📰 News & Updates

Update: v97b

Gameplay

    The Dog

    • Favor
      • The Dog will now periodically favor something. 
      • 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 Style page.

    • 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.

    v97a Minor Updates

    v97a.1

    7/29/2023

    Dog Level Up Rewards

    • 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
    • Ongoing memory leak fixes.

    Update: v97a

    Gameplay

    New! Strongholds

    • Enter Strongholds by defeating Warped Corruptors and entering the Portal they leave behind.
      • Players may also generate portals by finding and using the new Warp Gem (WRP) (5⭐) equipment.
    • While in a Stronghold, the Dog has Stamina.
      • If Stamina reaches 0, the Stronghold will end in defeat.
      • The Dog gains additional Stamina as they level up.
      • Stamina is regenerated slowly via PET.
    • The Stronghold ends in victory when all enemies are defeated.
    • Additional Rewards are granted on both Victory and Defeat, with Victory granting additional bonus rewards.
    • Completing a Stronghold successfully advances the Stronghold Level.
    • Strongholds spawn more challenging enemies at higher levels.
      • Stronghold Level 7 is currently the maximum difficulty, but levels progress infinitely.

    The Dog

    • Updates to Anger, Leaving
      • The Dog no longer starts leaving immediately when they’re made angry. 
      • The Dog now has Tolerance.
        • When Tolerance reaches 0%, they will begin to leave. This can be interrupted by clearing all Anger before the Leave timer runs out.
      • Typing INSPECT ANGER or DOG will reveal how much Tolerance the Dog has left.
      • The Dog will drop helpful items to aid defenders as they lose Tolerance.
      • The UI for Anger now doubles as a display for Tolerance and. As the Dog loses Tolerance, Anger will fill up to become more red.
    • Dog Actions
      • The Dog now gains energy towards performing actions directly from Friendship being added.
        • Previously, the Dog gained energy over time when pet.
      • When The Dog acquires enough energy, they perform 3 actions over 10 seconds.
        • The action chosen is based on the will of the Dog.
      • The strength of the Dog’s actions increases as the Dog levels up.
      • More energy is required to perform actions as the Dog levels up..
    • Dog Action: Bite
      • The Dog can now Bite, dealing damage to enemies.

    Player Fugitives

    • The base chance to Jailbreak from Rioting is now 0% (was 0.5%) 

    Enemies

    • Enemy Power
      • Enemy Power has been removed.
    • Corruption
      • Corruption is now added by Enemy attacks, and generates periodically.
        • Periodic Corruption is generated more quickly and at higher quantities at higher Dog Levels.
      • Corruption summons enemies periodically.
        • Summons from Corruption progressively become harder as more summons are performed.
        • The rate at which Corruption can Summon enemies is faster at higher Dog Levels.
      • Corruption will not summon during a Stronghold.
    • Enemies
      • The maximum number of Enemies that can be active at once has been increased significantly
      • New: Elite Fugitives
        • Can perform additional Kicks and can become temporarily stealthed.
      • New: Elite Prisoners
        • Periodically Summons Prisoner minions.
        • Periodically becomes Resilient to damage (Reduces incoming damage by 50%.)
      • New: Warp Corruptors
        • Drops a Stronghold Portal upon being banished.

    Rewards

    • Chat Messages
      • Reward Descriptions that appear in game now also appear in chat when rewards are given out.
    • Dog Level Up Rewards
      • When the Dog levels up, they no longer automatically grant a Reward.
        • Rewards are instead generated by Golden Dogs occurring.
    • Golden Spark 
      • When claimed, adds a Golden Dog Tile. Adds one Tile per quantity of Spark claimed. 
      • Each Golden Dog triggered adds +1 Reward to be given out during the next Reward Ritual.
      • Note These changes prevent rewards from being wasted for claiming a large stack of Golden Sparks.
    • New Chests
      • Tier 2 and Tier 3 Chests have been added for Cop, Smith, Pet, Pray, and Dig.
        • Tier 3 Chests have the best chance of awarding 5⭐ equipment.
    • Chest Updates
      • Tier 1 Chest contents have been rebalanced.
      • Gems can no longer drop from Chests.
      • Gold Chests have a chance to drop 250, 300, or 500 Gold.
    • Reward Voting
      • Gold is more commonly an option in Reward Votes.
      • The default reward more commonly awards Gold.

