Griftlands - Klei-JoeW
Note, we don't normally post experimental updates on Steam, but since many of you are brand new to Griftlands, we wanted to make sure you saw that this is available. Griftlands updates quite often on experimental, so if you want to keep up with the latest, head over to our official forums at: https://forums.kleientertainment.com/forums/forum/148-griftlands-early-access-general-discussion/

Originally posted by Kevin on the official forums:

Hey Grifters,

It's been a busy day around here! We've been firefighting various issues found by new players, especially stuff with localization. One new promoted unit made their way into the game, though, so this update is not without new content.

You should be able to play experimental on both Steam and Epic now. On Steam you need to right click on the game, open the options, and select the experimental beta from the betas section. There was a problem with this build earlier today, but it should be fixed now

  • Fix the spelling of the first word of the game (You're wellecome!)
  • you get .5*SHILLS XP at the end of a run, not .01*SHILLS XP
  • Hiding the small cards in tooltips for CardArrangement cards in Small Screen mode
  • Fixed bug where the Grout Mine in the boss fight didn't have the grout burr condition on it
  • Fixed bug where Pale Fast Talk wasn't changing its cost outside of your hand
  • Spare Magazine now uses the Temp power keyword
  • Localize heckler argument description.
  • don't use ESC to cancel out of drafts
  • Localize Warp Vial effects.
  • Fix localization of Ammo, Shrooglet Frenzy, Maternal Instinct.
  • Use Localized card name when confirming card removal.
  • Fix localization of Acidic Slime.
  • Back Channel Negotiations: Localize return_to_giver objective text.
  • event_sal_expects_the_inquisition.lua now checks that you have at least twice the necessary shills as to be less punishing if you can only barely afford the tithe
  • Fixed bug where Vroc Plume and Targeting Core were not passing themselves as the source when applying conditions
  • Description of Efficient Disposal now updates to reflect multiple stacks increasing the damage, also fixed bug where it was scaling both number of targets AND damage
  • Fixed bug where Spear Head didn't work due to recent changes to when START_RESOLVE occurs
  • Hooked up the Promoted Bandit Thug
  • Added a "mute on lose focus" audio option
  • Adding UI scale support to the Credits Screen
  • Make the game work properly in really really wide resolutions (like 31:9)
  • Damage from Efficient Disposal now stacks.
  • Suppress fssh bonus on the very first playthrough.
  • Reworded Caprice to use "Hostility" and not "Hostile"
  • Hiding upgrade info on the Card Popup for cards that have an upgraded version, but don't upgrade themselves to it
  • Showing health-related keywords (panic and defend) and death-loot keywords on the Fighter Info popup. Also replaced the previous custom keywords block with the Keywords Widget
  • fix opponent team being weird and cloneful if you lose a negotiation and have to fight during handler_spree_prisoner_exchange.lua
  • Displaying the locked cards in the Compendium as locked
  • Plax nameplates now use the agent to localize the string correctly.
  • Fix formatting for CONVO.SAL_STORY_DAY_1.STATE_TALK.DIALOG_TALK_ABOUT_GIVERS
  • added flavor to all of Sal's negotiation cards
  • Update the font weight for chinese
  • Avoid hyperlinking locations with no description.
  • Fix infinite recursion parsing Charge tooltip text in German.
  • Core Collector: Localize the password options.
  • Core Collector: Localize turns for reinforcements message.
  • Fix being able to trash cards in combat, or in a card shop.
  • Suppress click sound & handler when mouse-clicking on a disabled card that is already sold.
  • Localize Evaded! popup text.
  • Update korean glyphs. Fix incorrect font title/body font for kr/jp.
  • Don't override upgraded item fields. Fixes Important Admiralty Intel being classified as Common rarity.
  • Unassign clue_1, clue_2 when activatin go_to_woods to avoid triggering failure if you kill the guilty_agent there.
Griftlands - Klei-JoeW


Early Access is here!
Griftlands is now available in Early Access on both Epic and Steam!

What is Griftlands?
Griftlands is a deck-building rogue-like where you fight and negotiate your way through a broken-down sci-fi world.

Every decision is important, be it the jobs you take, the friends you make, or the cards you collect. Death comes quickly, but each play offers new situations and strategies to explore.

