Based on your gameplay sessions and feedback, we have changed and adjusted some aspects of the game in this update.
1.1.0 Patch Notes:
Added a creature-free mode, which can be accessed after completing the corresponding stage at least once, from the Hall.
Additions to the enemy mechanics of the "The Alleys" stage to improve gameplay flow. There is now a gauge displayed on the creature’s eye. If it fills up completely, it becomes invulnerable to the flashlight. Also, after removing the light from its eye, the creature becomes briefly stunned, giving the player a better chance to escape.
Added a dynamic outline that indicates whether it is possible to illuminate the head of the enemy in the "Pro Nobis Hotel" stage, along with a lighting particle effect.
We made it easier to find the kerosenes in the "Pro Nobis Hotel" stage by adding an outline when the player approaches them within a certain distance.
Reworked the achievement "This Show Is Mine" (Complete stages consecutively without dying) to show your progress on the boards located in the Hall. For each stage completed without dying, an icon will appear on the corresponding board. Icons earned during the process will disappear if you fail.
Slightly increased the speed of the enemies in the "The Tower" stage, as we noticed it was too easy to complete.
General UI and HUD bug fixes that occurred occasionally.
We adjusted some of the text in the final scene, which was appearing too quickly.
Hey Everyone,
Looks like quite a few people are winning and breaking the game in various ways! Hope you're all having fun!
We're currently working on Balance Patch 1 to improve effects, upgrades and perks that don't get enough play, as well as nerfing a few that give way too high exponential growth.
We're capturing data on effects, upgrades and perks that players take, but we'd like to supplement that with actual player feedback. So, if you have any feedback please pass it onto us in the Steam forum (https://steamcommunity.com/app/3481360/discussions/) or feel free to directly send it to us at otterpawpress(at)gmail.com
Some questions to get you thinking about specific feedback are:
Are there any effects, upgrades or perks that you think seem cool and want to use, but for some reason don't?
Are there any effects, upgrades or perks that you think should synergise, but don't?
Do you have any ideas for new effects, upgrade or perks that fill a niche that's missing or would be a cool interaction?
Are there any effects, upgrades or perks that seem to just be trash or are an instant pick?
Any ideas to improve the Mirror Shard tier up bonus option?
GL HF!
This patch fixes a memory creep issue/leak, makes some blocks softer for landing, and fixes several other minor issues.
0.851 change list:
now reuse opengl buffers (cuts down a lot on creeping up memory usage)
now only take half damage when landing hard on soft surfaces (mud, snow, sand, slush, & tar)
fixed cloth hats, staves, and wands not giving their mana boost to player (Impus)
fixed potted plants and trophies not transitioning to new world correctly visually
made item on ground effects match item rarity more and be bit larger
evil god power bar will now glow when close to full
good god power bar will now glow when close to full
quest threat bar will now glow when close to full
dead bodies now have more flies
can no longer use higher end vials if don't meet the min requirements
changed north/south signs to up/down
added a shadow behind markers on maps to make them stand out a bit more (ScrObot)
Hello Ironhoofs!
We’ve received a large amount of feedback since the demo launch, and it’s been extremely helpful in reshaping the core mechanics of Heroes of Magic & Cards. This update focuses on addressing two major themes: stronger synergy between decks and abilities, and increasing turn-to-turn pacing and excitement. Version 0.2.1 introduces a broad set of improvements to card flow, abilities, enchantments, and overall combat dynamics.
All hand cards are now discarded at end of turn.
Draw +1 card per turn for every learned ability (increasing total card flow as you progress).
These changes significantly increase card flow and add more surprise and decision-making each turn.
Abilities now have a Uses counter, visible in the ability shortcut bar. The goal is to make each turn to have more interesting choices and flexibility.