    Equipment

    • Default Loadouts
      • New players will start with default loadouts set. 
      • COP, SMITH, PET, PRAY, and DIG
        • These default loadouts are always Rapid, Chaining, Charming, Mega, Soul
      • RAPID, CHAIN, CHARM, MEGA, SOUL
        • These default loadouts are set to contain the items corresponding to Cop, Smith, Pet, Pray, and Dig.
    • New Equipment
      • Warp Gem (WRP) (5⭐)
        • USE: (1800s Cooldown) Opens a Portal if one is not active.
        • Source: Fugitive Chests
    • Equipment Updates 
      • Fugitive Mask (AKH) (3⭐)
      • +25 Fugitive Health. Riot or Kick: 5% Chance to become Stealthed for 5 seconds.
      • At Level 60, become Stealthed for 10 seconds.
    • Skill Level Rewards
      • Equipment is unlocked for leveling up Cop, Smith, Pet, Pray, and Dig. 
      • Players will unlock the following items for each skill as they level up:
        • Level 2 – Rapid
        • Level 5 – Chaining
        • Level 15 – Charming
        • Level 20 – Mega
        • Level 25 – Soul
        • Level 30 – Dire
        • Level 35 – Hasten
        • Level 40 – Empowering

    Skills

    • Daily Quests
      • Daily Quests for Cop, Smith, Pet, Pray, and Dig each respectively now unlock when reaching Level 40 of their associated Skill.
    • Claimable XP Rewards
      • Smelt and Offer both award 100 Skill XP (Smith and Pray, respectively.) 
      • All Frenzy items (Gavel, Forge, Treat, Incense, Drill) award 200 Skill XP for their respective skills.
      • Note: The Skill XP rewards for claimables are not affected by the claimable stack size.

    General

    • UI
      • Added a Reward Tracker display that shows how many rewards will be given at the next Dog Level Up Rewards.
      • Polished transition animations when changing to different game lobbies. 
    • Audio
      • Added new sound for Gold dropping.
      • Added new sound for enemies being damaged.
      • Added new sounds for burning, and arsonist attacks.
      • Added new sound for using a Mega equipment.
      • Updated sound for Gems dropping.
      • Updated sound for enemies being defeated.

    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

    v97.2

    Released 11/6/2022

    Bug Fixes

    • 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)
    • 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.

    Update: v97

    Rewards

    • 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.

    Skills

    • 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.

    Equipment

    • 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.

    Gameplay

    Enemies

    • 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.

    Dog

    • 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.

    Structures

    • 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.

    Claimables

    • 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. 

    General

    • 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

    v96c.2

    4/16/2022

    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.

    General

    • 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.

    Claimables

    • 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.
    • SHINE
      • Now adds 600x Friendship worth of Dog XP (previously 60x).

    Dig

    • 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

    • 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.

    Bugs

    • 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.

    v96c.1

    General

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

    Enemies

    • 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%)

    Bugs

    • 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.

    Items

    • Rapid Items are interrupted when entering into Stealth.

    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.

    Raider

    v0.96c Notes

    General

    • 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.

    Skills

    • 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. 

    Items

    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

    Enemies

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

    Bugs

    • 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.

    Update: v96b

    General

    • ‘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.

    Items

    See Items page for updated item descriptions.

    General

    • 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).

    Sandbox

    Modifiers

    • 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.

    Claimables

    • 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.

    Enemies

    • 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.

    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.

    Gameplay

    Rewards

    • 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.

    Events

    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

    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.

    Skills

    Cop, Smith, Pray

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

    Pray

    • 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).

    Miscellanious

    Inspection

    • 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.