All Time Leaderboards for actions and Prestige Points now appear in the main game.
All Time Leaderboards now feature the Top 50 players in each category.
Equipment
All equipment in the backpack are now triggered automatically. You may still type USE (keyword) to equip-and-use items in a keyword loadout.
All equipment descriptions have been updated to be more concise, use more standardized terms, and show their range of possible values (based on level.)
Inspecting equipment you own will show you upgraded stats based on the equipment’s level. Previously inspection would only show the base benefit of upgrades for most equipment.
Fugitive Mask (AKH)
New Effect: When you escape Jail as a Fugitive: Begin to KICK the Dog.
Mega (ACA, ACB, ACC, ACD, ACE)
Now gains 10 Work / Damage per Item Level (Previously, 8.)
Warp Gem (WRP)
Now grants +[1 to 60] Fugitive Health.
Bugs
Fixed an issue where the AFK progress report would not show recent friend or enemy contribution for players who aren’t gaining any skill XP.
Player Fugitives start weaker and become stronger based on the Dog’s Level. The total benefit at each level range is:
Dog Level 1 – 9: -80% Enemy Skill Power
Lv. 10 – 19: -50% Enemy Skill Power
Lv. 20 – 29: -20% Enemy Skill Power
Lv. 30 – 59: +50% Fugitive Health | +0% Enemy Skill Power
Lv. 60 – 89: +100% Fugitive Health | +100% Enemy Skill Power
Lv. 90 – 119: +200% Fugitive Health | +200% Enemy Skill Power
Lv. 119 – 149: +400% Fugitive Health | +300% Enemy Skill Power
Lv. 150 – 179: +800% Fugitive Health | +400% Enemy Skill Power
Lv. 180 – 210 : +1600% Fugitive Health | +400% Enemy Skill Power
Lv. 210+ : +3200% Fugitive Health | +400% Enemy Skill Power
Player Fugitives gain additional Fugitive Health based on the number of Player Fugitives active, up to +1000%.
The effects that occur (such as dropping HUG or GAVEL) when the Dog receives enough Anger can no longer be reset when Tolerance is restored and therefore only occur a limited number of times per game.
The SKILL command for KICK and RIOT now show information about your Fugitive Health. (The information is identical for both commands) It also shows information about the effect on Skill Power from Dog Level.
OMEN no longer has a chance to trigger from level up unless there are at least 10 Omens.
Equipment
All Onyx equipment except JOL and WRP now give additional Fugitive Health when they’re leveled up.
Bugs
Fixed an issue where player Fugitive Health was not being calculated correctly.
Fixed an issue where players couldn’t break out of jail.
Fixed an issue where players could become fugitives after apologizing.
Fixed an incorrect duration being shown for the player stun message.
Fixed an issue where Warp and Omen could visually appear in Strongholds but not be claimed.
Fixed an issue where Knight’s Sundering Kick was not applying Weaken Armor.
Fixed Riot being cancelled due to being able to jailbreak while not in jail.
Fixed an issue where Elite Corruptors were attacking at the same speed as normal Corruptors. They now attack faster.
Fixed an issue where the claimable expiration animation was not playing.
Fixed incorrect upgrade text on Mega Riot and Kick items. Now correctly says “8 damage per Item Level”
Gameplay Changes
Rapid actions can now critically hit.
Players are prevented from using Equipment while Stunned.
Stealth’s base maximum duration is now 60 seconds.
Jailbreak no longer cancels the player’s current action. This means players will be left in stealth until their next command after breaking out of Jail.
Prisoner and Fugitive Tier 2 Enemies power increased from 10 to 30.
Prisoner and Fugitive Tier 3 Enemies power increased from 30 to 60.
The appearance of Charm projectiles has been updated.
Charm displays now show icons by their damage numbers.
Updates
Claimable displays now rotate through their contents periodically so that all contents can be seen over time.
When a Claimable starts to be claimed, it will be moved to the front of the display so it is visible.
Projectiles and Damage Numbers have had some small changes to improve readability:
Projectiles are slower to make them easier to see.
Iterated on the appearance of Cop, Smith, Pet, Pray, Dig, and Kick projectiles.
Damage numbers are smaller and in some cases shifted to cover up less information during high volume play.
Frenzy VFX visuals have been toned down.
Structures no longer flash when hit. Instead they pulse / scale visually.
Chat messages for imprisonment, stun, and fugitive status are now throttled per player, so that duplicate messages appear less frequently during fugitive gameplay.
Bomb VFX and explosion audio have been updated.
Fixes
Prisoners can no longer escape from jail while they are stunned (e.g. if a projectile they had already fired would trigger a jailbreak.)
Fix projectile targeting issues:
Resolved issue where dog attacks were prioritizing different targets than Cop.
