HELLCARD - Filip
Version 1.1.250206
  • Disabled the anonymous data collection system, which occasionally caused crashes
HELLCARD - Konstanty
Hi everyone!

This update introduces the Gargoyles monster family and a lot of changes in Tinkerer's balance.

Gargoyles
Gargoyles show up only in Endless and Torment modes beyond the 13th floor. They are unique in that they show up with other monster families, providing protection. As long as they have someone to protect they will focus on that. Once other monsters are gone, though, they can prove to be formidable enemies with their high strength.

Tinkerer Changes
We got a lot of valuable feedback after the Tinkerer rework and we have incorporated it in the design.

The core (pun intended) issues revolved around ending up with cards requiring one resource but only having the other. Now Cores are more of a mechanic boost fuel, while screws are the main resource.

These changes were tested on the public_test branch for over a month, so everything should be stable. And the tinkering experience should be smoother. Fingers crossed ːArchduckː

Full Changelog
Version 1.1.250122 - 22 Jan 2025
  • New monster family: Gargoyles with their unique mechanics. You can encounter them in Torment games and Endless mode after the 13th floor
  • Mage Frostmancer outfit is now unlockable!
  • Bruja Folk Healer outfit is now Legendary (was Rare)
  • Removed subsequential warning messages when skipping Endless modifiers
  • Fixed multiple Jack traps sometimes breaking the stun
  • Fixed Vendetta not granting other players bonus damage in multiplayer
  • Fixed crash when entering a friend's Endless or Torment lobby without having that Torment unlocked
  • Fixed Double-edged Sword self-damage being affected by certain damage-increasing influences
  • Balance: Adjourn - changed increasing Reckoning from 150% to 50%
  • Balance: Atone - changed from reducing Reckoning to 50% to gaining Block equal to 50% Reckoning
  • Balance: Atone - removed Strain effect
  • Balance: Bargaining - cost reduced to 1. Mana gain reduced to 1
  • Balance: Cabrit sans Cor - damage reduced to 3 and Reckoning gain increased to 6
  • Balance: Channel Wrath - changed damage from 100% to 50% of Reckoning, mana cost set to 1
  • Balance: Choir of Agony - strength reduction for damaged monsters is no longer dependent on killing the target monster
  • Balance: Corrupt Offering - changed increase in Reckoning from 50% to 150%
  • Balance: Curry Favor - cost reduced to 1. Exhaust replaced with Strain. Mana gain reduced to 2
  • Balance: Double Cut - increased extra damage to +5, changed HP level threshold to 60%
  • Balance: Echoing Whimper - added strength reduction for damaged monsters effect
  • Balance: Embrace Ire - set to draw 2 cards and 2 mana per 10 Reckoning for 2 mana with strain
  • Balance: Haruspicy - removed mana gain effect, now it gives only cards
  • Balance: Ill Intent - increased cost from 1 to 2
  • Balance: Ill Intent - reckoning gain increased to 10
  • Balance: Malfeasance - changed radius from large to medium, mana cost set to 0
  • Balance: Mind Fracture - reckoning gain increased to 15
  • Balance: Patience - changed from reducing Reckoning to 75% to gaining Block equal to 75% Reckoning
  • Balance: Patience - changed Reckoning reduction from 50% to 75%
  • Balance: Repent - changed cost from 1 to 0, changed Reckoning reduction from 15 to 30
  • Balance: Seeping Wound - increased extra damage to +10, changed HP level threshold to 40%
  • Balance: Sinister Chant - damage set to 20 (previously 25)
  • Balance: Soul Swap - cost reduced from 2 to 1
  • Balance: Thousand Cuts - completely new effect to distinguish it from Reap Rewards. It deals 2 damage to a random monster repeated the number of times equal to HP lost
  • Balance: Veer Anger - changed radius from medium to small, mana cost set to 1, removed Strain
  • Balance: Backpack Ballista - increased radius to large
  • Balance: Brilliance - reduced cost to 3
  • Balance: Brilliance - reduced the cost to play to 3 screws