Added new abilities to help players build powerful hands that are otherwise unlikely to occur by chance (e.g., 3-of-a-kind, straights) and interact more directly with poker enchantments.
New abilities:
\[Battle Preparation] - Add 2 Ace with \[Omni Suit] to the draw pile.
\[Combat Roll] - Exchange a card for a new one.
\[Warrior Dance] - Create a card of the same rank in hand.
\[Uplift] - Rank up a card in hand.
Updated abilities:
\[War Cry] and \[Force Charging] now include card-draw components.
New Enchantment
\[Anchored] – The enchanted card remains in your hand (it is not discarded at end of turn).
Reworked Enchantments
\[Mirror] – Now adds 2 copies of the card to your draw pile.
\[Hot Sausage] – Bonus hand score now scales with your current Rage.
\[Berserker] – Removed the drawback of taking 25% extra damage while this card is in hand.
Removed Enchantments
Removed due to providing generic combat effects rather than interesting poker-hand interactions:
\[Guardian]
\[Spike]
\[Iceburst]
\[Shell]
You can now open the full map at any time by clicking the map icon in the top-right corner of the screen.

Elite and Boss enemies now drop 2 enchantment packs.
Fixed hover issues on enemy intents and statuses.
Improved visuals for the Event encounter scene.
Great Web Weaver, Thugs, The Golden Burrower, and The Stoneborn now apply their enchantments to cards in the draw pile instead of the hand.
Adjusted activation patterns for several Warrior abilities.
Boars and Gnolls now apply a negative status for their stealing effect instead of performing a direct action.
The Golden Burrower during burrow stage is now damageable (with 75% damage reduction) instead of being untargetable.
Damage dealt while under Rage Infusion no longer generates Rage.
The guaranteed rest node before the Boss has been moved earlier so players can learn a new ability sooner.
Random rest nodes are removed.
Fixed several description typos.
Fixed multiple localization issues.
Updated many relic effects to match the new card-draw rules.
\[Ginseng Tea] now adds +1 Use to all abilities this turn.
Maps will now generate with slightly more paths.
Temporarily removed relics that alter ability activation requirements.
The new Craft System in Void Phantom 2.0 takes crafting to a whole new level. Collect materials during waves, combine components, and create unique modular weapons that reflect your playstyle.
Modular weapons: choose the body, barrel, and accessories to build your perfect weapon.
Dynamic system: Material combinations affect damage, rate of fire, and bullet type.
Real-time strategy: Decide on the fly how to adapt your arsenal to the challenges of the dungeon.
Meaningful progression: Upgrade your skills and increase your chances of finding rare and epic components.
Experiment, combine, and dominate. Every game is different. Every weapon is yours.



The "Buddy System" will let you switch into any member of the Toxic Crusaders that you want to play as! Wait for your Tag Out Meter to fill up, then switch away!

Simply tap on the designated button to call in a new character, and they'll jump down onto the scene! Your current character will disappear as your Buddy does a lethal jump attack that can follow-up on your combo strings to catch enemies by surprise!

You can also CHOOSE which character you'd like to have jump in! Scroll through the character icons, pick a character that isn't already active on the field, and Tag them in!

https://store.steampowered.com/app/2303850/Toxic_Crusaders/
We're proud to present you another episode of "Making Barony". This time, Josiah conjures up arcane details for upcoming revisions to the magic system for Barony. In addition, we have some developments to share about the release plan for the Deserters & Disciples DLC, and the Instruments of Destruction major free update that you won't want to miss.
For more information about Barony's upcoming schools of magic, how it'll impact both DLC and vanilla classes, and our development timeline, check out the video dev diary below!
Magic has always been a fundamental component of Barony. With Instruments of Destruction, we're excited to offer even more to your magic-slinging heroes!
More reveals are coming about the Deserters & Disciples DLC, and the Instruments of Destruction free update, so stay tuned for those exciting announcements.
If you missed our previous preview of the Dryad Scion, check that out here.
You can also learn about the Gremlin Sapper and its cooking abilities in the previous entry of Making Barony, or in Barold Jenkins' reveal!
You can also check out the first Instruments of Destruction dev diary here.