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.


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.



Status on Next Update: v0.94

WIP Screenshot of some of the changes made recently.

Greetings all,

It’s been a couple weeks since the Demo and I’ve been addressing some major feedback points. This is a longer post, hence the Blog update 🙂

Here are some of the biggest changes:

  • Points gained at the end of the game are now based on Contribution, and multiplied at the end of game based on the number of Enemy Waves and Bones completed. Just for clarity: Contribution is measured in the amount of damage dealt for a particular group of skills. So for example you may contribute 5,000 to Growth and 5,000 to Defense. At the end of the game, your points would be calculated as: (5,000 + 5,000) x Bone Multiplier x Wave Multiplier. Additionally, the type of Victory makes Contribution in the same category (E.g. defensive victory and defense contribution) worth double.
  • Good, Great, Epic, and Legendary Chests now only drop 1 item. They are now more likely to drop an item of the corresponding Tier (II – V) and cannot drop an item of a Tier lower (Good Chest doesn’t drop T1 items).
  • Items of higher Tiers now have dramatically reduced max charge. Charge per Tier is now: (60, 50, 40, 30, 20) for Tier I thru V respectively. T5 items have been fixed to have the correct stats 🙂
  • There is now an indicator on screen at all times to show the current difficulty, and progress towards each win condition. There is now info in the Waiting Lobby about the Current/Next Dog.
  • Projectile feedback has been made more consistent – e.g. petting now shoots at the Pet stacks, which then shoots tracers at the things Petting affects (Friendship, Golden Dog). I hope projectiles continue to be a helpful, visual aid, and not annoying.
  • A new Damage Leaderboard UI has been added that shows the top players in each Contribution category as well as their current action. So even when the game gets hectic, you can still see who is contributing the most.

Also, this week we lost a number of recent Blog Posts after a ransomware attack on our hosting provider. More would have been lost had I not done any local backing up of the site, so that is fortunate. Since then I have chosen a new hosting provider to restore the site. No game data was affected. Maybe back up something valuable to you today 🙂

What isn’t going to be in this update?

Just as important as what is going in. As always, feel free to drop a line in the #feedback or #suggestions channel on Discord with your thoughts.

  • There’s no reward for kicking in this update – except Skill Experience. Many of you saw this in the demo, but I just wanted to be extra clear. This update will focus on the PvE experience.
  • There’s no gameplay effect for Prestige or Hero Level in this update – but it still awards cosmetic capes. Prestige used to grant extra Friendship on pet. The CAPE command, however, is being enhanced.

Login Changes: The update will support a maximum of 50 players

For performance reasons the game will not allow more than 50 players to login (Also, it just becomes a visual mess on screen).

There are additional changes to how login works, too. Though I have been testing often, it was a major, risky change to enforce a 50 player maximum. I don’t anticipate hitting 50 concurrent players anytime soon 🙂 but better to be prepared!

Here are some “Fun Login Facts”

  • You no longer automatically login just by visiting the channel. You must enter something in chat to be logged in. Lurkers- rejoice!
  • The login system is first-come-first-serve. A message will be emitted in chat periodically when the maximum player limit is reached. You will be able to check your login status with the LOGIN command.
  • If you are idle for more than 10 minutes, you will be automatically logged out. This happens even when the game is not at capacity.
  • If you are idle for 2 minutes, you are considered AFK (This can be seen as a Zzz icon in the damage leaderboard). Players who are AFK are logged out when the game is at capacity to make room for active players.

New Update Date Update: SoonTM edition

There is still a lot of work left to do. For example updating all the rules of the game everywhere because the game is very different now [heavy breathing]. It is at least another two weeks out. I hope we can all be playing together over Thanksgiving.

Thank you all for waiting~ I hope you find it to be worth the wait.



v0.91b Minor Updates

BARK! The game is getting a minor update! These updates contain bug fixes and small improvements to the game.

