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).

Loot

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.

Digging

  • 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!

Raider

Major Update!

Update: v95c

Systems

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.

UI

  • 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.

Gameplay

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.

Balance

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

Major Update!

Update: v95b

Gameplay

General

  • Corruption now additionally emits a pulse of energy that heals all enemies by 20% of their maximum health. Each pulse consumes 2 Corruption.
    • This pulse will also heal Demon or Fugitive Players.

Rewards

  • Post Game Rewards now allows each player to choose the chest they receive.
  • New Ending Type: Flawless Victory. If the Dog loses no Hearts during a game, then the Flawless Victory is earned. This adds a couple bonuses to the post game rewards:
    • Additional 2x Multiplier on Points rewards.
    • 3rd Chest Option in Chest Voting for that round. (i.e. Vote C)

Items

  • Two new (5⭐⭐⭐⭐⭐) item series have been added: Empowering, and Hastening. These items give passive boosts to Skill Power and Skill Speed, respectively.
  • Two new (3⭐⭐⭐) items to complete the Soul Series: Scavenger Soul, and Spirited Soul.
  • The icon artwork for the Rapid Series has been updated. The previous Rapid artwork is now being used for the Hastening series.
  • The Item Codes for the Soul Series have been updated to be consistent with other series.

See the Items page for updated information.

Balance

Rewards

  • The amount of Gold awarded from Chests has been increased.

Upgrading

  • It now costs Gold to upgrade an Item’s Tier. This information has been added to the Upgrading page.

Items

Mega Series

  • Cooldown time reduced to 60 seconds (Down from 120 seconds).

See the Items page for updated information.

Quality of Life

  • WITHDRAW and DEPOSIT now accept multiple item codes (up to 5, to cover your whole backpack)
  • New command: LOAD. Accepts up to 5 item codes. Behaves like a DEPOSIT ALL followed by a WITHDRAW. This lets you quickly switch to a specific set of items.

The Item Commands page has been updated with the new command information.

Major Update!

Update: v95a

Greetings all,

We’ve gotten a lot of great feedback on our new systems and have taken time to make some improvements as well as fixes to some critical issues.

Problems with RNG

The drop rates of all items have been affected in this update, with Tier 5 items being the most affected.

I probed around for potential issues with how items are being rolled. Why was Dire Pray almost impossible to roll? It didn’t take long to realize:

  • I didn’t implement weighted random selection correctly (How embarrassing) but have corrected the error and verified that it’s now working as intended.
  • The actual drop rates were off across the board from their intended values, but Tier 5 items on Difficulties 8 and 9 specifically were WAY more generous than intended, due to the error. (Except for poor Dire Pray)

Consequently, all item drop rates have been updated, but the most significant change is that Tier 5 items will be much rarer in Difficulty 8 and 9.

Item Recycling

You can now discard and receive materials from unwanted Mail using the new RECYCLE command (and its counterpart, RECYCLENOW)

Recycling gives Gems or Gold based on the type of item recycled, and based on its Tier.

  • Tier 1: 10 Gold
  • Tier 2: 1 Gem
  • Tier 3 – 4: 3 Gems
  • Tier 5 – 6: 5 Gems

Please refer to the command help section in Item Commands for more details.

Should SMITH and PRAY share the same color?

A small Straw Poll was opened in the Discord. Nine of you responded to the survey, with all but 2 votes disagreeing that SMITH and PRAY should share the same color (Blue).

While SMITH and PRAY were originally the same color for sharing similar functionality (Prevent the Dog from losing Hearts), I also thought that it would be best, given the current state of the game, to be consistent with how COP, PET, and DIG are all separate.

SMITH Chest, Gem, Color

SMITH will no longer share the same color, gem, and chest as PRAY.

  • SMITH is now colored Indigo
  • New Gem: Amethyst

Are Charms Charming?

Because Charms last an entire game, with no way to remove them, their effects had to be somewhat limited. Charms were intended to play the role of a slow momentum gain that, if built up, would greatly improve your odds of success.

There’s a few problems I’ve observed with Charms since release:

  1. The momentum gain was slow.
  2. It’s a lot of work to type in codes.
  3. Players were picking up fewer charms every day.
This data is from the first week of v95’s release.
More recent data is on the right side of the graph.

Charm Updates

To help address these problems, we’ve made these changes:

  • Multiple Charms can be claimed at a time. You can do this by typing codes separated by spaces, such as: aaa bbb ccc ddd eee. You can claim up to 5 Charms in this way.
  • Charms now are time limited, and far more powerful. Read more below for details.
  • Claiming a Charm grants 10 Contribution. Increases the Points you receive at the end of the game.
  • Charms grant Friendship when they overflow from DIG.

