Pocket Rogues: Ultimate

Pocket Rogues: Ultimate

2D Action-RPG & Roguelike

$2.99
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Details about Pocket Rogues

  • Released
  • Updated
  • iOS Version
  • Age Rating
  • Size
  • Devices
  • Languages
  • November 30, 2017
  • September 29, 2024
  • 13.0+
  • 12+
  • 245.66MB
  • iPhone, iPad, iPod
  • American English
    Russian
    Ukrainian

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Version History of Pocket Rogues

1.37.1

September 22, 2024

[ITEMS] - Added 4 new artifacts [GAMEPLAY] - An additional 30 types of monsters are now available for daily "Hunting" quests [MISC] - New tips have been added to the loading screen - Tooltips for damage and defense types have been edited - In the character's stats in the dungeon, the specific damage absorption value is now displayed next to each type of defense (in the case of physical defense, this value is averaged for all types of physical damage) - The mention of duration has been removed from temporary effect descriptions (now it is displayed next to the effect's name) [BALANCE] - The defense point threshold required to reach 90% reduction in physical damage has been halved and is now closer to the values before update 1.37. Each unit of physical armor is now more effective (this also applies to enemies) - Each upgrade to the pet's defense additionally increases its resistance to all types of magical and elemental damage by 1% - Updated resistance parameters for different types of damage for pets, as well as defense types - Reduced the impact of level on the max HP of all creatures - Reduced the impact of level on the max HP of high-level bosses and monster champions - Reduced damage and max HP for all types of Statue-Guardians - Monster enhancements such as "Ancient," "Explosive," and others now significantly less reduce the combat speed of creatures - Creatures with the "Vampirism" effect can no longer heal by attacking undead or mechanisms - All creatures that become "shadows" are now considered undead - Increased the delay between damage ticks for the "Fire Breath" and "Steel Whirlwind" skills; however, the delay before the first damage tick for these skills has been reduced - Reduced the initial attack area for "Steel Whirlwind" (from 175% to 150% at level 12) and "Crimson Harvest" (from +3% per level to +2% in uncharged form and from +8% per level to +4% per level in charged form), and reduced the bonus to the area for "Battle Madness" for killing an enemy (from 4% to 3%) - Slightly increased the range of the "Breath of Death" skill (from 5 to 6 meters) - The "Disease Suppression" effect is now stronger (reduces the duration of negative effects by 20% instead of 15%); the effect icon has been changed - Skills such as "Barrier," "Vow of Sanctity," and others now do not directly alter the MP regeneration modifier upon use (previously, the higher your MP regen in a normal state, the faster it depleted when using these skills), but instead reduce it by a specific amount. Now, with a sufficiently high MP regen value (thanks to Mind and items), mana can recover even while using these skills - Any hit taken while using "Barrier" now consumes at least 2 MP - Updated the skills tied to many types of weapons, and for some, the target attribute upon skill replacement has been changed - Effects that increase the attack area (e.g., the 'Coil of Rope' artifact) now apply to skills that attack in a straight line ('Breath of Death,' Hunter's lunges) - The effect of the 'Spark of Restoration' equipment has received a more detailed description; its effectiveness has been increased (from +0.2 HP/s to +0.3) [FIXES] - Weapon speed and character Agility did not affect the frequency of periodic damage from skills like "Fire Breath," "Steel Whirlwind," and "Breath of Death" - Triggering a trap rune that summons Captured Souls in a narrow corridor could cause the game to crash - Fixed vibration when playing with a gamepad and on mobile devices - The 'Steel Whirlwind' skill did not deal damage at level 7 - The "Barrier" skill did not display the property of dealing damage upon deactivation, which is unlocked at level 25