This post will be updated with all minor updates for v0.91b

v0.91b.3 (5/7/19)

Bug Fixes

  • Fixed a bug where the event display could get stuck after a Fugitive Raid upgraded to the next level.

v0.91b.2 (5/5/19)


  • Demons now add 60 Jail Health when imprisoned (Down from 100).

Bug Fixes

  • Fixed a bug where Demons would not add more Jail Health than normal Fugitives when imprisoned.
  • Fixed an issue with actor despawning that would destabilize the game.

v0.91b.1 (5/2/19)


  • Jail Health now decays at a rate of 1 per 10 seconds.


  • Modifiers that have a duration now visualize how much time has elapsed. (Jail Health, Digging Frenzy, Golden Pet)
  • Jail Health now displays even at 0 health, to indicate that RIOT will work immediately.

Bug Fixes

  • Fixed an issue where Modifier feedback would appear even when it had no effect (e.g. removing Pledges when there are no Pledges via Gold Mine).
  • Fixed an issue where (Inactive) would appear on inspected items if your item was inactive.
  • Fixed an issue where the Golden Dog summary would display the total amount of earned Friendship, rather than the Friendship earned during Golden Dog.
  • Fixed a typo on [Corrupted Pledge].

Update: v0.91b

A hearty BARK! from the Dog!

This update adds Structure Voting, a new way to elect a Structure for the next Pledge project.

Structures have also undergone some changes in general. Many structures now directly modify a relevant Dog / Realm modifier (Armor, Purity… Pledge stacks) after a certain number of works by players. Some structures now recharge items.

Other changes:

  • Golden Dog update
  • Bone point requirements rebalanced
  • Jail Health decay
  • Auto-forgiveness after a set period of time
  • Items above Tier 2 don’t break when running out of charges

Golden Dog

This feature is getting a tweak in behavior for the first time in a while. The hope is that this makes the benefits of Prestige / Levelling more unified, while also making the Friendship benefit of Golden Dog a little more relevant.

  • Golden Dog now grants Unlimited Pets for 60 seconds. 
  • Each Golden Pet awards a certain number of Points and adds Friendship.
  • Pet speed is increased by 1 per second during Golden Dog.


Bones have had their point requirements rebalanced so that total points required to earn all bones are better distributed among lower level bones.

For context: Incredible Bone V now requires 10 M points (Previously 2.85 M). However, the number of points required for Enlightened V is lower, at 163.5 M points required (previously 178.8 M).

Structure Voting

If a structure can be built, a vote begins periodically to determine the next structure to be built. You can enter the vote by using vote a / b / c / d. The corresponding structure’s icon will be present on screen, and the name of the structure will be output in chat.

The selection of Structures is currently random.

Voting also means that multiple structures of the same type can now be built.

Structure Updates

In general, structures give better benefits for being worked. 

  • Structures can now repair certain types of items every X works you perform.
    • 10 Works = 10 Charges
    • Many items have had their descriptions updated to indicate where they can be repaired.
  • Some Structures now give modifiers like Armor, Purity for every X works performed on it.
    • 10 Works = 10 Stacks


Blacksmith (New)

  • (10 Works) Grants 10 Armor.
  • (10 Player Works) Repairs 10 Charges to held [Steel Hammer] and [Steel Shovel] items.
  • (10 Player Works) Grants you 1 Gold.

Altar of Dog

  • (10 Works) Grants 10 Purity.
  • (10 Player Works) Repairs 10 Charges to held [Holy Pledge] and [Corrupted Pledge] items.

Gold Mine

  • (10 Works) Removes 10 Pledge stacks.
  • (10 Player Works) Grants you 10 Gold.
  • (1 Health) Opens a Minecart Full of Gold.

Police Station

  • (10 Works) Grants 10 Jail Health.
  • (10 Player Works) Repairs 10 Charges to held [Gavel], [Officer’s Badge], and [Secret Agent] items.
  • (10 Player Works) Grants you 1 Gold.
  • (1 Health) Opens a Justice Chest II

Pet Shop (New)

  • (10 Works) Grants 10 Jail Health.
  • (10 Player Works) Repairs 10 Charges to held [Saving Pet], [Friendly Pet], [Greedy Pet], and [Rowdy Pet] items.
  • (10 Player Works) Grants you 1 Gold.
  • (1 Health) Opens a Shopping Bag.