  • Balance: Changed additional effect cost from 1 core to having any cost requirement
  • Balance: Chill - Reduced the cost to 1 Screw
  • Balance: Clippings - Added "Gain 1 Screw." effect, changed added cards destination from draw pile to discard pile
  • Balance: Cold Fusion - Reduced the cost to 1 Screw
  • Balance: Compact Catapult - increased radius to medium
  • Balance: Cookie - Changed from "If you use 1 Core, gain 1 mana and draw 1 card" to "If you have any Cores, draw 1 card."
  • Balance: Core Dump - reduced increased damage cost to 2 Cores. Changed Exhaust to Strain
  • Balance: Eureka!, Idea, Magnum Opus - set the cost of all these cards in the chain to 2 and
  • Balance: Exponentiation - changed the cost to 0 mana
  • Balance: Feathertouch - reduced the cost to 1 Screw
  • Balance: Field Flux - Removed strain when having cores already
  • Balance: Fire Sprinkler - clarified description to At the end of monsters' turn, deal 2 unblockable damage in a long medium cone towards the nearest monster per stack. Use a single Core to increase the damage to 4
  • Balance: Force Multiplier - reduced the cost to 2 Screws, increased damage to 6
  • Balance: Grid Srike - reduced the cost to 1 mana
  • Balance: Home Alone - reduced the cost to 1 Screw, increased damage to 4
  • Balance: Overpressure - changed the card to be in line with other cards using cores for stronger effects. Reworded the description to "At the end of the monsters' turn, deal 8 unblockable damage in a long medium cone towards the nearest monster per stack. Use a single Core in total to increase the damage to 10."
  • Balance: Quantum Flow - Removed strain when having 2 or more cores already
  • Balance: Redox Reaction - clarified description to At the end of monsters' turn, deal 4 unblockable damage in a long medium cone towards the nearest monster per stack. Use a single Core to increase the damage to 6
  • Balance: Science! - Removed card discarding effect
  • Balance: Solidarity - changed the card to be in line with other cards requiring possession of cores for stronger effects. Reworded the description to "Attack cards of every hero deal +3 damage, if you have any Cores, make it +4 damage."
  • Balance: Spider Gun - reworded the description to "At the end of monsters' turn, use 1 Screw per stack to deal 15 damage to 3 nearest monsters."
  • Balance: Stable Influx - Removed strain when having 2 or more cores already. Changed from gaining 1 core and giving 2 mana to gaining 2 cores and giving 1 mana
  • Balance: Tabletop Trebuchet - increased radius to medium
  • Balance: Tough Tabard - changed the card to be in line with other cards using cores for stronger effects. Reworded the description to "At the start of your turn, gain 5 block per stack, Use a single Core to make it 20."
  • Balance: Trapper Delight - reduced the cost to 1 mana
  • Balance: Unionize - changed the card to be in line with other cards requiring possession of cores for stronger effects. reworded the description to "Attack cards of every hero deal +1 damage, if you have any Cores, make it +2 damage."
  • Balance: Mechamimic - removed strain
  • Balance: Lathe and Cookie Cutter swapped their rarity status (Lathe is now rare, Cookie Cutter is now Legendary)
  • Balance: Hex - increased Reckoning gain to 5
  • Balance: Chanelling Wrath - removed Strain
  • Balance: Spring Blade - reduced the cost to 0 Mana
  • Balance: Junk Trap - increased Screws gain to 2
  • Balance: Magnet Trap - reduced the cost to 1 Screw
  • Balance: Acid Trap - reduced the cost to 1 Screw
  • Balance: Jack Trap - reduced the cost to 1 Screw
  • Balance: Tripwire Trap - now Marks a random monster in the section instead of marking monsters entering the section
  • Balance: Paint Trap - now Marks a random monster in the section instead of marking monsters entering the section
  • Almanac Completion now shows counters based on DLCs owned by the player
  • Almanac Completion now shows a basic Warrior outfit


As Always,
Stay Safe in Paper Dungeons ːarchduckː
Konstanty
HELLCARD - Konstanty
Hello everyone, happy New Year!