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1.37 Hotfix 1

September 13, 2024

[GENERATION] - A new Treasury has been added - 2 new monster champions have been added: Corpse Eater and Goblin-Captain. The latter, formerly the tutorial boss, has been completely reworked and improved - In the Catacombs and the Abandoned Prison, there is a small chance to encounter a new merchant — the Whisperer (requires level 4 of the 'Merchant's Shelter' building) - Monster champions can now be encountered in "cave" generation locations (Adamantite Garden, Burial Mound) - Creatures and containers matching the gate type can now appear near the gates during generation [ITEMS] - 6 new armor types and 1 new headgear have been added - 2 new artifacts have been added - 2 new weapon effects have been added - 5 new equipment effects, exclusive to arrows and crossbow bolts, have been added - 12 new equipment effects, exclusive to tomes (some also to grimoires), affecting various damage types and related skills [GAMEPLAY] - All damage in the game is now divided into 3 types, each with 3 subtypes: physical (slashing, piercing, and crushing), magical (magic, cursed, and holy), and elemental (fire, frost, and lightning) - Defense is now divided into 5 types: physical (light armor, medium, and heavy), magical, and elemental - Each creature now has a specific type of damage dealt and defense type. All creatures have resistances and vulnerabilities to various types of magical and elemental damage, which can be further studied in the Bestiary (after upgrades) - All skills in the game have been completely reworked. Some skills (Poison, Leap, Sniper Shot) have been entirely removed and replaced with more suitable ones (points spent on removed skills will be fully refunded to the corresponding characters). The key idea of the new skill system is the variety in their effects, which will be expanded as they level up (each skill gains new properties at least at levels 12 and 25), along with more complex and nuanced choices between 3 skills in each branch - A new mechanic has been added for certain skills – "Charge." By holding the skill button, it will charge, and depending on the charge level (if the skill's properties allow), it will receive increased damage and/or additional effects - A new building has been added: "Junkyard." Now, auto-destroying of items via filters is available only after its construction (for older players who had auto-destroying enabled in Settings, the first level of the building is constructed automatically). Upgrading this building makes destroying any items more profitable [MISC] - The skill upgrade interface has been completely redesigned - Zombie-Swordsmen, Zombie-Warriors, Skeletons, Skeleton-Archers, as well as all types of ogres, guards, spiders, ratmen, rats, and all Necromancer summons are now animated - An alternative appearance has been added for Skeleton body parts, Zombie-Swordsmen, and ratmen - The sound system has been improved: multiple sounds can now play simultaneously without interrupting each other - More sounds and visual effects have been added for the Burnt and the Royal Executioner; the mini-boss has received his own theme music, and his attacks can now be parried with a well-timed shield block - The character attribute screen in the dungeon has been updated: the list of displayed parameters has been expanded, all icons are now colored, and the skill upgrade window has been updated to match the new skill system; the list of active effects on the character has been moved to a separate tab - The character preview at the class selection screen (at the end of tutorial) has been updated - When constructing a building that unlocks a new character class, the player will see a message with a preview of that character - All Necromancer seals, as well as idol seals found in dungeons (which reflect damage or resurrect monsters as shadows), now have a unique appearance

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1.37

September 12, 2024

[GENERATION] - A new Treasury has been added - 2 new monster champions have been added: Corpse Eater and Goblin-Captain. The latter, formerly the tutorial boss, has been completely reworked and improved - In the Catacombs and the Abandoned Prison, there is a small chance to encounter a new merchant — the Whisperer (requires level 4 of the 'Merchant's Shelter' building) - Monster champions can now be encountered in "cave" generation locations (Adamantite Garden, Burial Mound) - Creatures and containers matching the gate type can now appear near the gates during generation [ITEMS] - 6 new armor types and 1 new headgear have been added - 2 new artifacts have been added - 2 new weapon effects have been added - 5 new equipment effects, exclusive to arrows and crossbow bolts, have been added - 12 new equipment effects, exclusive to tomes (some also to grimoires), affecting various damage types and related skills [GAMEPLAY] - All damage in the game is now divided into 3 types, each with 3 subtypes: physical (slashing, piercing, and crushing), magical (magic, cursed, and holy), and elemental (fire, frost, and lightning) - Defense is now divided into 5 types: physical (light armor, medium, and heavy), magical, and elemental - Each creature now has a specific type of damage dealt and defense type. All creatures have resistances and vulnerabilities to various types of magical and elemental damage, which can be further studied in the Bestiary (after upgrades) - All skills in the game have been completely reworked. Some skills (Poison, Leap, Sniper Shot) have been entirely removed and replaced with more suitable ones (points spent on removed skills will be fully refunded to the corresponding characters). The key idea of the new skill system is the variety in their effects, which will be expanded as they level up (each skill gains new properties at least at levels 12 and 25), along with more complex and nuanced choices between 3 skills in each branch - A new mechanic has been added for certain skills – "Charge." By holding the skill button, it will charge, and depending on the charge level (if the skill's properties allow), it will receive increased damage and/or additional effects - A new building has been added: "Junkyard." Now, auto-destroying of items via filters is available only after its construction (for older players who had auto-destroying enabled in Settings, the first level of the building is constructed automatically). Upgrading this building makes destroying any items more profitable [MISC] - The skill upgrade interface has been completely redesigned - Zombie-Swordsmen, Zombie-Warriors, Skeletons, Skeleton-Archers, as well as all types of ogres, guards, spiders, ratmen, rats, and all Necromancer summons are now animated - An alternative appearance has been added for Skeleton body parts, Zombie-Swordsmen, and ratmen - The sound system has been improved: multiple sounds can now play simultaneously without interrupting each other - More sounds and visual effects have been added for the Burnt and the Royal Executioner; the mini-boss has received his own theme music, and his attacks can now be parried with a well-timed shield block - The character attribute screen in the dungeon has been updated: the list of displayed parameters has been expanded, all icons are now colored, and the skill upgrade window has been updated to match the new skill system; the list of active effects on the character has been moved to a separate tab - The character preview at the class selection screen (at the end of tutorial) has been updated - When constructing a building that unlocks a new character class, the player will see a message with a preview of that character - All Necromancer seals, as well as idol seals found in dungeons (which reflect damage or resurrect monsters as shadows), now have a unique appearance

