If you've made your way through the Mountain Gate to the final area of the game, please finish this whole section before quitting your save! Quitting the game after entering the final Mountain area of the game, through the large gate from the beginning of the game, can cause progression issues to occur so it's best to finish this section after entering, or save and exit before you enter.
For anyone who is currently experiencing this issue: The team are working on a fix for this right now that we're aiming to have ready for our next patch! Save data should be restored with this update and you will be able to continue from the start of the Mountain Gate section.
If you have any other questions or are experiencing any other issues please leave them in the comments! We hope you've been enjoying your adventure in Pine Hearts 💚
Made some backend changes to improve overall performance in the game (This is part of an ongoing process towards improving performance.)
Balance Changes:
Bomb damage has been significantly increased (To the detriment of you and your enemies!)
Bow damage has been vastly increased to compensate for its slower attack speed
Enemies in late-game areas have been balanced properly to match player late-game stats
Increased strength scaling for all weapons
Increased magic damage scaling to match strength-based damage
Increased stamina damage to shielded enemies and reduced their stamina recovery rate to make breaking through their shield less tedious
Fixed some inconsistencies with a certain weapons damage output
Quest Bug Fixes:
Fixed an issue where the player was getting locked into a cutscene during "Whispers of the Ghost" quest.
Fixed an issue where the player could potentially get stuck on a certain piece of dialogue in the "Madness of the King" quest.
Fixed an issue where the "Whisper of the Ghosts" quest would potentially not begin.
General Bug Fixes:
Made it clear that the Rotten Onion guards cannot be affected by the Entice spell.
Fixed an issue that was preventing players from accessing certain pockets of the small Endless Isle accessed via airship.
Fixed an issue that left the elevator ramp clipping into the elevator that led to Caxton Frost's house in The Clockwork Kingdom
Fixed an issue where the Clockwork Kingdom player housing unit would block players from accessing certain floors.
Fixed an issue with the Seneschal's dialogue options
Fixed an issue where the lamp outside of the weapon's shop in Hallow Town could be used as a forge.
Fixed an issue that was causing NPCs to walk into each other in Hallowshire
Fixed an animation issue with Jack Basalt in the Underlands
Fixed a repeating dialogue issue with Jack Basalt
Fixed an issue where a certain NPC in the Underlands was using the incorrect dialogue
Fixed an issue that would cause the NPC near the Hallowshire Castle to repeat their dialogue.
Removed dialogue from an NPC mentioning a non-existent property station in Hallow Town
Fixed an interaction area issue with an NPC in Pwyll
Fixed an animation issue with Vela in The Underlands.
Fixed an issue where enemies were spawning in an incorrect position, leaving them stuck on a rock
Fixed an issue where some players were getting stuck near the Emberian Vault Key
Changed the SFX for the Emberian elevator to match the animations
Fixed an issue that prevented the name window during dialogue from updating after meeting certain NPCs
Fixed a duplicate dialogue issue in the final encounter
Fixed an issue where players could clip into a house in The Underlands
Fixed a texture issue in the Clockwork Ruins.
Fixed placeholder text for the Sleeper Mask
Fixed an issue where the Paradoxicus description would run out of the text box.
Fixed the placeholder image for the Summoner's Earing.
Fixed an issue that was making the Emberian Armor unrepairable
Fixed a floating bush in the Clockwork Kingdom.
Fixed an issue where enemies would lose interest in the player if they closed a door on them
Removed a placeholder object in the sky
Fixed several music-related issues
As always, thank you for your reports and feedback. This is an ongoing process and wouldn't be possible without your help and support! If you run across any issues come tell us on our Discord Server or in the Discussion Forums.
I am beyond excited to share the latest update of Dungeons & Degenerate Gamblers with you!