Charm stacks are now limited to 5, and all Charms decay over time.

When a Charm decays, all stacks are removed. The decay is reset when a stack is added.

Charm effects previously triggered 1 effect per 10 Works (+10% Work Efficiency), and now instead trigger 1 effect per single Work, per stack (+100 to 500% Work Efficiency, depending on stack count).

Other Changes

  • Difficulty 7 – 9 have had more Fugitives, Prisoners, and Arsonists added.
  • DIG takes more Work to produce a Chest. (180 Works, up from 90)
  • Players who did not participate in the previous round will no longer be able to vote in Post Game Rewards.
  • Updated Chest artwork.

Bug Fixes

  • The Daily Quest ‘Daily Games Player V’ has had its Gold reward restored.
  • The UPGRADE confirmation after successfully upgrading an Item’s Tier now displays the correct cost consumed from your Wallet.
  • Lobby: The first Difficulty site fully worked should now prevent other Difficulties from being chosen.
  • Lobby: Updated Difficulty 7 – 9 work sites to display the correct amount of works required (60).
  • Actions that started in the Lobby will now properly be cancelled before a game starts.

Thank You

The first couple weeks of v95 have been bumpy, but a lot has been learned and a lot has been fixed.

Thank you for your time, thoughts, suggestions, and of course… Thanks for playing!

Raider

v95 Minor Updates & Fixes

v95a.3

Quality of Life

  • It is now possible to type USE ABC to trigger a specific item’s Use effect.

Bug Fixes

  • COP was incorrectly generating Jail Health while simultaneously damaging enemies. It now only adds Jail Health while not damaging enemies.
  • Fixed some issues where the ‘Dog has not left in’ timer wasn’t resetting from Kicks. The timer should now persist between games, and between application restarts.
  • The Skill command is now less aggressive about what it matches. (E.g. typing ‘I like to skill pet‘ will no longer trigger the command)
  • The Bank now includes Amethyst in its upgrade costs.
  • The Recycle command is no longer case sensitive.
  • Fixed an issue where UPGRADENOW was sometimes showing an incorrect upgrade cost.

Website

  • The Upgrading page has been updated to include Amethyst.
  • The Items (v95) page has been updated to include icons, as well as searching and sorting capabilities.
  • The Charms page has been updated to include icons and searching capabilities.
  • The Commands page has been updated to be more consistent with how the Items Commands page is written.

v95a.2

Bug Fixes

  • Fixed an item duplication issue caused by claiming more Items from the Mailbox than you could hold.
  • Difficulty 9 Power was unintentionally raised to 60 and has been lowered back down to 52.

v95a.1

Bug Fixes

  • Charms should no longer be able to stack past 5.
  • Gems should now properly be added to the Mailbox when they overflow from your Wallet.

v95.7

Balance

  • The amount of Corruption that Corruptors add has been increased slightly.

Bug Fixes

  • Fixed an issue where the Mailbox would display both the Currency quantity in your wallet, and the quantity in the mailbox.
  • Fixed an issue where Upgrade prices were not being calculated correctly.
    • Developer Note: Although the prices appeared to be random, what was actually happening was the Upgrade price would change as other players in the lobby took actions or used the Upgrade command. The price would reflect whatever the last Item used in a calculation was. I originally thought we were just missing some price checks, which we were, but additionally there was an issue in a piece of code called the Variable Stack.

      Imagine a stack of paper, where you can place a sheet on top or remove one from the top. Whenever paper is added to the stack, we write down what it says somewhere, and the game reads what we wrote. When you take a piece of paper, you also have to write down what that paper says, or its lost forever. (Because… well, paper is cheap and we have a lot of it. This is a terrible metaphor for computer memory, by the way.) Well, we weren’t writing down what the paper said, the game assumed we knew what we were doing, and just rolled with the last thing we wrote down…. Which was likely someone else’s upgrade cost, or possibly even the cost of another item you had equipped.

v95.5

Bot Messages

  • The message when an Item reaches max level more clearly indicates the next UPGRADE will increase the Tier.
  • The Bot will now tell you when you cannot claim an item from your Mail because it cannot be leveled up.
  • The enemy wave started message is no longer misleading about how you can target enemies.