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1.36.1

September 13, 2023

[GAMEPLAY] - After constructing a new building, the Trapper will appear in the Camp. With his help, you can exchange and upgrade pets directly in the dungeon without returning to the Fortress - Upon purchasing the new "Trading rows" building, players will have the ability to lock any item in their inventory. A locked item cannot be accidentally sold, destroyed, or dropped until the player removes the lock - After upgrading the "Trading rows" to level two, players can quickly sell all inventory items to the Merchant, except for the locked ones - A new pet has been introduced. It can be found in the Abandoned Prison after 7th floor, provided that the "Trapper's shack" has been built [GENERATION] - After the 15th floor in the Camp, you can encounter new mercenaries (Berserker and Wizard). A squad can still only have a maximum of 2 mercenaries at a time - Several new traps have been added - Some objects in the rooms of the Catacombs and Prison that were always found there, now appear by chance [BALANCE] - When lifting a curse from an altar, characters now gain experience only after defeating all waves of enemies, rather than each wave. There can no longer be more than 3 waves, and the chance of the altar being cursed has been reduced (from 50% to 20%) - When destroying the Merchant's chest, not only does he become hostile, but also all other characters in the Camp - The attacks of the Wandering Troll and Tamed Troll now have a knockback effect and deal damage to everyone, including their allies - The base defense value for the item "Silent face" has been reduced from 145 to 105 - Poisoning from impassable poison puddles and clouds found in the Catacombs is now less dangerous - The level of creatures that appear when destroying objects (like Larvae) has been halved - When sacrificing a pet, there's a 35% chance that one of its attributes will decrease by 1 [MISC] - An automatic backup saving system has been added in dungeons, which should restore progress in case of a crash (but it's better not to rely on it, and save manually through "Save and Exit" in regular dungeons or in the Camp) - Surviving characters can now directly purchase passive items in the store, even if they already have items of that type in their inventory - All daggers are now displayed on the character when equipped - All friendly NPCs and mercenaries are now fully animated - Goblins, trolls, regular zombies, and drowned are fully animated - Dialogues now display the interlocutor's portrait - Added the ability to use a gamepad to configure companion behavior and change the size of the mini-map - The appearance of Goblin-Wizards and Goblin-Executioners has been updated - The appearance of arrows used by Goblin-Archers has been updated - The Camp's floor appearance has been updated - After constructing a Pen in the Camp, a small fenced area for pets will appear - Some troll sounds have been replaced - The skill description "Sign of Sacrifice" has been changed: it now more accurately reflects the effect's action (increases all damage taken by the creature, rather than reducing its defense). The effect applied to enemies has been renamed to "Vulnerability" - Next to the skill upgrade button on the character selection screen, a skill point icon is now displayed - The cost of buying new abilities for pets in skill points and gems is now displayed in one cell to avoid confusion - In Settings, you can disable the display of legs for animated characters (may affect performance) - Playtime statistics now display hours and minutes separately (previously only minutes were displayed) - New character statistics fields have been added ("Used Crosses of Life") - An additional warning has been added if you press return to the Fortress instead of loading the saved dungeon [FIXED] - Improved performance with large floor sizes and multiple active objects - Daily tasks weren't saved when transferring progress via the cloud

