Welcome high rollers!
The demo has been out for almost two weeks, and I've been working away daily to add new content and requested features to prepare for Tiny Teams 2025! Here is a comprehensive list of what has been changed or added over the past two weeks.
Enjoy playing! I look forward to reading your reviews and your ideas on what to work on next :)
0.8.5.633 Patch Notes
General:
New interactive tutorial to better teach the flow of the game. Added a tutorial option that is always available and no longer mandatory.
New pop up effects for dice that are smaller and more readable, showing which die did what.
Press ESC key to bring up options menu.
Added resolution and window settings to the options menu.
Added new font options (player request)
New visuals and music for "game over" and “victory” screens.
Added "endless" mode option upon beating a run.
Dice, Hands, Items, and Bosses:
New Dice:
Investment (1, 2, 3, 4, 5, 6)
When scored, increase interest earned by 2%
This should help improve the rate at which money is earned for now. More to come in future updates!
Dice Buffs:
Banana Stand lowest value faces changed from 0 to 1 allowing it to be scored.
Grape Harvest gains greater stacks now equal to face value.
1/2 face value → full face value
Banana Grab gains greater stacks now equal to face value.
1 stack → full face value
Piggy Bank now has an additional face that can increase sell value to earn money faster.
1, 2, 3 → 1, 2, 3, 4
Dice Nerfs:
Crystal Dice now equally add 10% of the target points to points when popped.
15%, 30%, 50% → 10%
Multiple players let me know that Crystal Dice were way too overpowered. This should help keep them useful when you have a lot at once, but make single dice less powerful.
Other Dice Changes:
New visuals for Banana Stand
New visuals for Banana Grab
New visuals for Grape Harvest
Hand Changes:
Trash scoring hand can always be made, even when no dice are able to be selected.
Removed POINTS on upgrade, and reduced MULT to make it less spammy.
10(+5) x 0.5(+0.25) → 10(+0) x 0.5(+0.1)
Rebalanced POINT and MULT level up values to create a smoother difficulty curve across the board.
Item Changes:
Crystalmancer’s Robe chance of spawning a crystal die reduced.
This goes along with reducing how often Crystal Dice can steamroll the target points.
1 in 3 chance → 1 in 5 chance
New Boss Targets:
Jester - one less reroll on each hand played
Hoarder - Hands must be made of five dice
Leech - Steals 20% of the score
Mountain - Only dice valued four or higher count in scoring
Molehill - Only dice values four or lower count in scoring
Shop Changes
Reworked dice and item rarity odds in the shop to better align rarities with how often they appear.
Reworked shop randomization to prevent duplicates on rerolling.
Items have been renamed to “pins” and had their visuals reworked to better distinguish them from dice.
Scoring options have been renamed to “hands”. An identifier has been added to show when you are rolling or scoring.
Price of scoring hands in shop reduced to help with leveling up new or weaker ones.
$6 → $4
Visuals
Reworked game logo
Renamed “Toggle Values” to “Show Values” to better convey its use
Reworked “level complete”
Reworked text, color, placement, and size for a few UI elements
New expanded info popup for dice and scores
Reworked Sector 8+ background
Rework die rarity colors (dice and items)
Gray (common) → Green (uncommon) → Blue (rare)
Reworked shop theme
Audio
Added main menu and victory music by Elektrobear
Did another pass to in-run music, adding more details
There are many other small changes not listed. Thank you to everyone who has provided feedback so far, or left a review! I am reading everything, so please let me know if you have any ideas or suggestions. I'll be bug fixing and tweaking for the next week or so. Then, keep an eye out for a larger update adding a new die class. It'll be worth your time (or money...)
Till next time,
sofamire
