Recharging

Now deprecated, since structures no longer have health.

  • (AFA) [Recharging Cop]
  • (AFE) [Recharging Smith]
  • (AFC) [Recharging Pet]
  • (AFD) [Recharging Pray]
  • (AFB) [Recharging Dig]

New Items

  • Onyx Gems and Items have been added to the game. Onyx items pertain to both Riot and Kick Actions.


  • Kick and Riot variants of this item have been added.


  • Kick and Riot variants of this item have been added.


  • Kick and Riot variants of this item have been added.

Updated Items


  • USE: <Action> becomes Hastened, performing faster for 60 seconds. The effect is removed if this item is unequipped.
  • Base Cooldown: 150s
  • Speed Increase: +100


  • USE: <Action> becomes Empowered, dealing increased damage for 60 seconds. The effect is removed if this item is unequipped.
  • Base Cooldown: 150s
  • Power Increase: +60


  • No longer allows you to perform an action from ‘anywhere’.


  • Adds 5 Charms instead of 1.


  • Now uses the Skill Level of the chained Skill to deal damage instead of copying the original damage.

Account Progression

Daily Quests

  • Now rewards Gems in addition to Gold.


  • The minimum number of backpack slots has been increased to 3 up from 1.


  • No longer upgradeable.
  • The Bank now holds up to 56 unique items for all players.


  • No longer costs Gold to increase Prestige Level.


  • Max space for Gems increased to 9,999.
  • Gems can no longer be stored in the mailbox.


  • The bank command has been upgraded to accept a <search filter> so that you can view specific items in your bank, rather than having to check pages.
  • The way item names are displayed in chat has been updated to be more consistent across bot messages.
CHAT dxraider: bank 1⭐ BOTdktdbot: @dxraider 🏦 Items Matching ‘1⭐’ : | ▪️ (AED) [1⭐ Chaining Pray Lv.4/10] | ▪️ (ADE) [1⭐ Rapid Smith Lv.2/10] | ▪️ (ADD) [1⭐ Rapid Pray Lv.2/10] | ▪️ (AEE) [1⭐ Chaining Smith Lv.1/10] | ▪️ (AEA) [1⭐ Chaining Cop Lv.3/10] | 🎒 (ADB) [1⭐ Rapid Dig Lv.2/10] | 🎒 (AEB) [1⭐ Chaining Dig Lv.2/10]
  • The item command has been deprecated. Please use inspect instead! Inspect does everything item used to, but can be used on a wider variety of things, such as structures.
CHAT dxraider: inspect pet BOTdktdbot: ℹ️ The Dog is receiving 248 experience per second from Friendship.
  • Whenever someone cheers 100 bits or more, a hype celebration is triggered in game.


Development Update: v96

Hey all. Hope you’re staying healthy, staying safe.

Let’s get to it.

Beta Test Information

First, all of what’s written here will be available in a Beta format via a separate Twitch channel. Follow http://twitch.tv/dxraider for go-live notifications. A post will also be made to the discord when a Beta test goes live.

Please keep in mind that no progress made during Beta playtests can be transferred to your main account. I know this makes the Beta significantly less compelling to play, but any time you do spend playing will help us identify critical issues to address before release.

Return of the infinite dog

In v96, the game will be transitioning to an ‘infinite mode’, where the game does not end until the Dog leaves. If you’ve been around for a while, you might be familiar with some of this already.

There was something special about being able to come to the game after a few hours or days (and even weeks at one point!) and see how the game has progressed. We’re going to revisit that idea. This update makes DKTD feel more like a lobby you can hang out in, grind out some skills/equipment, progress the current run, and check back later to see what has happened.

But what is life without conflict? In v96…

  • Fugitives will be able to augment their skills with Onyx Equipment.
  • Endlessly spawning enemies grow stronger with every Kick and Riot.
  • New debuffs will torment the Dog, including Anger, Vulnerable, and… Fire.

Infinite Enemies

  • Every five minutes of game time, Enemies will spawn.
  • The types of enemies that spawn will change throughout the day according to a hidden schedule that changes every day. (For example: You might encounter Corruptors for a few hours, and then none for the next few.)

Enemy Power

Enemy Power experience meter and level display

Any Kick or Riot damage dealt will grant XP to Enemy Power. Beware – When Enemy Power increases, the Dog’s Friendship and Spirit are damaged.

Your salvation from overwhelmingly powerful enemies will be leveling up the Dog. Each Dog Level will reset Enemy Power to 1.

An important note is that Enemy Power is significantly different in v96. It will no longer reduce the damage you deal. Instead, it will exclusively make enemies stronger both in Health and Damage.

Damage Calculation

  • Skill Damage is now a random roll between 1 and your Skill Power. The same goes for Enemy Power.
  • Experience gain still caps out at 10 experience per action.