It’s time for our yearly roadmap post. The previous year was tumultuous, for both the gamedev industry and us with the launch of Hellcard 1.0, technology changes, and team shuffling. We are now well posed for a productive 2025, so let’s talk about Thing Trunk Past, Present, and Future.

The Past
Hellcard
The biggest externally visible event of the past year was the launch of Hellcard 1.0 and Bruja DLC. Both performed well, which wasn’t a given. We launched during a period of many, many failed launches of good games that went under without even making a ripple. After all, in 2024 a whooping 18996 games were released on Steam. That's over 2 games per hour!

Yet we hit over 2000 concurrent players, making it our biggest launch yet! And then soared to over 5600 concurrent players for the Bruja DLC launch.

We are now crunching numbers to see if making DLCs is a valid strategy moving forward. Adding one more class to Hellcard would be awesome, but with our limited manpower, we wouldn’t want to delay other projects unnecessarily.

We also have been polishing and balancing Hellcard, with more cards and complete rework on the Tinkerer class. As a result, we have recently hit an Overwhelmingly Positive rating in recent reviews, which we are super stoked about.

We have also been working on console ports; you can expect more news in that department shortly. The workload was shared between us and an external porting company, which allowed us to learn a lot. In the future, we are going to develop games for consoles and PC at the same time. This should save a lot of time since the work won’t have to be duplicated. It will also make the codebase tidy and organized.
Team Growth and Streamlining
On the team front, there have been changes as well. We took in three interns last year and offered each of them to keep working with us once their internships ended. We are 14 people strong now.

Sadly, Matt, one of the founding fathers, decided to take a more passive role in development, mostly due to burnout. He remains in an advisory role but doesn’t work on any specific project, for now.

Last, but super far from least, after 10 years, we managed to compartmentalize the development. Until now, each one of us has worked on all current projects. We had issues with delegation - team members would consult everyone else about most decisions. While this approach was great for what we call visibility, meaning everyone knew everything going on, it’s detrimental to efficiency. And it put unnecessary strain on the team.

For the last three years, we have been trying to isolate the bureaucracy of running the company and ongoing projects from each other. And on the project scale, learn how to delegate. We are now confident this new system is working.
The Present
First of all, we signed an unannounced project with a publisher. It will be our first UE5 project. That’s all I can say at the moment, though ːarchduckː It will be part of the series and Supporter's Pack, of course.
Book of Aliens
We are looking for funding to expand the Book of Aliens team. The environment is adversarial, to say the least with studios firing devs en masse and investors scared. We have a couple of options that we will continue to pursue while continuing to work on the game. The core Book of Aliens team is small now, we can iterate prototypes and design but we will need more hands on board before moving into preproduction.
Hellcard
We are finalizing the modding support update for Hellcard. This completes the Hellcard’s roadmap, encompassing all we had planned at launch. We even have added plenty of unplanned content along the way, so there is a non-zero chance that’s not all ːarchduckː
Book of Demons?
I know, that’s a name you haven’t heard in a long time! In my spare time, I have tinkered with the Book of Demons. Specifically, I remade it to work without path-bound movement.
There is a story behind it, too. One day I woke up and remembered a negative review from 2018 (these tend to burn into your brain when you are a green dev with starry eyes). Someone wrote that the game was “shit on rails” and that “devs made it on rails because free movement would be too hard”. Which was funny since path movement and mechanics were super complicated to implement.
I wanted to see if it would work and if I could rewrite the game secretly to surprise the team. Not only did it work but it’s also fun. Not sure if we are going to do anything with that, though. The changes are too fundamental to be incorporated into the core game’s code.
The Future
Hellcard
We will release the modding support update sometime early this year. This should allow anyone to add new classes and cards using pre-existing mechanics. We expect to spend at least a month fixing issues with it and supporting modders (assuming there will be modders ːarchduckː). This will finish the content roadmap for Hellcard but doesn’t mean there won’t be more content at all. If adding future classes as DLC proves feasible we might add one or two.
Book of Aliens and the Other Project
The work continues. Since we are fully transitioning to Unreal Engine with all future projects, we decided it would make sense to develop a smaller (or maybe simpler is the correct word here) project on it first. That way we will have a better grip on the tech before diving head first into Book of Aliens, allowing us to ensure the the proper quality you expect from us in both games.
Final Word
All in all, everyone is excited about the future, doing what they want to be doing and work is progressing very quickly compared to previous years. So, I dare say, it was a year of hard work but it seems to be paying off. This year will tell!