The 21st version of the demo had to be a special update, so me, the Yogscast artists (Jack, Nina-Serena, and Harry), and our composer (Element27) have been spending the necessary time in the tavern's kitchen cooking up the best and biggest update to the demo ever. So, without further ado, here is what is new:
Highlights:
A complete art overhaul that preserves the pixel art aesthetic, but with a grimier, dank twist
A brand new, dynamic soundtrack that changes with each game of blackjack
A whole bunch of new cards, including a big set of Face cards
Reworks of lots of existing cards, including some of the weaker Tarot cards
A new card type: Foil cards
New encounters
A collection for tracking the cards you have added to your deck
Customisable ID Card portrait
Loads of bug fixes and QoL improvements
Support for Simplified and Traditional Chinese
Art changes
New backgrounds for every floor
New UI and font for displaying card name, value, suit, and description
Keyword highlighting and explanation
New Hit and Stand buttons
New ID Card and portraits for both player and opponents
New art and animations for chips and Advantage
New art for every Unique Chip
New art and animations for gaining/losing health and shields
New damage and grime on the cards themselves, which is randomised for each run
Base resolution increased to 640x360 (was previously 480x270)
Music changes
A whole new soundtrack, with a unique track for each floor
A new track is added to the current track during each encounter, keeping the soundtrack fresh for every run
Keywords
Several common effects have been changed to use keywords:
On click -> Exploit
+1 value if this doesn't cause a bust -> Rounds up
Set your score to match your bust limit -> Instant blackjack
Set your score to match opponent's score -> Instant draw
Permanently remove card from your deck -> Shred
View the next X cards in your draw pile -> Foresight X
Adds to your hand -> Handy
Discard without enacting 'on discard' effects -> Quick discard
Worth 11 unless that busts, then worth 1 -> Flexible (11 or 1)
New cards
Jackhammer of Clubs - Exploit: deal 5 damage, then burn.
Jumping Jack - On hit or Exploit: move to opponents play pile.
Jack and the Beanstalk - On stand: rounds up 4 times. On bust limit exceeded: take 5 damage and halve the value of this card.
Monterey Jack - Exploit: heal 2 HP and burn. On stand: heals for 3 more HP this encounter.
Jackpot - On stand: create 3 random Jacks, then put them in your draw pile. On discard: burn.
Queen of Music - The next card you play this round becomes a Queen of Music for the rest of the encounter.
Queen of Chess - Exploit: move to opponents play pile, then lock. At the start of next round: unlock.
Queen of Wonderland - On play: choose another card currently in play and halve its value for the rest of this encounter.
Killer Queen - On play: choose a card in your opponents play pile and burn it, then +2 value to this card.
Queen of the Stone Age - Whenever you play a card worth 3 or 7: deal 3 damage.
Dancing Queen - On hit or Exploit: changes card value in the order 10, 11, 10, 9, 10.
Queen of Drag - On play: create a random Queen, add her to your hand, and set her value to 11.
King of Gold - The next card played becomes a random Diamonds card for the rest of the encounter.
King of the Hill - On play: instant blackjack if this is the only Face card currently in your deck.
King of Kings - On play: burn all currently played Kings, then take 1 damage and gain 10 chips for each King burned.
King Cobra - On play: take 3 damage, then deal 2 damage for every King currently in your deck.
King of Space and Time - Handy. On play: move all your other played cards to your opponent's side, then stand. Can only be played if you have a Jack in play.
Kingmaker - Handy. On play: choose another one of your played cards to turn into a random King.
King of the World - On play: burn ALL other Face cards.
Wild Card - Handy. On play: change the value of this card to match the top card in your discard pile.
Ace in the Hole - Handy. Flexible (-1 or 1). Can only be played while exactly 1 above or below bust limit. On stand: if this card is in your hand, take 1 damage.
Lucky Seven - On stand: if you have at least three cards with a value of 7 in play, gain 77 chips.
Priceco Membership Card - On play: set value to 12, then create a 12 of a random suit then put it into your hand. Exploit: -3 value.
Communist Party Card - On play: instant draw. On discard: discards to opponent's discard pile.
Non-Fungible Card - On hit: set value to a random value between 1 and current value - 1.
AI Generated Card - On play: randomly selects value and suit. Exploit: create a copy of this card, then move it to your opponent's play pile.
Report Card - On play: gain 5 shield. If you have at least 11 shield, create an Ace of Spades, then put it into your hand. If you have at least 21 shield, make it a Foil.
Rorschach Card - On stand: your opponent stands.