Resolved issue where players were frequently body blocking NPC attacks. This was addressed by introducing two rules:
If a projectile is intended for an NPC, it will not be able to hit players.
Likewise if a projectile is intended for a Player, it will not be able to hit NPCs.
Resolved an issue where double riot XP was being awarded.
OMEN can now be multi-claimed. Previously players weren’t able to simultaneously claim OMEN and other claimables like OFFER. This wasn’t intentional, but I kept overlooking it.
WARP’s progress bar no longer looks blue in the evening time.
Earn three new outfits in a series of simple quests that ask one thing: Claim TREATs!
These quests can be completed through 11 Nov 2024.
Quest Step
Quest Requirements
Unlock Skeleton Outfit
Give 50 Treats to the Dog.
Unlock Zombie Outfit
Give 500 Treats to the Dog.
Unlock Mage Outfit
Give 2,000 Treats to the Dog.
Spooky Chest
During Dog Level Up rewards, PICK B through E have an additional chance to select a Spooky Chest.
Earn a new (JOL) 1⭐ Jack-o-Lantern equipment by opening Halloween chests.
The chest is also a great source of Onyx gems and Gold.
New Equipment: (JOL) 1⭐Jack-o-Lantern
Requires Onyx to UPGRADE.
Base Effect: Gain +5% All Skill Power. | During Halloween: Gain an additional +5% All Skill Power per Player with a Jack-o-Lantern equipped. Base Effect: Gain +1% All Skill Power per Item Level.
Bug Fixes
Fixed issue where riot was not being cancelled after a jail break. This behavior will make its way back as an equipment effect in a future update.
Fixed issue where dog XP meter was not showing change in progress properly.
Gameplay
OMEN Updates
OMEN no longer spawns on an ambient timer.
OMEN now has a chance to spawn when the Dog levels up. The chance increases at higher Dog levels.
OMEN Expiration (Disappears after not being claimed for long enough time) takes 300% longer.
OMEN Claim Time takes 500% longer.
Further Dog levels may trigger the OMEN, especially if the OMEN is particularly strong.
There are now special sounds that play when an OMEN claim begins, and when it is successfully claimed.
OMEN looks more threatening at higher stack counts.
CANCEL Command Updates
If your character is claiming an item, CANCEL now only cancels item claiming and does not cancel your work action. Otherwise, it cancels your character’s work action.
CANCEL now lets you know what you cancelled in chat.
Bomb Updates
Bombs spawn half as often from OMEN. Bombs continue to only spawn at Dog Level 81 and higher.
Bombs now deal between 50K and 100K damage. Previously, Bombs destroyed 90% of Armor.
The types and quantities of Enemies that spawn during the endless game has been rebalanced.
Mostly Prisoners and Fugitives will spawn, with an increasing chance for other types of Enemies at higher Dog Levels.
Higher Tier Prisoners and Fugitives, which have higher base health and damage, spawn at higher Dog Levels.
Cop
Jail per Sword now scales with Structure Tier.
Smith
Now produces 2 Swords per Ingot. Now produces 3 Shields per Ingot.
1 Shield per 10 Smith Work, 1 Sword per 15 Smith Work, 1 Ingot = 30 Work
Armor per Shield now scales with Structure Tier.
Armor Anger Prevention, Reduction
Armor no longer offers the Dog 100% protection against Anger.
Armor first reduces Anger by a flat amount (Anger Prevention) then excess is reduced by a percentage (Anger Reduction.)
Anger Prevention and Anger Reduction scale with Armor Level and can these stats be viewed via INSPECT ARMOR.
Pet
Pet will now produce 1 Friendship per work (Previously 30 Friendship per 30 work)
Friendship
Friendship will now restore Tolerance while the Dog is not Angry.
Friendship’s passive XP gain will no longer be reduced to 0 while no players are active.
Claimables
Claim friction on Frenzy and Spark items has been removed. This means there is no longer a time penalty for larger stacks of these items.
Frenzy items are produced quickly at first, then slow down to their current rate as more Frenzy items are produced. This should help the early and mid game feel less slow.
The maximum Frenzy time increases with Structure Tier, up to 300 seconds at Tier 5.
Frenzy items add 15 seconds of Frenzy per stack (Previously 30 seconds), up to 5 minutes (Previously 30 seconds).
Increased Golden Spark expiration time to 1 Hour (Previously, 60 seconds)
Stronghold
Removed the passive drain on Dog Stamina.
Dog
Actions (General Changes)
The Dogs actions now always take a consistent amount of time.
The Dog will sniff around for Metal and Bones more often.
Spirit
Generating 5,000 Spirit while an Action is active increases the frequency of actions. This can stack up to 5 times.
SPARK! Action
Reduced base duration to 10 seconds, from 20.
METAL! BONES! Actions
Increased base action power by 60%
Base action interval is ~60% slower
Golden Dog
The maximum duration now scales with Dog level, increasing by +3 seconds every level (Base duration: 30 seconds.)