Bug Fixes

  • The ITEM <code> command now properly shows the name of an item you don’t own.
  • The ITEM command can no longer trigger in sentences that begin with ‘item’.
  • Fixed an issue where UPGRADE was not displaying the correct cost to increase the Tier of an item.
  • COP now properly gives a miniscule amount of XP every time it’s performed in the Lobby.
  • Fixed an issue where the PRESTIGE command did nothing for players who had completed the MAX Prestige.
  • Fixed an issue where UPGRADE BANK would incorrectly state that players could not afford the upgrade despite having all the materials.

Major Update!

Update: v0.95

Release Highlights

  • Permanently unlock Items, equip multiple at a time.
  • Skill cap increase, Skill damage calculation updates.
  • Charms – a new type of buff for Structures.
  • 3 additional difficulty levels, 2 new enemy types.

Items

In this update, we’ve rebuilt items to be permanent unlockables that can be leveled up as you play.

  • Collect Items from post game rewards.
  • Keep Items you earn in the BANK.
  • Place Items in your BACKPACK to use their Passive and Active abilities.
  • Level up Items with Gems to make them incrementally stronger.

Collecting Items

At the end of every game, the entire lobby earns rewards. The best rewards are earned by winning. Higher difficulties reward more Items per victory. Earned Items can be viewed by using the new BANK command.

Once an Item has been earned, it can be placed into your BACKPACK. Any Items in your backpack can have their effects triggered during a game.

Note: Having an item in your Backpack does not free up BANK space.

You can learn more about managing your BACKPACK and BANK on the Item Commands page.

You can check out all the items available in this update on the Items (v95) page. There are 31 new items in this update.

Please note that all items from before this update have been deprecated and can no longer be accessed or used.

The Mailbox

If your Bank cannot store any new items, or you cannot hold any additional Gems, the excess items/gems are sent to your Mailbox. Your Mailbox has a fixed store space of 10. If your Mailbox fills up, you run the risk of permanently missing out on items/gems.

Item Upgrades

Items now have a Level in addition to a Tier. Items can level up in a couple ways:

  • Spending Gems
  • Finding Duplicate Items

Gems are a new currency that can be earned at the end of a game, and are important for upgrading. The cost of upgrading an item increases with its Tier.

Items can similarly have their Tier increased by spending Gems. When an item’s Tier is increased, however, its Level also resets to zero.

You can learn more about what kinds of things you can upgrade, types of Gems, as well as upgrade costs, on the Upgrading page.

Using Items

When a game starts, there will be a 60-second period where players can still move their items between the BANK and their BACKPACK. During this time, Items cannot be used.

After this BANK lock period, Items can have their Passive and Active effects triggered. Not all items have a Passive or Active ability, so be sure to look up your item’s effects with the ITEM command.

USE

The USE command will trigger Active item effects on all items in your BACKPACK at once. When an item has its Active effect triggered, it goes on cooldown for a set period of time.

Skills

In v95, we are bumping the level cap of all skills to 50 (Up from 30)! Additionally, we have updated how damage is calculated across all skills, rebalanced experience gains.

Experience Rebalance

While the exact numbers are different, this is an approximate representation of the new experience curve.

The maximum XP you can gain per action is 10 xp.

Level RangeApproximate XP per Level
1-91,000
10-254,000
26-3911,000
40-5015,000

Damage Calculation Updates

Damage is now based on the difference between the Power of a given Difficulty, and the Power of your Skill.

The minimum damage you can naturally deal is 1, and the maximum damage you can naturally deal is 50 (Not accounting for any Item effects, such as Critical Chance). To deal 50 damage, you must have a Power advantage of at least 40. To deal 1 damage, the Difficulty Power must be at least 10 higher than your Power. If your Power and the Difficulty Power are evenly matched, then you will deal 10 damage.

PRAISE and JAIL Skills Removed

The functions of these skills have been incorporated into PET and COP respectively.

Charms

Charms are a new type of buff that apply to Structures. In v95, all Charms last for the duration of a single game and can be found in one of two ways:

  • DIG Chests
  • Bone Level Up Chests

Charms take the place that Items previously filled. They can be claimed by typing in a 3-Letter code. More players claiming a Charm means the Charm will be claimed faster.

For a complete list of Charms, hop on over to the Charms page.

The maximum number of Charms that can be ‘claimable’ at one time is 10. There is no limit to the stack count of Charms applied to Structures.

New Difficulties, Enemy Types

New Enemies

These new enemies will only spawn in Difficulties 4 and above.

New Enemy: Bomb

  • After 30 seconds, the Bomb explodes and removes 1 Heart Point from the Dog.

