Alright! I've been busting my ass trying to squash every bug I can find, and I should hopefully have resolved several of the recent ones that have been reported. Thanks for everyone's co-operation in finding some of these.
Bug Fixes
-Changed color on Golden Party Time Item: This item is Mira’s final rank unlock but it was color coded as a general item. Additionally, a small text with “MAX” has been added to hint at the unlock condition.
-Fixed page buttons in tool panel displaying “Camera” on mouse over.
-Fixed issue with Mira’s rope boobs not working with key-based milking inputs.
-Fixed broken buy buttons on Golden Party Time and Witching Hour: These items had a price of 0 in the backend since they were meant to be max rank unlocks. Clicking where the buy button would be was instantly unlocking the item.
-Fixed wrist chain on Cerise that was layered improperly.
-Fixed Vibrator Stat Bug: The vibrator item was incorrectly modifying the production stat, causing lower than intended production, and on Mira going into the negatives.
-Delayed DLC check order: Some players have been having problems getting the DLC to show up. This may have been due to Steam taking longer to initialize than expected and causing the DLC load to fail. It’s an odd problem that I haven’t been able to fully prove the cause of, so if you are still having this issue after this patch, please let me know any additional details about your setup that you may have. One player was able to fix it by just completely closing steam and reopening it.
-Fixed issue with some items unlocking for one character but not the other? I have this one with a question mark because it’s an intermittent issue affecting some players. I adjusted the save system to hopefully resolve it but please let me know if you are still having this problem. Unlocking something on any character should have it immediately available for the other.
Polish
-Added arrow keys to manual milking inputs.
-Removed “Fixed Reward Text +0” from final rank up UI: This was a remnant from the original ranking mechanic where it used to give fixed stats on rank up.
-Added missing autosave call to purchasing items.
-Added UI buttons for the Thermostat and LightSwitch: These buttons do not do anything once the item is unlocked, but they allow players to mouse over them for more details on the item. They also allow purchasing the item pre-emptively since these were only obtainable through RNG.
-Slightly improved visibility of available stat points icon.
Known Issues
-Cerise’s chain restraints on her left arm are sometimes floating: I haven’t been able to replicate this but someone shared a screenshot on discord of it. I suspect something with the physics but can’t fix this bug at the moment.
-Golden Party Time and The Witching Hour items stack and can get a bit overwhelming visually: It doesn’t seem to break anything but if its too much, we can make those items exclusive in a future patch.
-Old Saves / Cloud Saves from a previous version may cause rank and item unlock issues: The update had significant changes to how the rank system and unlocking items works. Unfortunately, the best thing to do in this case is to delete all data and start a fresh save. IF that still doesn’t resolve it, then please let us know any additional details you may have about your setup.
Thanks for milking! Any further issues will unfortunately need to wait until we finish with our upcoming move, but the game should be more stable now.
Fixed a text box error where one of the text boxes open at the bottom instead of the top after picking up Phantom Scott's sword in Normal/ill/Pernicious routes
Hey everyone! I've been listening to your feedback and have made some big improvements and quality-of-life changes in this update. This patch focuses on improving controller support, enhancing rebindable keys, and adding various quality-of-life upgrades.
🧹 Settings & Save Data
Added "Delete Settings" and "Delete Save" buttons to the Gameplay tab of the settings menu.
Recommendation: With the controller and binding changes, we recommend deleting your settings once after updating. Your game save data should remain intact
🖥️ UI & Quality of Life
Stars Cost Visibility: Stars cost is now displayed across various UI screens without needing to hover Stats Panel Overhaul:
Added permanent labels over each stat (no more relying on tooltips!)
Moved SP cost to a text element for better clarity
Meditation UI: Now shows how many stars you have directly on the screen
Power-Up Select:
Reworked UI to show which power-ups you already have when choosing a new one
You can now toggle automatic power-up selection on level up — apply them when you want by pressing Tab (rebindable) on keyboard or Select on controllers
🎮 Controller & Input Updates
Controller Support: Full controller support for all menus! While keyboard and mouse may still be preferable for some, the game is now fully playable with a controller
Interact Key Rebinding: You can now rebind the Interact key, and the UI will update accordingly
HUD Update: Ability keys on the HUD will now reflect rebound keys correctly
Keymapping Cleanup: Removed unused keybindings from the rebinding menu to keep things clean and clear
🛠️ Gameplay Improvements
Emotional Pop-ups: Now optional and defaulted to off, so they won’t block your aim unless you choose to enable them
Passive Unlocks: Removed "Buy with SP" from passives to make it clearer that you need to unlock them with stars first
Gun Reload Rate: Doubled the reload speed for unequipped guns when using the relevant passive
Blood Cloud Fix: Fixed an issue where the blood cloud wouldn’t spawn consistently — it should now appear reliably when selected as a passive
🐛 Bug Fixes & Adjustments
✅ Fixed various minor bugs and visual issues ✅ Improved overall game stability and performance
Thank you for all the feedback and support — keep it coming! I hope you enjoy these improvements, and as always, let me know what you think ❤️
We keep saying we are done updating the game and it's complete, but your love keeps making us come back and we have a new update on the way for you!