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1.36

July 27, 2023

[GAMEPLAY] - Each pet, in addition to the standard ability, now has 4 slots for additional ones (such as Immortality or Vampirism), which can be freely combined. New slots will become available after leveling up the pet, and new abilities can be obtained by defeating monster champions and mini-bosses in dungeons - All pet abilities have 3 levels and can be improved with skill points and gems - Unlocking unique perks, such as new Obsidian Tower mods or item blueprints, are now displayed on the summary screen - Pets and mercenaries (but not summoned creatures) can now be set to one of five behaviors: normal, defensive, aggressive, hold current position, and ignore enemies. The type of behavior affects the movement speed of the creature and the radius in which it notices enemies - Barrels and troughs with water can now be used to restore some of the HP (the water from the trough has a chance to poison the character) - Minimap size can now be customized [GENERATION] - Added new Ambush - Added new Treasury - With a 20% chance, instead of a regular altar, a "cursed" version of it may appear: in order to use it, you must first defeat several waves of monsters [MULTIPLAYER] - "Burial Mound" and "Adamantite Garden" locations are now available for creating rooms in multiplayer (Ultimate version required) - Added the ability to create rooms for three players (Ultimate version required) - Added the ability to change the connection server (three regions are available: Europe, USA and Asia) - Clicking on the character icon in the lobby will display the nickname of the player who created the room - Improved multiplayer stability [BALANCE] - The starting level of the bosses that occur between locations in the Obsidian Tower now depends on the floor from which the descent began - Level of mini-bosses accessed through gates in the Obsidian Tower is no longer tied to the level of bosses between floors - The base stats of pets have been increased, and the improvement of each of them is now more effective - "Immortality" of pets now works a limited number of times, after which the pet will disappear until the next visit to the Camp (the resurrection counter is reset if the creature is alive when visiting the Camp or if the player used Decoction of Blackgrass) - Decoction of Blackgrass can be dropped from more monsters - Pet "Lynx" no longer has the standard ability "Collect Coins" (this ability is available for purchase and use by any pet) - Pet "Golem" no longer has the standard ability "Resistance to diseases" (this ability is available for purchase and use by any pet) - Creature ability "Vampirism" is now calculated according to the damage dealt, instead of the base damage - Mutually exclusive ring effects can no longer be generated on the same ring - The cost of all improvements to the Menagerie building above level 1 has been increased - Base HP of "Grim Paladin" boss reduced from 635 to 540 - Increased the cost of selling blacksmith stones and ingots - Blueprints no longer drop if the player has completed less than 12 raids [FIXED] - When visiting the Lost Tomb with "Downworld Expanses" or "Brave Downworld" modifier active, the game could freeze - Players might experience a black screen when entering the Treasury in a group raid - When minimizing the game during loading, a black screen could occur - The effect "Stun" did not affect the player's characters - Drawings of some items disappeared when transferring the save to a new device - Multiple passive items could sometimes be stacked in one inventory slot - When choosing a second item in the Forge, items that were not suitable for combining were not darkened - When upgrading items with standard effects in the Forge, the total number of free sockets for effects could be less than it should be

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1.35.30

March 30, 2023

[MISC] - Updated the appearance of slots for items in the inventory (and also improved its performance) - In Settings added the ability to disable the automatic connection of the gamepad [BALANCE] - Creature ability "Explosion (Allies)" now deals damage to all creatures, not just allies (regular "Explosion" only deals damage to enemies) - Characters who returned to the Fortress alive now always start a new descent with full HP [FIXED] - Floor loading could get stuck in Adamantite Garden and Burial Mound if any modifier is enabled that increases the size of the location - Some creatures could not be killed - Several chests could be generated at one point - "Lavra" was not displayed in the Bestiary - Creatures did not use "Crossbow Volley", despite having the corresponding skill - Rings lost their quality when playing in multiplayer - In multiplayer, the summary screen would freeze if you tried to return to the Fortress through the dialogue with the Mentor - Hostile archers did not chase the enemy if he was in their line of sight, but out of the attack zone - Sometimes extra walls could be generated in the wrong places - Icons in the inventory changed their size depending on the screen of the device - When picking up the Rune of Greed, it could disappear if one was already in the inventory - The weapon effect "Exploder" dealt damage to the character himself - Creatures on which "Control" was applied could ignore nearby enemies - In the item shop, the description of books for the Mage was incorrectly displayed - Item upgrade progress was not displayed in the inventory