Anger
No longer decays over time.
Reduces Friendship XP/s to 0 while active.
Favor
The Dog favors Claimables less frequently.
The Dog is less likely to favor more than one thing at a time.
Favor now increases the strength of the favored interactable.
For Claimables, this increases bonus Claim Power by +0.2
For Structures, this doubles the structures output. (e.g. Dig would produces 2 Metal Ore for every 1 buried resource)
Quality of Life
Adding ‘?’ to any part of a targeting command (e.g. spark? Incense? pet?) will result in the command being ignored.
Added ‘WARP’ loadout keyword.
The ETA timer will now reflect the time for the Dog to level up at the current Friendship XP rate.
Spark and Frenzy claim chat messages indicate the duration of the effect.
Updated the Prestige command messaging to be clearer.
Added the PROGRESS command to check recent progress. This will also automatically be shown to you when you return from AFK.
UI element added to display how many Tiles there are pending, in the case where many are added at once.
Bug Fixes
Fixed an issue where the Dog would never look for Gems.
Fixed an issue where defeated Corruptors were blocking projectiles.
Fixed an issue where Prestige capes could be bought via BUYNOW.
Fixed an issue where players weren’t receiving capes until they used the PRESTIGE command, or logged out then logged back in. To earn the final Prestige cape, you must earn enough points after reaching Prestige 10. The amount of points to complete Prestige 10 will now be displayed in the PRESTIGE command.
Fixed an issue where the Work Efficiency for Smith was 50% lower than other structures.
Fixed Experience Stars unintentionally granting Friendship to the Dog.
When something is favored, interacting with it produces experience for the Dog and also generates Spirit.
Tolerance
Increases as the Dog levels up.
Low level Dogs require significantly less Anger to reach 0% Tolerance.
Friendship
XP per Second is reduced to zero while the Dog is Angry.
Spirit
The Dog can be motivated to perform actions by earning Spirit.
Spirit is generated whenever the Dog earns Experience Stars or Offerings.
Whenever the Dog would perform an action, there is a chance to instead generate a Golden Spark.
Dog Actions
Removed SNIFF – Now broken out into two separate actions.
Added BONES! – The Dog will sniff for buried Bones. Can be unearthed with DIG.
Added METAL! – The Dog will sniff for buried Metal Ore. Can be unearthed with DIG.
Added CHARM! – The Dog will sniff for Charms to add to a specific Structure.
Added SPARK! – The Dog will produce Golden Sparks.
The way the Dog decides their next action can be random or deterministic. For this update, the Dog’s actions always begin deterministic and quickly become random.
Dog Behavior
Lucky
Their first actions are always Spark, Pet Charm, Spark, Pet Charm.
Unlucky
Their first actions are always Spark, Cop Charm, Spark, Cop Charm.
Dog Levels
Renamed ‘Endless Dog’ to ‘Ultimate Dog’.
Structures
General
When a structure runs out of resources, but then later gains resources, your character will resume working that Structure if you did not give them a new command.
Your character will attempt to work the same structure they were working before entering a Stronghold or after leaving Stronghold.
Smith
Produces Armor at a rate of 2 Armor per 30 Work. (Previously 30 Armor per 30 Work)
Produces Swords at a rate of 1 Sword per 60 work.
No longer randomly chooses between producing Swords and Armor.
Pet
The amount of Tier XP required to increase its Tier is now higher than other structures.
Cop
Produces Jail Health at a rate of 1 Jail Health per 10 Work. (Previously 30 Jail Health per 30 Work)
Produces Jail Health regardless of the presence of enemies. (Previously, only produced Jail Health if no enemies were being targeted)
Enemies
Corruption Rework
No longer can be mitigated by Prayer.
No longer appears in Strongholds.
When the timer for Corruption reaches zero, enemies are spawned.
Higher Corruption stacks will spawn
All Corruption is removed when the timer reaches zero.
Corruption spawn rate increases with the number of players.
The number of Corruption stacks that spawn increases with higher Dog levels.
Warped Corruptor
Health increased to 5,000 (up from 500)
Spawns periodically starting at Dog Level 40.
Strongholds
The Dog loses Stamina over time while inside of a Stronghold. The rate at which Stamina is lost increases with higher Stronghold levels up to a maximum rate of 60 Stamina per second.
Progressively more enemies now spawn in higher level Strongholds, up to Stronghold 7 (Current difficulty cap.)
Claimables
Claim Duration
Larger stacks of claimables take longer to claim.
Claim Speed is faster for 1 to 2 players.
1 Player – 4x Claim Speed
2 Players – 1.25x Claim Speed
3+ Players – 1x Claim Speed
Golden Spark
Now immediately trigger a Golden Dog. (Previously, added a Tile.)
