Good day, everyone!
In today’s update, I’d like to present a major update to the game-changing credit cards mechanic.
As you can see in the screenshot, the old version required you to pick one of two randomly chosen cards. Previously, all of these cards were designed to help players earn more money. Similar to jokers in Balatro, you could hold up to five credit cards at once.
At some point, though, I realized this system might feel too complicated for the kind of game I’m making. That’s why I decided to try something different.
Instead of collecting many cards, you’ll now be able to hold only one card at a time. But this card won’t just have a single effect — it will come with two effects: one positive and one negative.
Here’s where it gets more interesting: you’ll actually craft your own card. When the time comes, you’ll be presented with a pool of effects — four positive and four negative. Choose one from each group, confirm your selection, and that’s it — your card is ready to use. The effects remain active until you craft a new card, which automatically replaces the old one.
Here are a few examples to give you a better idea of how these cards can change the game:
Positive effects:
- Increase the number of shots per round
- Apply a multiplier if you earn less than X
- Spawn extra special balls
Negative effects:
- Disable certain balls from spawning
- Reduce the maximum number of coupons you can use per round
- Subtract $20 from the Calculator whenever you use a coupon
Having both positive and negative effects creates a push-and-pull dynamic: you’re never just getting stronger — you’re also introducing new challenges for yourself. It’s not just about picking the best bonus; it’s about finding the right balance that fits your playstyle and the current situation.
Make sure to wishlist the game — big news is coming soon!
Thank you!
The demo has been updated to version 0.5.0.
Fix bugs with some music volumes.
Fix typos.
Improve performance when outdoors.
Sync Demo with current development version.
Happy Halloween!
Albright Outpost has a new neighbor! Try visiting the new pumpkin house near the entrance to Spinewood Forest, and see the tricks and treats within!
Featuring all new items and a new mini-dungeon, and some new Halloween-themed monster varieties during the season.
Boo!
This update to Squirmish: The Videogame is required to access features unlocked by the new DLC: Biscuit Sisters vs. Gravy Brothers 24-Card Booster Set.
The new DLC adds 24 cards to the game, including two new groups, plus a new solo play experience called FOOD FIGHTS!
The Biscuit Sisters Vs. The Gravy Brothers 24-Card Booster Set
Being October, this update adds a free brand new Halloween-themed card to the game, where it joins Punkin Haid and the other six members of the Halloweenies group.
This card does not require any DLC and is available in the FULL version of Squirmish as well as the DEMO.
In Squirmish, a placement event occurs when a card first enters the arena, whether it's placed in an unoccupied location or replacing another card in the arena.
Card placement can occur:
at the beginning of the game when starters are placed
during the Place a Card or Move Step
as a card ability action (see Cherry On Top)
when resolving a Consolation Prize
In the core set, the only placement-triggered ability is the notorious Fermented Nightshade, the special ability of Hobblebob.
However, the new Biscuits vs. Gravy DLC introduces three more cards with placement-triggered abilities: Giggler, Woggle, and Poggle.
Since the release of Squirmish: The Videogame, we have not been treating starter placement as a placement-triggering event. Hobblebob was the only card affected by this, and in the beginning, we also didn't allow Fermented Nightshade to target Hobblebob. It felt like triggering Fermented Nightshade at starter placement just produced game play that was not fun. Placing Hobblebob as a starter was low risk and often just eliminated the opponent's starter, with no Consolation Prize awarded.
Sometime over the last year, we changed the interpretation of Fermented Nightshade to include Hobblebob as a target for removal. This makes placing Hobblebob as a starter a bit more risky, since if it becomes the first card placed, it will be the only valid target for Fermented Nightshade and must remove itself.
With that, and the addition of new cards with placement-triggered abilities, (Giggler, Woggle, and Poggle), we decided to experiment with making starter placement a placement-triggering event. The resulting interactions, although rare, are very interesting, so we decided to enable it in this update.