Misprinted Card - On play: set value to 6, then create a Seven of Spades and put it in your hand. On stand: rounds up.
Spade of Fives - On hit: if you already have a score of at least 16, gain 5 shield.
Club of Fours - On hit: if you already have a score of at least 17, deal 4 damage.
Diamond of Sixes - On hit: if you already have a score of at least 15, gain 6 chips.
Heart of Threes - On hit: if you already have a score of at least 18, heal 3 HP.
Plate of Escardgot - On stand: rounds up 2 times, then grant shield equal to card value. Exploit: lock. At the start of next round: unlock.
Throwing Card - Flexible (11 or 1). On play: deal damage equal to your shield, then move this card to your opponent's play pile.
Suit Yourself - Exploit: choose a card in your draw pile, then choose a suit to change it into for the rest of this encounter.
Diamond in the Rough - On play: remove up to 10 shield from both players, then grant 2 chips per shield removed.
Fingerprint Card - On play and stand: Exploit a random one of your played cards that has Exploit (does not cost Advantage).
Master of One - On hit: create and play a One of a random suit.
Zero of Spades
Zero of Clubs
Zero of Diamonds
Zero of Clubs
Negative One of Spades
Negative One of Clubs
Negative One of Diamonds
Negative One of Clubs
Ace of Nothings
Jack of Nothings
Queen of Nothings
King of Nothings
Card reworks
Booster Pack - On play: create five random cards and put them in your hand. One will be a Foil. On discard: burn.
Get Well Soon - On play: lock. On taking damage 3 more times: heal 10 HP and burn.
Reverse Card - On play: swap who hits first.
Time Card - Exploit while you have a card worth 9 or 5 in play: gain 10 chips.
Kanban Card - On play: choose one card from the bottom 3 cards in your draw pile to move into your hand.
XI Strength - Exploit while busted: hit button becomes re-enabled for one hit. Take 1 damage (increases by 1).
XII The Hanged Man - On play: foresight 2, then choose one to quick discard.
XIII Death - On play: choose a card from 1 of 3 currently in your deck to shred. On discard: burn.
XIV Temperance - On play: gain 1 chip per card currently in your deck. On discard: burn.
XVI The Tower - On play: lock your other played unlocked cards and unlock your other played locked cards.
XVII The Star - On heal: deal damage equal to the amount healed.
XX Judgment - On play: choose one of your burned cards to create a copy of, then move it to your draw pile.
Card changes
Jack in the Box - now starts open (so is worth 10 by default)
Glitched Card - now copies ALL kinds of effects, not just on play effects
Glitched Card - is even more visually glitchy
Glitched Card - can now copy from a wider range of cards
+2 Card - now plays the on play effect of the played cards
Baseball Card - created cards are now quick discarded instead of being put in play
Hall Pass - increases foresight to 3
II The High Priestess - increases foresight to 9
VI The Lovers - cards created by this card now burn on discard
VIII Justice - now transforms Jacks into Jackpots instead of Jack of all Trades
VIII Justice - Jack transformation now lasts only for this encounter
XVIII The Moon - can now be Exploited to remove the shroud for this round.
0 The Fool - no longer burns on discard
Magic Trick Card - changes choices Queen of Diamonds and Seven of Spades instead of Queen of Hearts and Seven of Clubs
Terminate the Tower - value changed from 0 to 4
Break Limits - value changed from 0 to 1
Sweep the Leg - value changed from 0 to 3
Scratch - value changed from 0 to 2
Old Baseball Card - now burns on discard
Green Card - now moves the chosen card to the top of the opponent's draw pile
Memory Card - now creates a copy of the remembered card on stand instead of on play
Foil cards
Foil cards are a new card type added in this update
Foil cards are added to your hand at the start of every encounter, and can be played from your hand without spending Advantage
Foil cards are offered as a reward after defeating Alucard or Bouncer, and can also be created by some cards
New encounters and events
Squire - a new Tavern encounter
Thief - a new Lounge encounter
Shop: Lost & Found - a new shop that gives a choice of cards that were previously skipped during this run
Balance changes
Chip On Your Shoulder - can now only trigger once per round
Alucard - has a Foil Blood Donor Card
Alucard - has an additional Scratch
Bouncer - has a Foil Twenty One of Spades
Bouncer - one of his Ten of Nothings is now a Ten of Clubs
Knight of Cardonia - has a stronger deck, but has moved to the Basement
Fortune Teller - is now after the Manager encounter
Teacher - now has a Report Card
Luck Pusher - now has a 0 The Fool
Collection
Adds a Collection book that tracks which cards you have added to your deck in a run
Customisable ID Card
You can now customise your portrait using the ID Card on the title screen
More customisations will be coming in the full release!