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1.35.20

March 22, 2023

[GENERATION] - Added some new rooms for Catacombs and Abandoned Prison [ITEMS] - Added 8 new artifacts - Updated drop lists for most items [MISC] - The mini-map is now saved when visiting the Camp or the mini-boss gate, as well as when loading a saved dungeon - Icons of some items have been replaced - "Survivors" characters can now freely end the game at any stage of the main campaign (including if they started the game from the boss location) and go to endless dungeons - The settings of the Obsidian Tower can now be changed even if the character has already played in it and returned to the Fortress alive (the selected modifiers only affect the rating points that were received in the current run) - While playing in campaign mode, the player no longer receives rating points, since these points were not taken into account anywhere - Inventory background color now changes slightly depending on the character's current class - Improved the quality of monochrome icons, some of them are completely redrawn - Consumables can now be placed individually in the Personal Chest and taken from it - The player will see a warning window if they have not confirmed the distribution of skill points in the dungeon and try to switch to another inventory tab - The Mentor will now appear in the Camp after passing 5 floors of the Crypt of Emptiness and will allow you to return to the Fortress, even if the player has not yet killed the Forgotten Keeper [BALANCE] - Items modified in the Forge with a silver ingot now retain the same quality and effects - Improved intelligence of shooters: they will tend to keep distance with the enemy if they do not have melee skills - Summoned creature explosions (Heretic Grimoire effect) no longer damage allies - Changed the parameters of some artifacts (Tentacle now gives the character 8 MP instead of 10; Armadillo Carapace increased defense by 40 instead of 30; Beast Claws damage dealt by 3 instead of 2) - Damage reflection effect applied to creatures near idols in the Lost Tomb has been greatly reduced - When a creature receives the "Ghostly" prefix, its movement and combat speed is now reduced rather than increased - Bieses, Imps and Fire Hounds now have 85% fire trap damage resistance [FIXED] - Monsters used to be able to keep attacking Dog (and other immortal companions) even when he is "stunned" - The health of monster champions could increase after reloading the location - After reloading the location in a normal dungeon, the Merchant refused to interact with the player - When skipping the score line on the totals screen, the score did not take into account the Obsidian Tower modifiers - It was not possible to create a new item in the Forge if the original item had a legendary quality - The cost of creating new items in the Forge could change if you swap the combinable items in places - Companion name and stats could be displayed in a different language - Coffins in the Lost Tomb always spawned the maximum number of monsters instead of random - Near spider nests, webs could generate inside walls - The "Breath of Death" skill could be used while playing other animations - The weapon effect "Reaping" did not work with the Berserker's "Frenzy" skill - Aura of Viscosity, Inner flame, Flame of Holiness, and Flame of Fel effects could affect allied creatures - In the Obsidian Tower, it was possible to select a higher starting floor than the current maximum cleared floors

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1.35.10

November 9, 2022

[Gameplay] - Items in the inventory can now be sorted by type, price, efficiency and quality [Generation] - Added 5 new modifiers for enhanced monsters [Items] - Added 5 new equipment effects and 4 new weapon effects - Added a new type of rune - Rune of Greed, which creates a one-time portal to a random Treasury [Balance] - All non-attacking skills now also get a speed bonus from the character's Agility (but not from the equipped weapon) - Level of mini-bosses increases more balanced - The "Exploder" effect no longer deals damage to the character and his allies - The level of creatures raised by the "Dark Ritual" effect is now equal to half the level of the killed creature, but not lower than the character's current Intelligence - Green chests now drop not only artifacts and rings, but also runes - Adjusted mana cost for some skills - The cost of buying back items from the Merchant is now 20% higher than the selling price [Misc] - When inflicting a critical attack, the damage numbers are now highlighted not only by size, but also by "!" at the end, and a special sound effect is played - When attacking with melee weapons on the walls, sparks will fly off from them - The lunge animation (Hunter's standard attack) now more correctly reflects the movement of the sword - Enemies splatter more blood on attacks - In the Bestiary, when clicking on a monster modifier, increased stats are now displayed in green, decreased stats are displayed in red, and increased experience is displayed in yellow [Fixed] - Chance to deal critical damage with a bow shot was calculated incorrectly - Assassin's Guild crit chance bonus was calculated incorrectly - The "Through Shot" skill did not pierce enemies through - Agility did not affect the speed of crossbow shots - Effects "Walk" and "Battle march" did not work - When upgrading items in the Forge, the final item could be determined incorrectly, due to which the improvement process "broke" - When stats were upgraded to level 50, the UI moved slightly to the side - During the application of some skills, the character froze in place - The color of creatures with the "Plague" modifier was incorrectly reset after some effects ended - The effect of creature modifiers on its defense was not displayed in the Bestiary - Descriptions of some monster abilities were not displayed in the Bestiary - Artifact auto-destruction didn't work - With the "Breakthrough" modifier, Spirits of Stone spawned in the Grotto instead of Spirits of Earth - Merchant clothes affected the price of items previously sold to the Merchant and bought back - It was impossible to redeem items sold to the Merchant if the level of the "Merchant's Shelter" building is lower than 4th - When the "Auto-equip" setting was enabled, items for the second hand removed two-handed weapons from the character - When discarding an equipped two-handed weapon, the animation type was not reset to one-handed - Lots of minor fixes