New Enemy: Arsonist

  • This enemy spawns in Jail.
  • When this enemy breaks out of Jail, it will target Structures and unleash fireballs that damage a random Structure without triggering any of the Structure’s beneficial effects.

Difficulty 7, 8, 9

Three additional difficulties have been added. Their Power levels are 45, 50, and 52 respectively. Good luck!

Also, players can now elect which difficulty to play on. Higher difficulties will require a Veteran player to access.

General

PRESTIGE

  • PRESTIGE titles have been changed to: Beginner I – II, Veteran I – II, Expert I – III, Master I – III.
  • The Gold cost of each Prestige level has been reduced significantly.
  • Check out the Prestige page for an updated table of point requirements and gold costs.

LOBBY

  • PET, COP, KICK, and RIOT all work in the Lobby. You can pretty much play the OG version of Don’t Kick the Dog in the Lobby, now. Performing these actions adds a miniscule amount of XP to your skills.
  • Players can now work Structures to move around the Lobby, and start a specific difficulty.
  • Leaderboards for all-time actions performed have been added to the Lobby.

QUALITY OF LIFE

  • Player Actions are no longer interrupted when a Structure goes on cooldown.
  • Demon players are no longer restricted from most things.

Closing Thoughts

This was yet another major evolution for the game, coming out just a little bit over 2 years since the game’s original launch.

We started this update almost exactly 4 months ago, and while a 4 month development cycle might seem like a long time, it has felt like barely any time at all. At the same time, I feel like every update allows us to make bigger and bigger jumps going forward.

We’ll see where we end up landing… Thanks for playing, and remember:

Don’t Kick.

Minor Update: v0.94.1

Gameplay

Structures

  • Jail Health no longer decays.
  • Jail now spawns a Jail Chest every 200 Health. The Jail Chest only drops Tier 1 Officer’s Badge and Gavel items.
  • New Item: Repair – Immediately restores a Structure to max health. Gives priority to Structures that are on cooldown, and then the lowest health ratio structure.
  • When a Structure goes on cooldown, it has a chance to drop a Repair item. The chance increases as more Structures go on cooldown.

Difficulty

  • Corruption spawns tougher enemies at higher Corruption stacks.
  • Difficulties 4-6 now all start with 5 HP, and Structure Lv 3.

Victory

  • Bones Completed bonus increased to +6 per Bone, up from +3.

UI

  • Enemy Waves UI updated to show when enemies will despawn, when an enemy group in a wave has been defeated, and also shows the current wave number if the wave has started.
  • The Waiting Lobby now shows what Difficulty is up next instead of the Dog Name.
  • The number of claimable items in the Item Queue is now displayed.

Fixes

  • Fixed a bug where the chat bot would crash silently.
  • Fixed a bug where players could not Riot if they happened to be in Jail at 0 HP.
Major Update!

Update: v0.94

Release Highlights

  • Defeat all enemies, or complete all bones to win points!
  • Difficulty increases with each victory, or resets to zero on defeat.
  • Enemies get stronger, and bones require more points at higher difficulties.
  • Gain Power from levelling up Skills.
  • Structures are now permanent and level up whenever a Bone is earned.

Defend against Enemies of the Dog

In this update, enemies will now spawn every five minutes to kick or corrupt the Dog.

  • Enemies gain more health at higher difficulties, and deal more damage.
  • Waves spawn more enemies at higher difficulties.

Difficulty Levels

There are currently 6 Difficulty Levels in the game. A Difficulty is currently represented by:

  • Number of Enemy Waves
  • Number of Bones
  • Starting Enemy Wave
  • Starting Structure Level

Lucky, the Dog, represents Difficulties 1-3. Unlucky represents Difficulties 4-6.

Earn Xp and Points

Points are earned by contributing to either (or both) the Dog’s defenses, or growth, at the end of the game.

  • Dig, Praise, and Pet all contribute to Growth.
  • Pray, Smith, Jail, and Cop all contribute to Defense.
  • Your contribution to each of these categories is multiplied at the end of the game based on how many Bones and Enemy Waves were completed.

All these actions also grant you Skill Xp.

Skills

Levelling up a Skill grants increased Power for that Skill. Power means dealing more damage with that Skill, which means faster contribution, which means more points!

There are currently 9 Skills in the game:

  • Cop: Imprison/defeat enemies of the Dog.
  • Dig: Unearth treasures and equipment.
  • Jail: Keep Prisoners at bay.
  • Pet: Add Friendship to the Dog, and decrease the Golden Dog timer.
  • Praise: Add Friendship to the Dog, and generate Pets.
  • Pray: Add Spirit to the Dog, which protects against Corruption and Kicks but decays over time.
  • Smith: Add Armor to the Dog, which protects against Kicks.
  • Kick: Don’t do this.
  • Riot: Don’t do this.