Before we jump into that, we'd also like to announce Cardboard Town is joining Steam City Builders & Colony Sim Fest with our deepest discount!
And talking about city builders, in case you missed them, just letting you know that we have a lot of them: Stellar Settlers - A Space Colony Builder Mini City: Mayhem - A hectic, cute town builder Hexaroma - Chill village builder Kingdom's Deck - An upcoming deck / castle builder
You can get them as a bundle and save, don't forget to wait for the festival to start for a better discount!
Booster Pack Update is on the Way!
Our next (and maybe really final this time?) update is called The Booster Pack Update. We are working on it to release as a free update on June 8th, 2025.
Upon completing Star Quests in a run, you'll be able to choose a booster pack that - obviously - includes some random cards in a theme.
Examples: Housing Pack: Get 3 random population buildings. Essentials Pack: Get 3 basic resource buildings. Luxury Pack: Get 2 buildings that cost $7 or more.
This will give you some control on what type of cards you want to add to your hand while keeping the fun randomness of Cardboard Town.
Other Ways To Get Booster Packs in a Run:
We'll have some new action cards that generate booster packs. However, to combat deck bloat, those cards will need you to destroy some existing cards first!
Remember that Discard and Destroy are different mechanics and destroying a card permanently removes that card from that run (but of course you find / obtain that same card again later on)
Resealing: Destroy 3 Cards. Get a random booster pack.
Unhinged Trading: Destroy all cards in your hand. Get 2 random booster packs.
A New Building:
We've talked about how you can't open booster backs freely with too many cars in hand, so we have a new building to help you get rid of a card to make some room.
Memorial Park: Destroy a card to play, gain some Environment.
We are also planning on a Booster Pack Factory building which needs a lot of resources but generate you a booster pack.
That's mostly it for the June 8th Booster Pack Update, do you like it? Do you have ideas? Do you want anything else? Please do let us know and maybe we can make it happen!!
Thanks for reading Mayors, see you on the festival!
Version v1.7.0 has been updated to the Beta branch. We'll wait feedback for a couple of days, fixing any possible issues and releasing it to the main branch as soon as we can.
Right-click the game on the Steam Library page → Properties → Beta → Select Beta Branch to get an early taste of this update. A new Stable branch has been added for v1.6.1.
General
Added theme songs for Act 4, game loss, game victory and Alice's boss battle. The 6th playable character, Alice, is currently being worked on in the background.
Implemented animations for the Moon Rabbit Duo.
Combat info optimizations: Status effects are highlighted when they're relevant, e.g. Crow Tengu's Apex Speedster. Exhibits that are currently active or are about to be triggered are highlighted, e.g.Parasol of Gaps,Dream Diary. Inactive exhibits that don't have further effects or no effect in combat are greyed out, e.g. Chopper,Blink Dagger.
Exhibits
Magic Poker now also provides an extra draw on extra turns. Just-a-Knife damage boost to Basic Attacks increased: 2/4→3/6。 The Mighty Shaku Power bonus increased:2-4→3-5。 Crow Tengu's Wing now provides 1 Graze at the start of combat. Black Notebook now also applies 1 Vulnerable and no longer incorrectly affects the Disguised Tanuki. Roukanken now stays for the duration of the run.
The following exhibits are removed from the pool in the described timings: Izanagi Object does not appear as a possible reward in Act 3 Inchling's Bowl no longer appears starting from Act 3, Level 5 (Sumireko Event) Soy Sauce Bottle and Omikuji no longer appear starting from Act 3, Level 10 (Reisen Event, including the event itself)
Hakurei's Evilest Orbs now keyworded as a Yin-Yang Orb card. Currently there are two "Creature Type"-like card keywords: Basic and Yin-Yang Orb. Should more of them be introduced, another means of displaying them will be added. Cleansing Ritual reverted to a Block card that Exiles. New Neutral Red/White Card added, "Star Falling",with Cleansing Ritual's prior Divine Favor effect but fixed across versions: 3/4→4/5
Supernova cost loosened:R→1 Twofold Chemical Upgraded cost adjusted: 2→1H:WB
Time Magic reworked, now adds random non-common cards on use and on each extra turn. The previous effect was moved to a new card, "Spatial Illusion" Clock Corpse now allows effects that increase cards drawn during the draw step and Replenish triggers that happen then. Sight of Distant Blade, Lunar Cycle, Private Square are made more subtle and don't interrupt the game flow when drawn.