The Dog Is leaving in sixty seconds…

  • Heart Points have been removed. When the Dog is kicked, such that it penetrates Armor, the Dog will become Angry.
  • If the Dog becomes Angry, a 60-second timer will begin. If the timer reaches zero and all Anger stacks have not been cleared, the Dog will leave, ending the run.
  • Anger can be removed either via PET or it can be removed by Spirit Attacks (see further below).


Items have been added as choices alongside randomized chests

When the Dog levels up, a Reward Vote begins. Each vote will have a selection of options that can now include specific items rather than chests. This works the same as the Post Game Rewards vote in v95.

Currency Drop Changes

It should be noted that Reward Votes primarily drop Equipment and will only rarely drop Gems. Gold is no longer a drop from Reward Votes.

  • The primary sources of Gems will now be Enemies, and DIG.
  • When an Enemy is defeated, there is a chance for Gold or Gems to drop.
  • Similarly, there is a chance for DIG to unearth precious Gems. Gems will drop more frequently at higher Enemy Power levels.

Gem Drops Rotate Daily

The types of gems that can drop from Enemies and DIG is indicated on screen. (Work in Progress – Final UI and Gem rotation schedule may be different)
  • The types of Gems that can drop from Enemies and DIG will rotate each day.
  • There will be at least 3 types of Gems that can drop every day, and for one day of the week all Gem types will drop.

The gem drops for the current day will be displayed on screen, and an official list will be shared on the website by the time v96 is released.

Why change to a daily rotation of Gems? It can be frustrating to not get the Gem drops you want. A daily rotation gives some agency to plan when you want to focus on farming the Gems you want. It’s important to note that there will always be ways of obtaining the other types of Gems, such as through Reward Vote chests, or Daily Quests.

Speaking of…

Daily Quests

These are getting a tweak to accommodate the new game mode. Specifically, the game completion quests will be removed, and Gems will be added as rewards in addition to Gold.

Fugitive Items & Onyx

v96 Fugitive Items can be upgraded with the new Onyx gem.

Players will be able to collect Hastening, Mega, and Rapid items for the Kick and Riot Skills. Onyx Chests will be rarely available during Reward Votes, though Vote A (the default option) cannot roll an Onyx item.

Other PvP Updates

Stunned on Imprisoned

A player is stunned while in Jail.

When a Player is imprisoned, they are stunned for a short period of time. The effect of Stun prevents movement, and prevents firing projectiles. Stun will not cancel any active commands.

Reduced Damage to Players

Players will take 10% of normal damage to their Fugitive Health (rounded down), minimum of 1 Damage.

Other Skill Updates

Armor & Jail Level

Smith and Cop can now level up Armor and Jail Health respectively. Their level determines their maximum stack size. There is no level cap.

Spirit Attack

Spirit grants Dog XP while no enemies or debuffs are present.

In v96, Spirit will play a little to the strengths of PET and COP, but also have the ability to remove dog debuffs.

Spirit will now decay slowly, based on Enemy Power. By default, Spirit provides bonus Dog XP. Spirit will additionally fire a projectile at any debuffs on the Dog to cleanse them (This includes Anger). Finally, if any enemies are active, Spirit will attack them with projectiles.


  • Charms are now automatically claimed when spawning from DIG.
  • DIG-type Charms no longer spawn naturally.
  • Bones now drop from DIG. Claiming a stack of Bones will add points to the Dog that increases with Friendship.
  • As mentioned earlier, Gems can now spawn from DIG according to the day of the week.

See You Soon

A Beta playtest should be coming online soon(tm) for v96. I’m excited to show what we do have and look forward to your thoughts and feedback.

Talk to you soon!


Major Update!

Update: v95c


Equipment Projectiles

This update unifies some of the behavior when a Projectile hits its target. Most notably: Chaining, Rapid, and Mega Items can now trigger Recharging and Soul Effects. This may make some of those items more viable for certain builds.


  • The amount of experience gained from Actions is now displayed above your character’s head.
  • There is a new callout that appears over players when they become a Fugitive, or Apologize.


Difficulty Voting

Difficulty selection is now a vote that occurs immediately after the lobby wants to start a new game. After 30 seconds, the game will begin at the Difficulty level with the most votes.

In the case of a tie, the easiest Difficulty will win. If there are no votes, that counts as an all-way tie, and Difficulty 1 will be chosen.

Multi Upgrade

UPGRADE and UPGRADENOW have been improved to support multiple upgrades at once. This can be done by adding the quantity # to the end of the command.

The help descriptions for these commands have been updated on the Item Commands page.


  • The probation period for SORRY is now 2 minutes (down from 15 minutes)