New settings and pause menu
Adds a brand new settings screen, with a few new options
Animation speed - defaults to 1
Language (currently English, Simplified Chinese, and Traditional Chinese are available, but more will be added) - defaults to Steam language, falls back to English
Glitched Card visual effect intensity - defaults to 3
Smoking allowed/no smoking - defaults to no smoking
Settings screen is now accessible during a run from the pause menu
The pause menu is now accessible at any point during a run (instead of just during encounters) by clicking the Escape key, or clicking the logo of the current floor
Quality of Life improvements
Basic rules of the game are now displayed on the table of the tavern
Several interactable elements (such as viewing your discard pile) have a red exclamation mark if you have never used them, to help new players discover them
Adds a party animation to the Score Card when you have a blackjack
Adds an error message and plays a failure sound effect when a card effect has no valid targets (e.g. Business Card played when opponent has no cards in play)
Better controller and keyboard navigation on some interfaces
If running in windowed mode, the window is now centred to the centre of the screen on start up
The win and loss screens have both been reworked to make starting another run easier
You can now view your deck on the loss screen
Removes the lock icon from the mystery reward card
Other improvements
Adds the "of Nothings" starting deck
Hovering cards is much snappier
Unhovering cards is much bouncier
Better deck/pile preview that allows for more cards to be displayed at once
Deck/draw pile previews are now sorted by order in the Collection book, which improves grouping of similar cards
Adds a fancy unfurling animation to the Fortune Teller event
Optimisation on cards so that they can be loaded quicker, this greatly improves game performance when playing with decks with 100s of cards
Lots of changes to card descriptions to reduce the length and complexity of the effect descriptions
Lots of improvements to story text
Makes the whole ID Card hoverable and clickable
Adds new sound effect for Slot Machine shop
Bug fixes
fixes a bug where Transit Card was adding to the end of the opponent's draw pile instead of a random position
fixes a bug where the card hover 'tick' sound could play too often
fixes a bug where cards that had a condition before they could be played from hand (i.e. Dark Mage) would use up 1 Advantage even if that condition meant that they weren't played
fixes a bug where Glitched Card would remember values from previously copied cards, leading to strange behaviour when the new card needed to access those values
fixes a bug where cards created by Four Mana Seven Seven were not triggering 'bust limit exceeded' effects
fixes a bug where you could deal lower than expected damage with a low base damage but high damage multiplier
It’s been an exciting few months for us with the release of the Last Oasis Modkit and Bellwright. We’ve been thrilled to see the incredible creations from our talented community using the modkit. Bryan has been diligently improving the modkit to provide you with the tools needed to create your desired experiences. To support this, we’ve decided to merge all current S6 changes into the Modkit branch. While these changes might break some mods, we believe it’s better to address these issues now rather than later. Please note that these changes are a work in progress. They don’t represent the final state of S6 and many are still prototypes. However, they aim to address significant issues from S5 and offer a better foundation for modding. Here are some of the key changes:
Walker Cap: Each walker has a specific amount of "walker power." The total max walker power on each tile can be 100, 200, or 300 based on the clan cap. Walkers stop moving if the walker cap is exceeded.
Crew Cap: Each walker can carry a specific number of clan members. If the max crew size is exceeded, the walker stops moving (automatons count as players too!).
Base Rarity Craftings: These do not require schematics, which can only be obtained on event maps.
New Tech Progression: This system is based on map and level progression. Some items/resources cannot be obtained until the next tier map is available (Cradle > Canyon > Sleeping Giants > Kali Spires).