As Always,
Stay Safe in Paper Dungeons ːarchduckː
Konstanty


HELLCARD - Konstanty
Just wanted to let you know that even though we don't have the banner with Turn-Based Carnival (yet, due to our mistake) Hellcard is part of the event. With a 33% discount!

And so are many other good games, some made by our friends. So, if you are into turn-based strategizing, consider checking it now:

https://store.steampowered.com/sale/TurnBasedCarnival2023


As Always,
Stay Safe in Paper Dungeons ːarchduckː
Konstanty
HELLCARD - Konstanty
The Archduck, often seen lurking next to adversaries in both Hellcard and Book of Demons. An innocent duck with the wrong friends? Or an evil mastermind, subtly pulling the strings from the shadows? Now you can also befriend this somewhat sinister fowl and see if you end up running your own paper dungeon. Don't blame us if a party of heroes kicks in your doors sometime down the road, though!

We have joined forces with Makeship to see if there is enough interest in Archduck plushies. If there is they will bring Archduck plushie into the physical realm. They are the same guys who did Rimworld plushies, so they are solid.

You can sign the petition here:
https://www.makeship.com/petitions/archduck-plushie


If it reaches 200 orders the game is on. If not - we still have our unique archduck plushie at the office to cry into ːarchduckː

As Always,
Stay Safe in Paper Dungeon ːArchduckː
Konstanty
Oct 26, 2024
HELLCARD - Konstanty
'Tis the season to be scared! Everyone who starts the game between now and 26th November will unlock Halloween-themed outfits for their characters.

One of these is brand new: Bruja's Zombie Outfit. My new personal favorite, I was waiting to be able to play it on the public branch ːarchduckː

As Always,
Stay Safe in Paper Dungeons!
Konstanty

HELLCARD - Konstanty

We got a lot of feedback after the Tinkerer rework and have been hard at work to tweak the balance. Now we are at a point where we need you, the community, to test new changes and tell us what you think.


This beta also includes a whole new monster family, the gargoyles, along with unique mechanics. They are present in Endless mode and can spawn after the 13th floor, including new gargoyle minibosses.

And, of course, there are the traditional bug fixes included ːarchduckː.

The more people try the new build the better it will be once it goes public, now is your chance to impact the balance ːarchduckː

If you want to test it, please go to the game's properties in the Steam library and on the Beta tabs switch to release-candidate.

Important Disclaimer!
There is no crossplay between the public branch and the beta release-candidate branch - you will be able to play co-op only with others in the beta. So it's best to drag your friends along ːarchduckː

There will be a survey after you close the game, please consider filling it out with your feedback and thoughts. It would help us a lot ːpaperheartː.

You can also discuss the beta changes in a dedicated Hellcard beta test channel on our Discord server:
https://discord.gg/RxRB3NYQ