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1.35.2

October 24, 2022

[GAMEPLAY] - Completely updated animations for all player characters. Now they display the movements of individual body parts and are much better readable (animations of creatures were not affected) - Most skills and hits no longer stop the character, but almost always significantly slow down their movement - Items sold to the Merchant can now be bought back at the same price (before moving to another floor or reloading the location) - While running, the character now looks in the direction of movement, even if he is fixed on the target [GENERATION] - Completely updated appearance of most dungeons. Wall and floor texture resolution increased from 16x16 to 24x24 - "Ancient Executioner" renamed to "Burnt Executioner". Now he can be found not only as a monster champion, but also as a mini-boss - Generation of the Abandoned Prison has been completely reworked: now it uses manually created rooms (more than 40 rooms) - Added new rooms for Catacombs - Added new Treasury - Added new environment objects; more objects and containers are generated per floor - Passages to the room in which the player appeared, if possible, will be blocked by doors or barricades - In the Catacombs and the Prison, you can meet the Merchant right on the floor [FORTRESS] - Updated names and descriptions of some buildings [ITEMS] - Added a new ring - "Hollow". It has no standard effects, but always gains one additional random effect (or an additional level for the existing effect) - All axes, arrows and crossbow bolts are now displayed on the character when equipped - The item "Mage's battle staff" has been renamed to "Arcane staff" [BALANCE] - Updated the formula for calculating levels and stats for mini-bosses and monster champions - Warlock mini-boss got a new attack. Also, after teleporting, he now instantly turns to the target, and his shield can be broken - Mini-boss Pumpkinhead no longer regenerates health during combat - The effects "Aura of Endurance" and "Aura of Magic" have been renamed to "Spark of Life" and "Spark of Magic", respectively, and now only affect the character himself - Goblin Druids can now summon Rats in combat - Reduced the cost of the building "Circle of Masters" - The "Inferno" skill now deals significantly more damage to monsters (10% of the total damage per skill level, while before it was +10% to base damage). It also now deals fixed damage to crates and chests - "Flame Breath" now deals damage after a short delay instead of instantly - The effectiveness of the "Rumble of Battle" skill now increases by 0.1% per skill level (previously - by 0.5% per 5 levels) - When resurrected using the Cross of Life, the character instantly deals 10 times the damage of his attack to nearby monsters, but not less than 50 damage (previously this damage was always 50) - The torch in the character's hands, as well as the "Paralysis" effect, now stop the regeneration of mutants when they are poisoned - Changed the amount of score points that the player received for killing some monsters - Decreased wall durability in the Sunken Grotto [MISC] - Interaction button position can now be changed - When completing a descent through the pause screen in the Camp, the character now automatically becomes a survivor, and not abandoned - The trail behind the character when dashing has become more noticeable - Updated the sound effects of the fight with the Warlock and the Weaver - The number of the current floor on the Map (if the character survived and has already played in this location) no longer hides the max. number of floors cleared - Crates and barrels are a bit smaller - Added support for 2560x1440 screen resolution - Redesigned control system (yes, again) - Redesigned localization system