Adds 5 Seconds of Golden Dog per stack. (Previously, 60 seconds per stack.)
Frenzy
The amount of Skill XP granted from claiming Frenzy Items (GAVEL, FORGE, TREAT, INCENSE, DRILL), or Resources (SMELT, OFFER) scales up to a maximum value based on the stack size when claimed.
Rewards
Dog Level Up Rewards
Reward votes now last 20 seconds (Previously: 1 minute)
Participation is no longer required to vote for a reward, allowing players to jump in and grab rewards whenever they are on screen.
Reward votes will no longer wait for offline players to vote. If all non-offline players have voted, then the vote will immediately end.
When a chest opens, all of its contents will be shown at once. This cuts down on the amount of time spent waiting for rewards to end.
It is no longer possible to roll the exact same reward in multiple PICK options during a reward vote.
Character Customization
A list of customizations and how to earn them is available on the 🎨 Character Stylepage.
New Commands: SKIN, BODY, HAIR, CROWN
Type a number (no space) after the command to equip a different customization.
Hair Customizations are all free, and can be dyed to a particular color by including that color in the command.
HAIR3 BLUE
A list of dyes can be found on the customizations page.
Customizations can be purchased by typing BUYNOW <code>.
Quests
Reaching Level 100 in each Skill will award a unique customization for that Skill.
Reaching Level 100 in both Kick and Riot will unlock the Demon customization.
Players must reach Level 40 in a particular Skill to unlock the Daily Quest for that Skill.
Polish
Projectiles
Updated the feel and look of many projectiles in the game.
The projectile system now supports more dynamic / physical behaviors.
Twitch Chat
Skill commands now show a text-based XP bar to visualize progress.
The message for successfully upgrading an item now mentions the item that was upgraded by name and level.
Players
Characters now visibly appear on top of most UI and projectiles in game, so that they are easier to see.
UI
Armor / Jail Meters:
Added animation feedback when these are damaged.
Updated the font colors to be slightly more muted.
Friendship, Armor now have more muted icon colors.
Added labels that display when modifiers are incremented up from zero. These labels can be inspected via the INSPECT command to reveal additional information.
Claimables UI now has a softer background.
Frenzy Item UI changed from “ITEM” to say “FRENZY”.
Updated the Item Use feedback to be bolder.
Damage numbers are now larger, easier to read.
Damage numbers for Structure Work are colored based on the structure.
Damage numbers now also show an icon to better indicate what they are affecting.
Damage numbers animate differently based on the value of the number. Negative numbers will animate downwards, while positive numbers will animate upwards. Large numbers will appear larger and shake slightly.
Added VFX when Anger is incremented from zero.
Removed meter displays from Structure Resources (Swords, Metal Ingots, Offerings) and Charms. Since these meters would move very quickly they provided little additional clarity.
Actors
The Dog flashes red when they take damage.
The Jail flashes red when it takes damage.
Structures flash gray when they are worked.
Audio
Tuned the grace period between when sounds should merge, making it less likely that the same sound will stack additively at an unpleasantly high volume.
Added a music that plays when the Dog begins to leave.
Rewards are given out at every 5th Dog Level reached (including during Strongholds)
Each reward choice gives out 5x rewards.
The minimum number of PICK choices has been increased to 2, and the maximum number of choices has been increased to 5 (PICK E.)
The duration to PICK has been increased to 60 seconds.
Decreased the chance for Tier 1 chests to appear.
Increased the chance for Tier 2, Tier 3, Gold chests to appear.
Increased the chance for Gems to appear.
Mystery Chest has been added, which can drop any non-onyx equipment of any ⭐.
Significantly increased the chance to find 5⭐ items from chests.
Stronghold Rewards
There is now a single reward choice at the end of a Stronghold, and the quantity of rewards each choice gives is increased by the Stronghold Reward Bonus and Base Reward.
Stronghold’s rewards are updated as follows:
All Levels grant +1 Base reward
Level 1 – 3: +2 Bonus (3 Total)
Level 4 – 6: +3 Bonus (4 Total)
Level 7 – 9: +4 Bonus (5 Total)
Level 10 – 14: +5 Bonus (6 Total)
Level 15 – 19: +6 Bonus (7 Total)
Level 20+: +7 Bonus (8 Total)
Gameplay
Golden Dog no longer grants additional rewards.
Dog Inspection will tell you when the next rewards will be given.
Updated Golden Spark inspection description because it was out of date.
Bug Fixes
Fixed an issue where enemy waves were not spawning properly.
Fixed an issue where it was possible to warp to a Stronghold after the game had ended.
Fixed an issue where the inspection description for Golden Spark was incorrect
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.
Fixed an issue where Weaken Armor was not being reduced by the correct amount from Smith.
Gameplay
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.
v97.1
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.
Gameplay
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)