Full changelog for this beta test
  • New monster family: Gargoyles with their unique mechanics. You can encounter them in Torment games and Endless mode after the 13th floor
  • Mage Frostmancer outfit is now unlockable!
  • Bruja Folk Healer outfit is now Legendary (was Rare)
  • Fixed multiple Jack traps sometimes breaking the stun
  • Fixed Vendetta not granting other players bonus damage in multiplayer
  • Balance: Adjourn - changed increasing Reckoning from 150% to 50%
  • Balance: Atone - changed from reducing Reckoning to 50% to gaining Block equal to 50% Reckoning
  • Balance: Atone - removed Strain effect
  • Balance: Bargaining - cost reduced to 1. Mana gain reduced to 1
  • Balance: Cabrit sans Cor - damage reduced to 3 and Reckoning gain increased to 6
  • Balance: Channel Wrath - changed damage from 100% to 50% of Reckoning, mana cost set to 1
  • Balance: Choir of Agony - strength reduction for damaged monsters is no longer dependent on killing the target monster
  • Balance: Corrupt Offering - changed increase in Reckoning from 50% to 150%
  • Balance: Curry Favor - cost reduced to 1. Exhaust replaced with Strain. Mana gain reduced to 2
  • Balance: Double Cut - increased extra damage to +5, changed HP level threshold to 60%
  • Balance: Echoing Whimper - added strength reduction for damaged monsters effect
  • Balance: Embrace Ire - set to draw 2 cards and 2 mana per 10 Reckoning for 2 mana with strain
  • Balance: Haruspicy - removed mana gain effect, now it gives only cards
  • Balance: Ill Intent - increased cost from 1 to 2
  • Balance: Ill Intent - reckoning gain increased to 10
  • Balance: Malfeasance - changed radius from large to medium, mana cost set to 1
  • Balance: Mind Fracture - reckoning gain increased to 15
  • Balance: Patience  - changed from reducing Reckoning to 75% to gaining Block equal to 75% Reckoning
  • Balance: Patience - changed Reckoning reduction from 50% to 75%
  • Balance: Repent - changed cost from 1 to 0, changed Reckoning reduction from 15 to 30
  • Balance: Seeping Wound - increased extra damage to +10, changed HP level threshold to 40%
  • Balance: Sinister Chant - damage set to 20 (previously 25)
  • Balance: Soul Swap - cost reduced from 2 to 1
  • Balance: Thousand Cuts - completely new effect to distinguish it from Reap Rewards. It deals 2 damage to a random monster repeated the number of times equal to HP lost
  • Balance: Veer Anger - changed radius from medium to small, mana cost set to 1
  • Balance: Backpack Ballista - increased radius to large
  • Balance: Brilliance - reduced cost to 3
  • Balance: Brilliance - reduced the cost to play to 3 screws
  • Balance: Changed additional effect cost from 1 core to having any cost requirement
  • Balance: Chill - Reduced the cost to 1 Screw
  • Balance: Clippings - Added "Gain 1 Screw." effect, changed added cards destination from draw pile to discard pile
  • Balance: Cold Fusion - Reduced the cost to 1 Screw
  • Balance: Compact Catapult - increased radius to medium
  • Balance: Cookie - Changed from "If you use 1 Core, gain 1 mana and draw 1 card" to "If you have any Cores, draw 1 card."
  • Balance: Core Dump - reduced increased damage cost to 2 Cores. Changed Exhaust to Strain
  • Balance: Eureka!, Idea, Magnum Opus - set the cost of all these cards in the chain to 2 and
  • Balance: Exponentiation - changed the cost to 0 mana
  • Balance: Feathertouch - reduced the cost to 2 Screws
  • Balance: Field Flux - Removed strain when having cores already
  • Balance: Fire Sprinkler - clarified description to At the end of monsters' turn, deal 2 unblockable damage in a long medium cone towards the nearest monster per stack. Use a single Core to increase the damage to 4
  • Balance: Force Multiplier- reduced the cost to 4 Screws, increased damage to 6
  • Balance: Grid Srike - reduced the cost to 1 mana
  • Balance: Home Alone- reduced the cost to 3 Screws, increased damage to 4
  • Balance: Overpressure - changed the card to be in line with other cards using cores for stronger effects. Reworded the description to "At the end of the monsters' turn, deal 8 unblockable damage in a long medium cone towards the nearest monster per stack. Use a single Core in total to increase the damage to 10."
  • Balance: Quantum Flow - Removed strain when having 2 or more cores already
  • Balance: Redox Reaction - clarified description to At the end of monsters' turn, deal 4 unblockable damage in a long medium cone towards the nearest monster per stack. Use a single Core to increase the damage to 6
  • Balance: Science! - Removed card discarding effect
  • Balance: Solidarity - changed the card to be in line with other cards requiring possession of cores for stronger effects. Reworded the description to "Attack cards of every hero deal +3 damage, if you have any Cores, make it +4 damage."
  • Balance: Spider Gun - reworded the description to "At the end of monsters' turn, use 1 Screw per stack to deal 15 damage to 3 nearest monsters."
  • Balance: Stable Influx - Removed strain when having 2 or more cores already. Changed from gaining 1 core and giving 2 mana to gaining 2 cores and giving 1 mana
  • Balance: Tabletop Trebuchet - increased radius to medium
  • Balance: Tough Tabard - changed the card to be in line with other cards using cores for stronger effects. Reworded the description to "At the start of your turn, gain 5 block per stack, Use a single Core to make it 20."
  • Balance: Trapper Delight - reduced the cost to 1 mana
  • Balance: Unionize - changed the card to be in line with other cards requiring possession of cores for stronger effects. reworded the description to "Attack cards of every hero deal +1 damage, if you have any Cores, make it +2 damage."
  • Almanac Completion now shows counters based on DLCs owned by the player
  • Almanac Completion now shows a basic Warrior outfit