Improved Grappling Hooks
Decreased Stamina Consumption
Grappling Hook Cooldown: Added cooldown after receiving damage.
Trade Station Packing: Walkers can now be packed inside trade stations by renting personal or clan-shared packing slots.
Reduced Sandstorm Damage
Reduced Rupus Aiming Accuracy
Redesigned Foliage for Each Map Tier
Re-enabled Rarity Merging
Re-enabled Walker Packing
Increased Packing Decay to 14 Days
Ammo damage against each armor type to make them more specialized.
Tool Rebalance: Rarity tiers overlap so that a Rare tool is equal to the Base tool of the next tier.
Today, we also want to start a series of “Modkit Showcases” where we talk directly to creators and share what they’re working on and what they hope to achieve. This week we speak to Xanjis, creator of Oasis Adrift!
Modkit Showcase: Oasis Adrift
Today we speak with Xanjis, developer of the Oasis Adrift modpack. His modpack adds airships, completely changing the way the game is played.
What is your vision for your mod?
“Ultimately I want the airship system to be an entire parallel progression path to regular walker progression with its own maps, recipes, stations, weapons, and harvesting systems. It would then be up to the player to either focus on walkers, airships, or both at the same time. Realistically being able to fly is always going to be a huge advantage but walkers will always be more durable, have more firepower, carry more players, and there will be no airship versions of the base utility walkers such as the camelop. Additionally there will be tools to even the odds such as the flak ammo and the heavy ballista. Currently the mod is completely playable on the oasis adrift server however its current state is a mere shadow of what I have planned.”
How do you think this changes or improves the base game experience?
“Fundamentally Last Oasis has a huge amount of core issues, however players tend to be able to see past those problems for the first weeks of a wipe until suddenly they don’t and then the population starts its seasonal decline. In my opinion this is because the players run out of content. Either due to reaching iron tier, waiting for the devs to drop the next tier of map in a season, not having a large enough group to tackle the remaining content (capital walkers, quarry, large utility walkers), or not being able to progress to new content due to endless ganking/zeroing/raiding. Oasis Adrift seeks to massively expand the quantity of content in the game in order to give the player base something to do beyond harassing each other. Additionally it seeks to improve the quality of content by experimenting with types of content that can be more engaging long term such as skilled Rupu AI and AI controlled enemy ships.”
How can we learn more about your mod?
All discussion about the Oasis Adrift mod, modpack, and server can be found at our discord. https://discord.gg/HK8cCw2NpR
🌟 The most fun toy Robot Simulator is ready to conquer the hearts of all humans! 🌟
Don't miss A-Red's robotic show at the INDIE Live Expo on May 25!
Get ready to discover this exciting adventure with A-RED, the little wind-up robot who will make you live unforgettable moments! 🤖✨ If you haven't yet tried the demo of this cool physics-based simulator, the INDIE Live Expo is the perfect place to do so.
Every challenge is a new opportunity to show off your skill and creativity! From ingenious and tricky obstacles to surprising puzzles, A-RED needs your ingenuity to advance 🎮🛠️ Help him complete the demo, we assure you he'll catch you until the end!
The background of the Republic of China, the visual novel "Tide-1927-", was officially released as a DLC production decision!! The DLC content is a new story that revolves around a series of historical events in the 4 years after 1927, and the protagonists will grow. The planned script is 15w words and 30 CG sheets. The scheduled release is scheduled for autumn 2024, and the price has not yet been determined. It will be released at the same time as the canon. Thank you to everyone who enjoyed this game!!
Starting now, the demo will serve as an introduction to Astrodle. It's basically the same game, except you are limited in your progression so that you will eventually hit a wall at around 45 to 60 minutes of play time, depending on your play style.
💾 Transferable save
After you are finished playing the demo, your progress will be safe in the Steam Cloud. When the game comes out, you will be able to resume your quest in the main game and finally become the god or goddess you deserve to be!
📆 Release Date
If you like the demo, you won't have to wait for long! Astrodle will be released just a few days after the June 2024 Steam Next Fest. That's in just under four weeks 🙂
Also there might be a magical waffle in the demo, but that's probably a hoax.