At this stage of development you can play as Sal or Rook, with a third character and campaign in development. Sal is an adventurer out for profit and revenge. Rook is an aging spy working his own agenda. Expect regular updates, including new cards, quests and characters as we work on the game with community feedback!

Check out more details about Early Access for Griftlands on the store page here.

Launch Discount!
Griftlands Early Access is currently available $14.99 usd with an additional 15% discount for a limited time. We will be raising the price to $19.99 later this summer.

https://store.steampowered.com/app/601840/Griftlands/

In the most recent update we added a new game mode that unlocks once you've completed Sal's story at prestige zero. In Sal's Brawl, you play through a series of quick encounters and boss fights, leading to a fight against Kashio. This mode focuses on quick deckbuilding and card play, and contains unique grafts with powerful effects.

You can check out our Early Access announcement post for more info about that.



Already own Griftlands on Epic?
Early Access will take place on Epic as well as Steam. As we mentioned previously if you previously purchased on Epic and would like to also play on Steam, you can head over here for instructions on getting Griftlands on Steam through your Klei Account. If you don't have a Klei Account, follow the directions on that page to get setup.

Coming Soon!
Our next update will be coming later this month, which will be available on both Epic and Steam on June 25th.

As always, you can follow along with its development here or on the official forums, or by playing the Experimental branch. See you there!
Griftlands - Klei-JoeW


Early Access is Coming June 15th!
We're officially launching Early Access on both Epic and Steam June 15th. As we mentioned previously we're allowing owners to play on both platforms. We are currently testing our game granting system internally and we will have that ready soon by the 15th. If you already own the game and you're interested in helping us test, simply reply to this with your Klei Account ID and we'll let you know if you're selected. If you don't have a Klei Account, signup using your Epic Games Store account.

Launch Discount!
We noted in the roadmap that we were going to raise the price and we haven't exactly done that yet. We'll be launching in Early Access at $14.99 and additional 15% discount for a limited time. We will be raising the price to $19.99 later this summer.



The most recent update coming with Early Access adds a new game mode that unlocks once you've completed Sal's story at prestige zero. In Sal's Brawl, you play through a series of quick encounters and boss fights, leading to a fight against Kashio. This mode focuses on quick deckbuilding and card play, and contains unique grafts with powerful effects.


Highlights:
  • New quests for Sal
  • New improvisation-based cards for Sal
  • New quest and boss RNG that takes recent run history into account to show you content you haven't seen lately
  • Lots of fixes, balance tweaks, and UI improvements

There is a big list of update notes over on the official forums if you want to check that out.

After that our next update will be coming later this month, which will be available on both Epic and Steam, is coming out on June 25th. As always, you can follow along with its development here in the forums, or by playing the Experimental branch. See you there!
Griftlands - Klei-JoeW
Originally posted by Bigfoot on the official forums

Hello everyone!

As you may have seen at the PC Game Show, we are finally ready to talk about Griftlands. As always we try not to say too much until we’re reasonably sure we have solid information to give you, but we're feeling confident with the status of the game and want to fill you in.

We have a lot to discuss here: Alpha on the Epic Game Store, Early Access on Steam, and a big change in gameplay.

Griftlands, the RPG
Every time we make a game, we set out to make a new experience that’s never been made before. Over 4 years ago, we set out to make a new RPG, and the development of the game twisted and turned in many interesting ways.

After a couple years, we thought we were close, and announced the game. It turns out, we were premature in the announcement, and after another year of development, we realized that we were not delivering the experience we had set out to. Specifically, we wanted a world where you had the freedom to do what you wanted, and the world would respond systemically to it; where you could build relationships and the nuances of them would come back to haunt you. We wanted to let you wander a large expansive world, build out your party, and backstab your own party members when they least expected it.

We wanted the story to be systemic, but it felt either robotic or too linear. We built a full trading simulation, modeling supply and demand, we built a fully featured crafting system, and a dynamic faction simulator. Unfortunately, the whole was never better than the pieces; we found that each piece of the game felt disconnected with the rest, and that actions often felt inconsequential. We built large worlds that felt tedious to travel around, and as designers we knew the systems were not working to provide a holistic experience.

What we did see was the people loved the world, and loved the premise of negotiation and manipulation. In short, we focused our design, and over the last year, we’ve been working on something new in the same world.