Tool Shed

  • Unchanged.
  • (1 Health) Opens a Tools Chest.



  • Treat Dispenser has been deprecated in favor of the Blacksmith, and Pet Shop structures for gaining Armor and Pets, respectively. 


  • All items above Tier 1 no longer break when they run out of charges. Instead, they will remain held until they are dropped or sold. Dropping an item with 0 charges destroys the item.

[Steel Hammer] I, II, III, IV

Renamed from [Steel Pickaxe]. New artwork. No other changes.

  • Charges: [30, 60, 90, 120]
  • Passive: Work Power increased by +[1, 2, 3, 3]. Consumes 1 charge per Work. Repairable by Blacksmith.


  • If you are a prisoner / fugitive, and have not kicked the Dog for 15 minutes, you are automatically forgiven / released from jail. This will also reset the Demon status.
  • Jail Health now decays at a rate of 1 per 5 seconds.
  • Small, Good, Great, and Epic Chests have had their required digs increased.


  • All modifier icons have been updated.
  • Updated how players show they’ve added modifiers (Friendship, Corruption, etc)
  • Construction / Destruction of Structures now plays a little animation.

Update v0.91a.6

This small(ish) update rebalances many PvP items, contains tweaks Structure building, and a few other miscellaneous changes. 


  • If the Dog leaves, any player who receives a cut of the points loses their Halo. A warning has been added to the Mercenary Contract item.
  • On reaching MAX Level, characters will now automatically equip their newly earned Cape. 
  • SORRY now also resets the amount of Kicks to become a Demon.

Structure Building

  • Failed Pledges will decrease the Gold required the next time that Structure has a Pledge, but also decreases the next Structure’s Health, and Works required.
  • Pledge timer is now 60 seconds (Down from 120).



[Rowdy Pet] I, II, III, IV

  • Charges: [25, 50, 100, 250]
  • Passive: Pets grant an additional +[10, 10, 15, 20] Friendship, and remove [1, 1, 1, 1] Armor.

Balance / Updates

[Lock Pick] I, II, III, IV

Now has more charges, deals more damage.

  • Charges: [10, 20, 30, 50]
  • Passive: RIOT now deals [10, 10, 10, 10] damage to Jail Health. Costs 1 charge per RIOT.

[Mercenary Contract] I, II, III, IV

Now makes you a Fugitive. Description updated to warn players that their Halo will be lost if Mercenaries steal points.

  • Charges: [5, 5, 5, 5]
  • On Use: Costs [5, 10, 15, 20] gold to use. Marks you as a Fugitive, and hires [1, 2, 3, 4] Mercenaries that work for you for 60 seconds, allowing you to steal points if the Dog leaves. Caution: Stealing points will remove your Halo. Adds 1 stack of Corruption per Fugitive hired.

[Ninja’s Hood] I, II, III, IV


  • Charges: [5, 10, 15, 30]
  • Passive: Upon reaching 0 Health, restores your health to [5, 5, 5, 5] and consumes 1 charge from this item.

[Secret Agent] I, II, III, IV

Reduced maximum charges and damage. 

  • Charges: [10, 20, 25, 50]
  • Passive: Automatically deals [2, 2, 3, 3] damage to any Player or NPC that Kicks the Dog. Costs 1 charge.

[Officer’s Badge] I, II, III, IV

Higher tiers now deal less damage, but hold more charge.

  • Charges: [25, 30, 50, 100]
  • Passive: Cop deals +[2, 3, 4, 4] damage to Fugitives. Costs 1 charge per COP.

[Gavel] I, II, III, IV

New effect added. This item now prioritizes Players over NPCs.