While experimenting with starter placement triggers, we discovered that some Consolation Prize card placements were not reliably triggering in PvP games and that the fix for this was technically complex, especially with the addition of the new cards.
Additionally, since Consolation Prizes are awarded during play stoppage by the Referee flavor-wise, it doesn't seem unreasonable for some game rules to be suspended for Consolation Prize resolution.
So, to keep placement trigger handling consistent across all play variations, Consolation Prizes no longer trigger placement-triggered abilities. You can still place any of these cards as a consolation prize, but their placement won't trigger their placement-triggered abilities or, if Giggler is in play, it's Old Switcheroo ability won't trigger either.
Please use one of these places to report bugs or send feedback:
at the official Squirmish Discord
via email at https://support@squirmish.net
When possible, we recommend joining the Squirmish Discord server and reporting there. It's where we center our community building and a place where you can also find:
Important game announcements
Sneak peeks at new cards and features
Answers to your game rules questions
Discussions about new card designs
Squirmish artwork, in various stages of completion
The Squirmish Discord also supports Squirmish: The Card Game of Brawling Beasties, so you can keep up with the cardboard version as well as the digital one.
updated some Unity Packages to fix memory leaks for specific hardware configurations
that also fixed a bug that prevented newly assigned keybindings from working directly (no restart necessary anymore)
reduced the scroll sensitivity for the resolution dropdown in the options menu
Rebirthing now resets the text in the event log - this will resolve the lag that would happen when leaving the game on a really long time,
Reworded the "level cap reached, rebirth now!" message on the rebirth tab to "level capped: cannot gain more rebirth stats" to make it clearer that you cannot gain any more rebirth stats that particular run,
Tweaked the UI on the rebirth tab to take a little more advantage of screen real estate,
Enemies no longer apply corruption when they get staggered,
When random corruptions happen from regular attacks, they will now display the corruption graphic and sound effect,
Skill cooldowns now save when you exit the game (cooldowns are still reset if enough time has passed since you were offline - this is to discourage people rebooting their game over and over again to reset cooldowns),
You can no longer get the Unskilled Labor achievement using perks via autospending through loadouts,
Web backup save files now properly save with the .save file extention (prior files still work though),
Fixed an issue where Tis But A Flesh Wound wasn't triggering even if the Squire didn't have any Damage Reduction (having the permanent perk that gives you 20% DR doesn't count toward this achievement's criteria still)
Fixed issue with mouse causing crashing when the crafting screen is open.
Fixed issue with the storage inconsistently loading during the tutorial cutscene in the cellar
I would like to thank everyone for the reports you have made to help make the demo more stable. I'm currently working on getting the remaining cutscenes fixed and getting the other villagers properly spawning in.
New Update. Remember to restart Steam so you can get the update.
QoL
You can now destroy all, collected and secured, Genetic Designs and Proto-genes.,
Fixed bugs where sort by name overlapped items.,
You can now sort by name and quality Genetic designs, and sort by name it also sorts by name first and then by Quality.,
Added better icons for genetic design.,
Proto-genes and Genetic designs have now a preselect state.,
Improved FX/SFX of inventory.,
Biolith color code now are the same in the 3D Item, tooltip and banner.,
(edited)Monday, 20 October 2025 17:22
Hello everyone!
This version 0.4.4.2 brings another wave of small fixes based on your feedback:
Fixed the positioning of first and last names in English (hopefully).
The clock no longer freezes after the concierge’s visit.
Adjusted overlapping dialogue bubbles and buttons on certain posters.
Fixed an issue where Monique’s photo didn’t display correctly on the ID card (hopefully!).
The doctor’s name no longer resets to “Toubib” when starting a second new game.
Various fixes for collisions, dialogue bubbles, and display history.
Optimized NPC loading for better stability.
Some bugs — like the invisible patient or the ID photo always showing Monique — are still impossible to reproduce. I’ve spent the whole day trying! If you encounter these issues, please share as many details as possible.
Thanks again for your feedback and patience — each fix makes the game a little smoother!
Anthony - Nuclear Rabbits