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1.35

October 23, 2022

[GAMEPLAY] - Completely updated animations for all player characters. Now they display the movements of individual body parts and are much better readable (animations of creatures were not affected) - Most skills and hits no longer stop the character, but almost always significantly slow down their movement - Items sold to the Merchant can now be bought back at the same price (before moving to another floor or reloading the location) - While running, the character now looks in the direction of movement, even if he is fixed on the target [GENERATION] - Completely updated appearance of most dungeons. Wall and floor texture resolution increased from 16x16 to 24x24 - "Ancient Executioner" renamed to "Burnt Executioner". Now he can be found not only as a monster champion, but also as a mini-boss - Generation of the Abandoned Prison has been completely reworked: now it uses manually created rooms (more than 40 rooms) - Added new rooms for Catacombs - Added new Treasury - Added new environment objects; more objects and containers are generated per floor - Passages to the room in which the player appeared, if possible, will be blocked by doors or barricades - In the Catacombs and the Prison, you can meet the Merchant right on the floor [FORTRESS] - Updated names and descriptions of some buildings [ITEMS] - Added a new ring - "Hollow". It has no standard effects, but always gains one additional random effect (or an additional level for the existing effect) - All axes, arrows and crossbow bolts are now displayed on the character when equipped - The item "Mage's battle staff" has been renamed to "Arcane staff" [BALANCE] - Updated the formula for calculating levels and stats for mini-bosses and monster champions - Warlock mini-boss got a new attack. Also, after teleporting, he now instantly turns to the target, and his shield can be broken - Mini-boss Pumpkinhead no longer regenerates health during combat - The effects "Aura of Endurance" and "Aura of Magic" have been renamed to "Spark of Life" and "Spark of Magic", respectively, and now only affect the character himself - Goblin Druids can now summon Rats in combat - Reduced the cost of the building "Circle of Masters" - The "Inferno" skill now deals significantly more damage to monsters (10% of the total damage per skill level, while before it was +10% to base damage). It also now deals fixed damage to crates and chests - "Flame Breath" now deals damage after a short delay instead of instantly - The effectiveness of the "Rumble of Battle" skill now increases by 0.1% per skill level (previously - by 0.5% per 5 levels) - When resurrected using the Cross of Life, the character instantly deals 10 times the damage of his attack to nearby monsters, but not less than 50 damage (previously this damage was always 50) - The torch in the character's hands, as well as the "Paralysis" effect, now stop the regeneration of mutants when they are poisoned - Changed the amount of score points that the player received for killing some monsters - Decreased wall durability in the Sunken Grotto [MISC] - Interaction button position can now be changed - When completing a descent through the pause screen in the Camp, the character now automatically becomes a survivor, and not abandoned - The trail behind the character when dashing has become more noticeable - Updated the sound effects of the fight with the Warlock and the Weaver - The number of the current floor on the Map (if the character survived and has already played in this location) no longer hides the max. number of floors cleared - Crates and barrels are a bit smaller - Added support for 2560x1440 screen resolution - Redesigned control system (yes, again) - Redesigned localization system

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Pocket Rogues In-App Purchases History

$0.99

Handful of Gems

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$2.99

Bag of Gems

Get +1,000 gems

$6.99

Chest of Gems

Get +3,500 gems

$14.99

Treasure of Gems

Get +15,000 gems

$29.99

Mountain of Gems

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Price History of Pocket Rogues

Description of Pocket Rogues

POCKET ROGUES brings old school Action-RPG flavor to the Roguelike genre. Here you must fight your way through hordes of monsters, explore unique and randomly generated locations, upgrade your guild fortress, and develop heroes of ever-increasing might if you hope to discover the lost secrets of a mysterious dungeon. FEATURES: • THE GAME IS PLAYED ENTIRELY IN REAL TIME! Move, dodge, avoid obstacles, outmaneuver and outflank! Enjoy an elaborate combat system focused on character control and player skill. • TRY YOUR LUCK AS ONE OF MANY HERO CLASSES, each with unique skills, specific equipment, and their own progression tree. • EVERY DESCENT IS SPECIAL! From locations and monsters to loot and chance encounters, everything is generated during the game. You will never see two identical dungeons! • THE GAME INCLUDES UNIQUE LOCATIONS, each with its own visual style, distinctive enemies, traps, and interactive objects. Once discovered, you can move freely between them all. • Construct and improve buildings in the territory of your very OWN GUILD FORTRESS. Unlock new hero classes, strengthen existing ones, and gain access to an arsenal of fierce techniques. • REGULAR UPDATES! The game has been supported and actively developed for a long period of time. The game’s creator works in close contact with the community and dedicated players to ensure a high-quality experience for everyone. Pocket Rogues contains many different dungeons, each with its own unique loot and monsters. A wide variety of classes and dozens of specializations allow you to take alternative approaches to the game’s numerous boss battles, and each will test your skill in a new way. Add in Pocket Rogue’s traditional RPG components, such as character progression and exploration, and you will never feel bored! “For many centuries, a dark dungeon has called to hapless travelers, whispering secrets and promising priceless treasure. None who enter have ever returned, and rumor says that each met an unspeakable fate at the hands of a true Evil. These gloomy legends, of course, only entice new adventurers to try their luck in the depths, eager for glory, fame, and riches beyond imagination. What are you waiting for? It’s time to become one of them!” ULTIMATE VERSION FEATURES: • The number of all the GEMS, obtained by killing monsters, bosses and for completing tasks, is increased by 50% • Added the ability to SAVE the game before leaving, being in any normal dungeon, as well as auto-save while minimizing the game • Berserk, Necromancer and all future PREMIUM CLASSES are available for gold • Added the ability to start descent into the DUNGEON from a given depth • All normal dungeons are completely FREE > Discord (Eng): https://discord.gg/nkmyx6JyYZ > Facebook (Eng): http://www.facebook.com/PocketRogues For all questions, you can also contact the developer directly: ethergaminginc@gmail.com
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Pocket Rogues: FAQ