  • Charges: [10, 15, 30, 50]
  • Passive: Your COP now prioritizes Players instead of NPCs. Increases Critical Cop chance by [20, 30, 40, 40]%. Critical Cop immediately reduces a Fugitive’s health to 0. Removes 1 Corruption on Critical Cop.

March Update 2 (v0.91a)

An inspiring BARK from the Dog! 

This past week has been very inspiring indeed! A recent Reddit post in /r/incremental_games has brought a lot of new players into the community. So before we dive into the update, I wanted to cover some of the neat stuff that has happened because of this:

  • We now have over 100 members on our Discord! If you haven’t yet joined up, please do! It’s a great place to share your thoughts on the state of the game.
  • We’ve broken 600 Followers on Twitch!
  • We’re very close to unlocking our next Emote slot! (Thank you to all the new Subscribers!)
  • We’ve got a couple new moderators in the chat. Datnightcat and Sawode. Both of these folks are long time DKTD players and can answer a lot of questions newer players might have. Nightcat actually runs the DKTD Subreddit, which you should check out if you haven’t!

Okay, onto the update. Here’s what we’ve got lined up:

  • Two new Bone Tiers to achieve: Inspiring and Enlightened, which are gated behind Ascension 3 and 4.
  • Structures can now gain health the more they are built, but also cost more and require more WORKs.
  • A new Structure: the Altar of Dog, which spawns a new item: [Prayer].
  • A new buff that can be added to the Dog: Purity, which acts like Armor against Corruption.
  • Changes to claiming Sparks & Gold.
  • Stability improvements.

Bone Updates

  • Two new Bone Tiers have been added: Inspiring and Enlightened.
  • These tiers require Ascendancy 3 and 4 respectively.
  • At MAX Ascendancy, the Bone will no longer reset on Ascendancy. Instead, the Bone level will continue to increase as well as the points required. The points for Golden Dog, however, will not increase.

Structure Updates

One problem we saw with the new influx of players is that Structures would wear out very quickly. This update adds a little bit of scaling:

  • A Structure’s starting Health increases by 1 every time it is built, up to a maximum of 10.
  • WORKs per health, and Pledge Gold cost also increase every time a Structure is built, up to a limit.

Additionally, every 10 Works you perform (cumulatively, across any Structures) will award you 1 Gold. Get ta work!

New Structure: Altar of Dog

  • Awards [Prayer] and [Holy Pledge] items.
  • [Prayer] adds the Purity buff to the Dog. If the Dog has Purity, 1 stack of Purity will be traded for every stack of Corruption added. This does not affect any Corruption currently on the Dog, so it is similar to Armor.

Item Claiming Updates

We’ve gotten a lot of feedback on how the new Item Claiming mechanic works. So the following changes have been made:

  • Golden Sparks will now award progression towards the Daily Sparks quest even for attempting to claim them.
  • Golden Sparks will now award at least 50% of the Sparks value for attempting to claim them. The winner of the item receives 100%.
  • You can now contest multiple Golden Sparks at once. Contesting other items does not remove you as a contestant from these items. All other items you may only contest 1 at a time.
  • Claiming Sparks takes a little bit longer now (8 seconds up from 5), but the timer does not refresh whenever a new player tries to contest them.

Similar changes also apply to Gold Nuggets! 

Bug Fixes

  • Fixed an issue where stats and points would lag the game.
  • Fixed an issue where Steak would not add the correct amount of Friendship on use.
  • Fixed an issue where the Leaderboards would break and not return until game restart.
  • Fixed an issue where ‘for no reason’ would appear after pledging or working ended.
  • Fixed an issue where players would have their Work command interrupted if they happen to activate the Structure.

March Update 1 (v0.91)

BARK BARK BARK from the Dog!

Here’s what’s new in this update:

  • Structures – A new reward for completing the Pledge activity that behave similar to Dig Sites, but with more focused (and even exclusive) item drops.
  • Daily Quests – Complete these to earn Gold, Points, and boosts to the speed of various commands.
  • Fugitive Raid Update – Raids now endure for a period of time. Fugitives NPCs can now be sent to Jail and RIOT!
  • Balance Update – Updates to Saving Pet and Pledge items. Nerfed Kick Immunity. Buffed MAX Armor. 