The New Griftlands
Today, we’re announcing a reboot of Griftlands, a single-player deck building game where you negotiate, fight, steal or otherwise persuade others to get your way. We put aside the huge simulation and RPG elements and focused on negotiation, combat, and manipulation. You play the game as one of three characters, and each decision you make is important -- which jobs to take, which side to choose, and which cards to collect.



In Alpha, you play as Sal, a freelance adventurer out for profit and revenge, and you do the dirty work that other people won't. As you play, you build two separate decks: one for negotiation, and one for battle.

The world of Griftlands is harsh, and death can come quickly. Each time you play offers new jobs and situations to encounter, and a chance to rebuild your strategies. A successful run will require a sharp wit, a sharp blade, and enough cunning to know when to use each.

Alpha and the Epic Game Store
As with our previous games, we will be running an Alpha period in order to iron out the kinks. We have partnered with Epic to bring the Alpha of Griftlands to the Epic Game Store exclusively for one year, and will launch in Early Access on Steam next June.

Klei has a history of partnering with new distribution platforms when starting new projects, for example the Don’t Starve Alpha was only available on the Chrome Webstore, and the Invisible Inc. Alpha was only available through the Humble Widget as a direct download. After rebooting the game, Epic approached us as a partner and we felt that this fit well with our process of going from Alpha to garner feedback before putting it on all platforms.

On July 11, we are going to launch the Alpha version of Griftlands for $14.99.

Early Access on Steam and Early Roadmap
In June of next year, we will be releasing Griftlands into Early Access on Steam. Anyone who purchased on Epic will get the game on Steam for free, and vice versa.

Griftlands has taken a long time, and it’s gone through more twists and turns than any of our previously released projects. Making new experiences is never easy, and if nothing else it’s guaranteed to work out differently than we anticipated.

We have quite a bit of work ahead of us. Our expected timeline is:
  • Alpha: The Sal campaign (days 1 through 4) is released
  • Fall: Character 2 campaign (days 1 through ?) is released
  • Early Access: Character 3 campaign (days 1 through ?) is released
  • Launch: Full campaign for all characters released
We expect the full game to launch in the Fall of next year, and we’re looking forward to taking that journey with you, from Alpha to Early Access to launch.

Best,
Jamie.

F.A.Q.

What happened to Griftlands the RPG?
We set out to make a new kind of RPG, and while we think that game can exist, after several years of development we felt we couldn’t make it work yet. Perhaps we will try again one day, but in the meantime we decided to take the world of Griftlands in a different direction.

If I purchase the Alpha, will I get the full game at launch?
Yes. When you buy Griftlands during Alpha, you will have access to the game through Early-Access and you will get the full game at launch, on both Epic Game Store and Steam.

Is Griftlands a CCG?
No, Griftlands is a single-player rogue-like deck building game with an emergent narrative. You earn cards during play via the jobs you complete, and build out your negotiation and fighting skills. There are no microtransactions.

How will you be responding feedback for the Alpha?
We have built an in-game feedback system in the game. Simply press F8 at any time in the game and you can send us your feedback. Of course, there will likely be too much feedback for us to respond to individually.

We will be primarily garnering and responding to feedback on our forums, and will keep everyone up to date with the current status of the game both on the forums and inside the game.

What platforms will Griftlands be on?
We will be supporting PC during Alpha and Early Access. We will be adding OSX and Linux support in the future.
Oct 29, 2018
Griftlands - Klei-JoeW
Originally posted by Bigfoot on the official forums

Hey folks,

Apologies for the long time between updates! To make a long story short, we are still working on this game and it is not cancelled.

Whenever we make a game, we set out to create a new experience. That means that scheduling a new game is really, really hard for us, because we’re not sure when it’ll all work out. Sometimes it works out pretty quickly, other times, it takes a whole lot of back and forth and reworking. Invisible, Inc. comes to mind as an example; for the first couple years of development it went from a multiplayer mobile game, to a tactical combat game, finally converging to the stealth espionage that we shipped with.

This time, we jumped the gun on announcing it because we thought we were further along than we were. After testing it out in-house, though, we felt that the game just wasn’t delivering the experience we wanted, so we went back to work and have quietly been working on it since.

We didn’t want to give another date until we were confident, but I agree we should have kept people here more in the loop. Sorry about that!

The game is much further along now, but we’re still some ways from announcing a new date. Once we have more information, we’ll let everyone know.

Thanks for everyone’s patience!
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