You can check your skill level with the SKILL <skill name> command, or you can check everything with the SKILLS or POINTS command.

Level/Power Cap

The MAX level for any Skill this release is 30. At Level 30, all skills currently give 2045 Power. Power can be translated to ‘Maximum Damage’ by dividing by 100, and then rounding up. The Power and Level Cap may be increased in the future.

Structure Updates

  • JAIL, PRAISE, PRAY, SMITH, and DIG are now all permanent structures on the playing field. Simply type the Structure’s name to interact with them.
  • Structures go on cooldown instead of being destroyed. There is no more PLEDGE to build Structures with Gold, and Structure Voting has been disabled.

Bone Level Increases Structure Level

This release, gaining a Bone Level will increase the level of a Structure. Each Structure will receive a level in a fixed order, so there is an even distribution as the Bone levels up.

It is set up so that every Bone Tier all Structures will have received 1 level. So for example by the time Epic Bone (Tier 4) is finished, all Structures will be level 4.

Item Updates

Many items have been deprecated or reworked to provide benefits to Skills. A list of all items and their effects can be found here.

In general, here is what has changed:

  • Equipment items have been added/updated to grant stat boosts to a particular Skill as a passive.
  • The Charge capacity for items has been standardized as follows: 60, 50, 40, 30, 20 for each Tier (I thru V) respectively.
  • Higher Tier items deal significantly more damage than lower Tier items. So although high Tier items have lower Charge capacity, they deal more damage per Charge.

Item Stats

  • Crit Chance: Increases the likelihood of dealing a critical strike.
  • Crit Power: When dealing a critical strike, multiplies the damage you deal.
  • Speed: Increases the rate at which you perform an associated Action.
  • Power: Increases the damage you deal, additively.

Misc Changes

  • Players who have zero Kick and zero Riot XP will have a Halo above their heads. This also means that all players will have a fresh chance to keep, or lose, their Halo.
  • The CAPE command now displays information about what cape is currently equipped, what capes you have unlocked, and how to earn the next cape.
  • The PRESTIGE command now displays information and your current Prestige, the next Prestige you can earn, Gold cost, and Point requirements.
  • The DOG command now shows information about the current Difficulty. Using the DOG command while in the waiting lobby will display information about the next Dog.
  • The POINTS and STATS command no longer displays overall Rank.
  • The STATS command now displays the count of all lifetime Skill actions taken.

Status on Next Update #3: v0.94

Hey all.

This is the home stretch! I’m insanely excited to push this puppy (heh) live.

As a reminder, this weekend the stream will be taken offline as I do preparation for the update. This will happen starting this Friday, and the stream will return with the update Monday, 12/9 at around 7 PM PT.

What I have been working on

  • Reverting the decision to have Friendship decay over time.
  • Gold will now only be awarded through Daily Quests. Added a daily quest for every Skill.
  • Gold costs and Point Requirements for Prestige remain unchanged, but I am working on balancing point gain from contribution and Golden Sparks. This will be an ongoing effort that extends past v0.94 release.
  • Stability / Bug Fixing

Status on Next Update #2: v0.94

Live Stream Down Nov 24

The live stream will be taken down on Nov 24 @ 1 PM PST so that I can test the update on the Live PC. The stream will be down for the rest of the day, but I will post on #announcements when it returns.

Release Date Dec 9

With Thanksgiving coming up in the US, I’m spending a lot of my time with friends and family so I will not be able to work on the game very much. I work on the game as a hobby, so these things always take priority 🙂

The new estimate for the update is another two weeks out: December 9th.

The weekend before release (12/6 – 12/8) I will be taking down the live stream. After that point, the next time the stream goes live will be with the new update!

What I have been working on

  • Balancing Difficulty & Rewards.
  • Higher difficulty Dogs start with higher level Structures. So for example, Difficulty 2 starts with all Level 2 Structures.
  • End game scoreboard now shows a breakdown of how the point reward multiplier is calculated. Made it clearer which scoreboard category is being viewed.
  • Support has been added to restore a player’s account in the case where someone has changed their Twitch username. This is not automatic yet – if you have lost data because of a username change please DM me (Raider) on Discord.
  • There is now a chat message and in-game message when an Enemy Wave is defeated.
  • Continuing to investigate BSOD issues with the DKTD PC. Updated drivers and am now crossing my fingers.

Raider