Other notable changes:

  • World Update – Characters now roam the whole bottom of the screen! Such space. Much room. Very impress. Wow.
  • Optimizations – The game should be less laggy. The little ole DKTD laptop needs all the optimization it can get.

Structures & Pledge Update

The Pledge activity has been updated to now be a timed activity that requires a certain amount of gold to create a structure. The amount of pledges required is based on the structure being built.

Structures function similar to DIG sites, except they use the new keyword: WORK. 

  • When WORK reaches 0, something happens depending on the Structure.
  • Structures also have Health. When Health reaches 0, the Structure is Destroyed.
  • Structures lose 1 Health every time WORK reaches 0.

This update brings four unique structures:

  • Gold Mine
    • Produces a Minecart Full of Gold, which contains [Gold Nugget] items.
  • Treat Dispenser
    • Opens a Bag of Treats, which contains [Yummy Treat] and [Hearty Treat] items.
  • Police Station
    • Opens a Justice Chest II, which contains more defense items than a normal Justice Chest.
  • Tool Shed
    • Opens a Tools Chest, which contains two brand new items: [Steel Shovel] and [Steel Pickaxe]. These increase your power for Digging and Working, respectively.

Daily Quests

  • There are 3 types of Daily Quests available: Daily Petting, Daily Digging, and Daily Pledging.
  • Each type of Daily Quest also has 3 tiers available. Completing higher tiers gives more rewards.
  • Rewards for each tier include Gold, Points, and boosts to Command Speed.
  • The Gold and Point reward scales with Prestige Level.
  • The Command Speed boost lasts until 12 AM game time. At that point, all Daily Quests will reset and be available to complete again.
  • You can use the QUESTS command to check your progress at any time.

Fugitive Raid Update

  • Fugitive Raids now last a set period of time, rather than ending when all Fugitive NPCs are defeated.
  • Once time expires, the Raid ends and all Fugitive NPCs disappear.
  • Fugitive NPCs now actually go to Jail instead of just being ‘defeated’. They also will RIOT and try to break out of Jail!
  • Higher level Fugitive Raids last longer.

Balance Updates


  • Kick Immunity time after the Dog is defended has been reduced to 30 seconds (Down from 300 seconds).
  • MAX Armor has been increased to 1,000.
  • Imprisoning a Demon increases Jail Health by 100 (Up from 10).


The following items have had their descriptions updated:

[Saving Pet] I, II, III, IV

Updated to no longer trigger automatically. Removes a number of pets, and adds Armor.

  • Charges: [1, 3, 6, 10]
  • Passive: If the Dog is leaving, your next pet removes up to [5, 10, 15, 20] Kick stacks and adds [1, 2, 3, 4] Armor. Not usable while you have the Fugitive or Imprisoned status.

[Corrupted Pledge] I, II, III, IV

Amount of Pledge stacks cleared increases with item tier now, as well as Corruption added. No longer a free pledge.

  • Charges: [10, 20, 30, 50]
  • Passive: Your Pledges clear an increased number of Pledge stacks, up to [2, 3, 4, 5] Pledge stacks, and add 1 Corruption for every Pledge stack you clear.

[Holy Pledge] I, II, III, IV

Amount of Friendship increased, now scales with the Player’s Level.

  • Charges: [10, 20, 30, 50]
  • Passive: Your Pledge removes 1 Corruption, and adds Friendship that scales with your Hero and Prestige Level, up to [5, 10, 15, 20] Friendship.

[Mercenary Contract] I, II, III, IV

Now that Fugitive NPCs are sent to Jail rather than defeated, Mercenaries have a time limit. They also have a unique name and appearance in game now, so that’s neat.

  • Charges: [5, 5, 5, 5]
  • On Use: Costs [5, 10, 15, 20] gold to use. Hires [1, 2, 3, 4] Mercenary NPCs that work for you for 60 seconds, allowing you to steal points if the Dog leaves. Adds 1 stack of Corruption per Fugitive hired.