Can Pocket Rogues support iPad devices?

The Pocket Rogues software is compatible with iPad devices.

Who created Pocket Rogues?

The Pocket Rogues app was created by Alexej Leonydov.

What’s the minimum iOS version supported by the Pocket Rogues app?

Currently, Pocket Rogues supports iOS 13.0 or later.

What is the overall user rating for Pocket Rogues?

4.7: The Pocket Rogues app gets a lot of positive feedback.

What genre of app is Pocket Rogues?

The App Category Of The Pocket Rogues App Is Games.

Which version of the Pocket Rogues app is the latest one?

The newest version of Pocket Rogues is 1.37.1.

What date did the latest update for Pocket Rogues come out?

Pocket Rogues released its latest update on September 29, 2024.

What date did Pocket Rogues come out?

Pocket Rogues was initially released on February 5, 2023.

What's the content advisory rating of the Pocket Rogues app?

The content advisory rating is Alexej Leonydov: The Pocket Rogues app is unsuitable for children under the age of 12.

What languages is Pocket Rogues available in?

Currently, the Pocket Rogues app supports the following languages: American English, Russian, Ukrainian.

Is Pocket Rogues part of the Apple Arcade lineup of games?

Sorry, Pocket Rogues is not part of Apple Arcade.

Is Pocket Rogues eligible for in-app purchases?

Yes, Pocket Rogues is eligible for in-app purchases to enrich your usage.

Does Pocket Rogues offer compatibility with Apple Vision Pro?

No, Pocket Rogues does not offer compatibility with Apple Vision Pro.

Are there commercial ads in Pocket Rogues?

No, there are no commercial ads in Pocket Rogues.

Video & Screenshots of Pocket Rogues

Pocket Rogues: Ultimate video #1 for iPhone
Pocket Rogues: Ultimate screenshot #2 for iPhone
Pocket Rogues: Ultimate screenshot #3 for iPhone
Pocket Rogues: Ultimate screenshot #4 for iPhone
Pocket Rogues: Ultimate screenshot #5 for iPhone
Pocket Rogues: Ultimate screenshot #6 for iPhone
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Reviews of Pocket Rogues

Leave a Review Pocket Rogues
  • Very fun game

    It didn’t take me long to get the ultimate version. I really like this game. I will say there have been two bugs that I’ve noticed though. When you dash into a wall at the right angle you will go absolutely flying. It’s quite funny but I’m pretty sure it’s not supposed to do that😂. And I’m pretty sure the second bug just has to do with my graphics, but when I pick up a lot of gold or just items in general, the game kind of stutters and lags, but other than that, I love it. but I will say the most annoying enemy in the game is those little bats that teleport to you and if they’re high enough level, just absolutely obliterate you.
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  • Honest Opinion

    I've never wrote a review but this is a game I see myself playing long term, if youre into anime, dungeons and dragons or anything inbetween you'll probably like the game. It has endless levels and dungeons all with cool and op monsters. it gives you options to choose a class, level up certain things like endurance, agility, strength etc. as well as the specific powers/moves you choose. In game when youre in the dungeon you can find artifacts, potions, food, weapons, armor and so much more. Down the line you can even combine artifacts and special things to create more powerful stuff!! its truly a long term and strategic game:) I really like it because its a challenge.
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  • Try balancing

    I like the game a ton, it may be grindy at first, but later on, it’s very fun. There are two little problems: the grinding in the early-game, and the abilities. The abilities are not quite balanced, e.g. the necromancer’s normal attacks being a projectile that does medium damage but when you upgrade it it turns into 3 projectiles. Or a slightly debuffing SINGLE projectile that does small damage. The choice is obvious. Then the early game grinding. Its a minor issue, as this is a mobile game, it should really be played in long car rides or something. Not a game you regularly play. (IMO) anyway sorry for the lengthy review, I hope this helps! Have fun!
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