As Always,
Stay Safe in Paper Dungeons ːarchduckː
Konstanty
Sep 20, 2024
HELLCARD - Konstanty
A quick hotfix. Larger balancing changes are in the works based on the feedback we got so far, stay tuned!


Version 1.1.240920 - 20 Sep 2024
  • Fixed crash in traps that give Screws on monster death (Junk Trap, Trojan Trap, and Kill Zone Trap)
  • Fixed English typo and updated translations

As Always,
Stay Safe in Paper Dungeons ːarchduckː
Konstanty
Sep 19, 2024
HELLCARD - Konstanty
For some time now we have been tinkering with Tinkerer's mechanics. Tracking both Screws and Cores was a headache. Various resource starvation scenarios were also possible, which are never fun to play or easy to balance out. We decided to overhaul his cards and streamline the resources.

The most crucial change is how Cores and Screws work. Playing cards costs mana and screws only now. Cores are used only for buffing with extra effects. This means Tinkerer's cards will be playable with standard effects without Cores, but, by spending extra Cores, they can get buffed for that extra kick.

There are now three major buffs achievable with Cores:

Spending optional Cores when you play a card
This group includes contraptions that shoot stuff like Prototype, Popping Wrist, Shoulder Cannon, and Spider Gun. By spending optional cores Tinkerer can deploy an extra copy of the contraption. Whirligig, Gauntlet, and Pavise can also be buffed with additional effects by spending extra Cores when playing them. While Singularity now requires one Core to be spent for other players to draw an extra card.

Core Dump and Deflector Attack can now be played with Screws only but if Tinkerer wants to activate their more powerful effects, he’ll have to spend 1 Core.

Cookies obtained via the Cookie Cutter can even give you mana and card draw when they are sprinkled with ground Cores.

Spending Cores when an Influence activates
Fire Sprinkler and Redox Reaction which deal even more damage when Cores are spent. Pop-up Shield and Duct Tape both give more Block if the Tinkerer has Cores to spare.

Simply having Cores when you play a card or activate an Influence
Having cores is enough to activate Unionize and Solidarity effects now.

On top of all that, a lot of cards had their cost adjusted both in terms of playing cost as well as additional cost, e.g. using Field Flux and Hidden Variable will no longer be that punishing in terms of how many cards Tinkerer must discard.