February Update 1 (v0.9c)

A cheerful BARK from the Dog!

This update brings a massive rework to how Fugitives are treated in Don’t Kick the Dog. The rework includes:

  • Removing RNG from JAILBREAK (Now called RIOT), and SORRY, and COP (mostly).
  • Introducing the ‘Critical Cop‘.
  • Bringing Fugitive Health to Players (Previously was only for NPCs), and updating how Fugitive Health works in general.
  • Reworks of [Officer’s Badge], [Gavel], [Lock Pick], [Ninja’s Hood], and [Secret Agent].


Players that KICK the Dog and have a change of heart can continue to use SORRY to atone for their mistake. However, rather than randomly receiving forgiveness, players are immediately forgiven and placed on Probation.

  • Players on Probation will be totally unable to KICK the Dog for 5 minutes. 
    • Attempting to KICK during this time will reveal your remaining Probation period in game.
  • Using SORRY as a Fugitive or Prisoner immediately places you on Probation.
  • Golden Dog no longer provides blanket forgiveness on completion.

Fugitive Health & COP Changes

Both Player Fugitives and Fugitive NPCs now have ‘Fugitive Health’. When this health reaches zero, the Player/NPC is Imprisoned. 

Of course, this would be an enormous buff if COP did not also change, so COP is no longer RNG dependent. Instead, COP always removes 1 Fugitive Health from a random Fugitive. 

  • Players begin with 10 Fugitive Health on becoming a Fugitive.
  • Fugitive NPC health has changed:
    • NPC: <Fugitive I> now has 4 Health.
    • NPC: <Fugitive II> now has 12 Health.
  • COP decreases a random Fugitive’s health by 1.
  • COP has a small chance to land as a Critical Cop, which immediately reduces Fugitive Health to zero.
  • Fugitive Players cannot critically cop.
  • If a Player/NPC reaches zero Fugitive Health, they are Imprisoned.


Jailbreak has been changed to RIOT. Similar to how Players have Fugitive Health, the Jail now has Jail Health. Once that health reaches zero, a Prison Riot occurs and all Prisoners are turned into Fugitives.

  • Jail Health is increased by 10 for every Prisoner added.
  • RIOT is a new command that decreases Jail Health by 1. This command occurs automatically over time, like COP / PET. 

Item Balance

The following items have changed due to the rework:

[Gavel] I, II, III, IV

  • Charges: [5, 10, 20, 30]
  • Passive: Increases Critical Cop chance by [20, 30, 40, 60]%. Critical Cop immediately reduces a Fugitive’s health to 0.

[Lock Pick] I, II, III, IV

  • Charges: [10, 10, 10, 10]
  • Passive: RIOT deals +[1, 2, 3, 5] damage to Jail Health. Costs 1 charge per RIOT.

[Ninja’s Hood] I, II, III, IV

  • Charges: [1, 1, 1, 1]
  • Passive: Upon reaching 0 Health, restores your health to [5, 10, 15, 30] and consumes 1 charge from this item.

[Officer’s Badge] I, II, III, IV

  • Charges: [30, 30, 30, 30]
  • Passive: Cop deals +[1, 2, 3, 4] damage to Fugitives. Costs 1 charge per COP.

[Secret Agent] I, II, III, IV

  • Charges: [10, 20, 30, 60]
  • Passive: Automatically deals 1 damage to any Player or NPC that Kicks the Dog. Costs 1 charge.

Misc Balance

  • Fugitive NPCs have a much lower chance to drop Items.
  • Kicks from Fugitive NPCs no longer drain Kick Immunity.
  • Fugitives that use the COP command will no longer automatically continue to cast the COP command.
  • Players no longer automatically gain Gold over time. 

Bug Fixes

  • Fixed an issue where [Corrupted Pledge] was consuming charges for its passive effect.
  • Fixed an issue where the Dog Leaving notification would not play audio or display a chat message.