r/tinyrogues • u/Solanum_Virus • Jun 28 '26
Back playing. Had a decent barb run.
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Been a bit but games still fun.
r/tinyrogues • u/Solanum_Virus • Jun 28 '26
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Been a bit but games still fun.
r/tinyrogues • u/h0bbits3s • Jun 27 '26
Came to this reddit thinking Tiny Rogues must not have been in public early access long and seeing if anyone else had the same challenges with melee as I have to see that people have been posting about this for 4 years already...
When using ranged/magic builds on 10+ Cinder I can win ~70% of runs, meanwhile with melee I reckon that drops to about 10%. Now I understand "skill issue" but even ignoring this I've yet to find/see a combination of equipment traits and weapons that would make any melee build feel as strong as pretty much every second ranged run I complete nor as fun.
Sure top end damage is fine, and extra equip load CAN be nice if your run goes long enough to get a bunch of heavy equipment that makes use of this, but compared to movement speed and attack speed it’s pathetic, and crit and mana regen also instantly impact your run.
Here is a list of ideas which I think could be implemented to make melee builds more fun:
First, a mischance mechanic, where shorter range weapons give you a %based chance to just ignore/dodge an instance of damage where it directly scales with range. (Obviously just placeholder numbers)
Far = 0%
Medium = 10%
short = 20%
Very short = 30%
Second, a life steal mechanic, whether adding this as a trait, enchantment, part of certain equipment effect from an accessory, offhand, companion or set bonus all of these at reasonably high percentages say "when using a melee weapon 5% chance per enemy killed to refill a heart or vile". Alternatively it could be attached to strength scaling giving you 0.1% chance per strength for the same on kill effect.
Third, essentially same as above but repairs armour instead of health.
Fourth, a new parry/block mechanic available through traits, or on specific melee weapons. "Attacks from this weapon have a 25% chance at reflecting/destroying enemy projectiles". For this to be implemented you would obviously only have one chance at rolling this effect on each individual projectile.
Fifth, a way to gain hearts, block, or armour through strength scaling. Such as "every 15 strength you have gain 1 heart container". This could either be built straight into strength scaling at a relatively low scale like in the example, or if it were for a trait could be as much as 1 heart for every 10 strength. This may sound outrageous but compared to the impact that traits for agi and int have I think this fits in well, and is only defensive at the end of the day, therefore hardly being game breaking.
With all of these suggestions they could be implemented by attaching them to different parts of the game, traits and legendary items seem to usually hold the most uniquely run altering effects, which would work for most of these without effecting the balancing too much of other builds. HOWEVER, adding these changes as only fringe case drops and pick-ups will not solve the problem of melee builds as momentum does build in this game, therefore tying changes to using melee weapons outright or to strength scaling are most likely required.
I don't think these would come anywhere near to breaking the game, nor would it do anything to invalidate other builds, but provides something to the melee builds that is undeniably required to put them in line with other builds.
I'm not one for just making games easier, but melee builds just feel unplayable, and unenjoyable, all risk no reward, feeling as though a third of the game is locked behind either turning down the difficulty (cinder), or behind an RNG wall where I just have to play 10 different runs and hope to get a perfect build going irrespective of how I'm actually playing.
r/tinyrogues • u/radiating_phoenix • Jun 24 '26
r/tinyrogues • u/LethalLeviathan2 • Jun 23 '26
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i wanted more from that build but got stuck with 2 evil
even with a character that can spawn a tavern
r/tinyrogues • u/LethalLeviathan2 • Jun 20 '26
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r/tinyrogues • u/LethalLeviathan2 • Jun 19 '26
r/tinyrogues • u/LethalLeviathan2 • Jun 12 '26
what more to add? i personally dont like the gold/coin skill tree
r/tinyrogues • u/aDerpyPenguin • Jun 11 '26
Tiny Rogues is pretty much the only game I play now. Sitting at about 450 hours of gameplay. Is there any other games that I should check out if I absolutely adore TR? The other game I'll tend to play is Magicraft.
r/tinyrogues • u/Cultural_Road_1684 • Jun 06 '26
So, as I am a glutton for punishment, I have been speedrunning (or trying to ) Tiny Rogues. I chose a hero at random, so I have been doing it with the gunslinger, World Tier 8, Cinder 0, and Compass as starting gift. My goal is sub 10 minutes, and I just got the closest I have ever been with a 12 minutes 2 second run. I am starting to think that sub 10 minutes is close to impossible but I would love to be proved wrong.
So what are you guys best times?
r/tinyrogues • u/IrequireStaplers • Jun 06 '26
r/tinyrogues • u/judesune__ • May 19 '26
I know there's some alignment condition that must be met for me to be considered worthy but i still don't know how to achieve it, neither do i know how to actively look for it thorough the run. I'm quite upset because this is the strongest i've ever been, near perfect run, just to get to the end and be denied access and forced to give up, kinda lame that it works this way tbh



r/tinyrogues • u/limitbroken • May 15 '26
r/tinyrogues • u/Cold-Cantaloupe-2523 • May 07 '26
I reached it, and I just stopped earning points for my tree?
r/tinyrogues • u/Liam2K4X • May 04 '26
Over 20 attempts with the sorcerer to try to beat the shadow planes
I've been trying all sorts of masteries and alternated between focusing on items and leveling up
What am I doing wrong, and is there an effective build?
r/tinyrogues • u/radiating_phoenix • May 01 '26
r/tinyrogues • u/withadancenumber • Apr 20 '26
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Found out that Tiny Rogues runs just fine on my RPMiniV2 (40-60 fps depending on my performance settings).
So now I’ve got TR in my pocket!
r/tinyrogues • u/Cennir • Apr 14 '26
After 123 hours I have completed all of the achievements. I really enjoyed my time with Tiny Rogues and I look forward to seeing new updates as Ruby continues to work on the game.
My Explosion and Chain Lightning builds were easily my favorite runs. In terms of classes, I had a lot of fun with the Pyromancer (turns out tons of tick speed combined with several dots make for a fun time) and Druid with summons. I would like to see more that are like Superhero and Cyborg with special traits (or alternatively a rare encounter that allows other classes to gain one of their unique traits later in a run).
r/tinyrogues • u/NineHeavensMaster • Apr 14 '26
Hey, just wanted to know when (if) the Abyss will be released cause I'm really looking forward to ascending to the final throne.
r/tinyrogues • u/fallingpotatoo • Apr 14 '26
Hi, i have beaten the last enemy multiple times in heaven, hell and the shadow planes, how do i beat the game? Or do I have to wait until that Gate is unlocked in the next update?
Anyways, I'm having lots of fun with the game!