Ful changelog
Version 1.1.190930 - 19 Sep 2024
  • Translations update! Huge thanks to the community translators!
  • Balance: Power Drill - changed additional effect cost from screws to cores
  • Balance: Deflector - removed cores from playing cost and the "stun all with Attack intent" is activated when 1 core is used
  • Balance: Core Dump - reduced normal damage to 10 per Contraption, by using 4 cores the damage is increased to 25 per contraption
  • Balance: Whirligig - normal block given is 2, by using 1 core the block given is increased to 3
  • Balance: Gauntlet - normal block given is 3, by using 1 core the block given is increased to 4
  • Balance: Pavise - normal block given is 4, by using 1 core the block given is increased to 5
  • Balance: Field Flux - mana cost set to 1 and removed the "discard a random card" effect
  • Balance: Hidden Variable – additional cost of discarding cards set to 1 card
  • Balance: Singularity - cost changed to use only screws. Changed the additional effect (give every hero 1 card) to cost 1 core instead of 1 screw
  • Balance: Cookie - Increased screws gained to 2 and added new optional effect for 1 core that gives 1 mana and draws 1 card
  • Balance: Idea - cost changed to use only screws
  • Balance: Converter - changed the cost to 2 screws
  • Balance: Prototype - changed cost to 3 crews and added option to use 1 core to build 2 copies at once
  • Balance: Popping Wrist - changed cost to 4 crews and added option to use 1 core to build 2 copies at once
  • Balance: Shoulder Cannon - changed cost to 6 crews and added option to use 1 core to build 2 copies at once
  • Balance: Spider Gun - changed cost to 6 crews and added option to use 1 core to build 2 copies at once.
  • Balance: Fire Sprinkler - changed the cost to 3 screws. When the Influence activates, spending 1 core increases damage dealt to 4
  • Balance: Redox Reduction - changed the cost to 6 screws. When the Influence activates, spending 1 core increases damage dealt to 6
  • Balance: Overpressure - changed the cost to 5 screws
  • Balance: Tabletop Trebuchet - changed the cost to 5 screws
  • Balance: Backpack Ballista - changed the cost to 5 screws
  • Balance: Brilliance - changed the cost to 6 screws
  • Balance: Sharp Matter - changed the cost to 3 screws
  • Balance: Opus Magnum - changed the cost to 3 screws
  • Balance: Furor Divinus - changed the cost to 3 screws
  • Balance: Kill Zone Trap - changed the cost to 1 core
  • Balance: Pop-up Shield - changed the cost to 1 screw. When the Influence activates, spending 1 core increases the block gained to 3
  • Balance: Duct Tape - changed the cost to 2 screws. When the Influence activates, spending 1 core increases block gained to 5
  • Balance: Unionize - effect is active only if Tinkerer has at least 1 Core
  • Balance: Solidarity - effect is active only if Tinkerer has at least 1 Core
  • Balance: Imbue card now has Strain and always returns to the player's hand
  • Added an option to preview card upgrades when creating a character
  • Improved Run History manipulation when using a controller
  • Fixed Violent Delight tooltip showing wrong Reckoning value
  • Fixed Teeth Necklace influence description
  • Unfied Necronize and Tit for Tat card descriptions
  • Fixed Abuse Pity influence not always calculating Reckoning reduction value properly
  • Fixed communication shortcuts not blocking game input (so it was possible to end the turn accidentally)
  • Fixed Bruja cards with the "if you lost HP on your turn" mechanic not considering every damage type
  • Fixed Trojan Trap not boosting damage for summoned monsters
  • Fixed Mark sometimes not disappearing after the monster's death
  • Fixed problems with targetting some monsters that were obscured by players when using a controller
  • Fixed a crash when playing A LOT of Weave Laylines cards while having A LOT of Stamina Bursts or Bookmark influences
  • Added an indicator in the lobby search results if the game is in the dungeon right now.
  • Added a Return button for a card upgrade preview when upgrading a random card



As always,
Stay Safe in the Paper Dungeons ːarchduckː
Konstanty
Aug 30, 2024
HELLCARD - Konstanty
Version 1.1.240830
  • Fixed Singleplayer characters of any class being removed after picking Bruja artifacts in locations. These characters should now be restored.
...

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