Adjusted Koishi's card order in the collection so Green cards come before Black cards. Low Profile Block increased: 4/6→5/7,bonus Passion Block increased: 8/12→10/14. Talk Through the Hat always Upgrades the placed card and never Exiles, cards drawn on Upgrade increassed: 2→3. Mental Release & Presence Concealment Upgraded damage increased, 14→20、1→2,Upgraded cost increased: 1G/1→1G/2. Withering Dreams Barrier on Serenity increased: 18/24→21/28. Sleepless Night Upgraded cost loosened, B→1,Vulnerable adjusted: 2/4→3,Upgrade also applies 3 Lock On. Cage of Roses Cost Loosened, BB→1B. Unconscious Action is now a defense card that also provides 5 Block on top of its existing effect. Lonely Heart now has Repenish, mana gain improved: B/P→P/PP,Upgrade no longer increases damage. DNA Transcript is now exclusively produced from DNA's Flaw, has Echo, Exile & Ethereal, damage increased by 1. Youkai EEG now deals 10 damage and gives 10 Block (previously dealt 18 damage) Mental Reset reworked, now provides a different effect based on the current Mental State Moment of Respite cost adjusted:G→1G/1,now Retains a card in the hand pre-Upgrade and a card either in the hand or brought from the discard pile post Upgrade. Serene Memories cost reduced, 1G→G。 Crazed Thorns reworked, now provides Block, deals damage to each enemy and performs a Follow-Up attack. Unleashed Potential Cost loosened, reduced on Upgrade: BBB/1BB→1BB/1B. Subterranean Rose cost increased:2G→3G , base version mana gain improved:WUBRG→WUBRGC Anatta cost reduced: 3W→2W。 Diving Consciousness is now Uncommon, no longer enters Serenity, improved Dream and retrieval effects. Epiphany is now Rare, Cost reverted: 1U/1.
"Instant Bodhi" has been removed, as the maximum life effect skewed it.
Gameplay
Elites drop 5 more Gold. Normal Enemies in the last third of each act still drop the same amount of money. Shop Removal upper cost increased:100→125.
Player Graze now only decrements at the start of each Natural Turn, and happens before Block is removed instead of after the draw step. Fantastical Storm now provides its Graze on use, not at the start of its extra turn.
Static Charge is only lost at the start of a Natural Turn.
The price of the "Mononobe no Futo: Predict the Future" event was reduced:30→10.
Enemies
The final boss's Teapot With Long Spout now applies the debuffs after all enemies have acted. If an enemy intent applying Vulnerable and/or Lock On is not last in line, it is given as a status effect on the enemy itself that applies said debuffs once all enemies have acted.
Tanuki Suwako's Frog is now a 4 cost card that restores the original card when played.
Boss Koishi's Inspirations are no longer randomized and and don't include a possible attack. Adjusted her other actions and increased her values slightly.
Megumu reworked, now includes a new "Distribute Newspapers" non-attack intent. Her status cards have been seperated into Glares and Newspapers, which makes better sense flavor-wise. Shining Tripod now only affects Status cards given, damage is increased by Firepower as normal. Bribery is now Ethereal. If defeated after receiving a bribe, she now refunds it on defeat.
Tenshi Firepower gain reduced on Lunatic, 2/3/4→2/3/3,Spell Card attack scaling reduced outside of Normal, 6/8/10→6.
Yuyuko's life increased: 360/380/380→400,Firepower gain increased outside of Normal:2→2/3/3。 Death Butterfly life increased 2, attacks now randomly deal up to 2 extra damage.
Miscellaneous Fixes
The Achievements "Good Eye!" and "Yum" now have more exhibits that can unlock them. Achievements here are being used as reminders of particular beneficial event outcomes and interactions. We apologize to the completionists that had trouble with these two in particular. "Minin'" Gold requirement reduced, 800→500,Money Shower itself now reminds how much money has been gained this run. "Might Makes Right" no longer unlocks from enemies having 50 Firepower. "Love Epiphany" no longer requires Fugue to be exited from exhausting its card count (changing into another Mental State after playing the required 12 cards also unlocks it)
Gossip cannot be removed with Prepare.
Fixed an issue where effects affecting cards on the battlefield didn't affect cards in additional zones (e.g. Descendant of the Inchlings' cost reduction.) Optimized Mental State changes, fixed issues such as A.T. Field not triggering from exiting Fugue at the end of turn.
When hiding the card interaction UI, Follow-Up cards will be transparent. When looking up cards by text in the collection, if set to Upgraded, text specific to upgraded cards now returns any relevant cards. (e.g. Looking up Debut on Upgraded cards brings up Meditation) Fixed multiple instances of the additional info symbol in card descriptions. (e.g. Yukari, Boundary of Fantasy)
Hotfixes
.10302 Fixed softlocks caused by ending combat with a Follow-Up related card. Impleneted a forgotten change to SakuyaA's starting library: a Danger Foretold was replaced by Winter Resolution. Talk Through the Hat now correctly Upgrades its target even if not Upgraded itself.
.10307 Reduced Boss Koishi's damage from her attacks by 1. Winter Resolution Block reduced by 1 Time Magic cost reduced by U. Mental Reset Barrier on Serenity reduced:15→12. Diving Consciousness now costs 1 by default,reduced number of Dream Cards retrieved by 1.
.10310 Prepare is now available only after the bosses of Acts 1 & 2 Mental Reset Fugue extension increased on Upgrade:3→3/4, now Exiles if used in Fugue. The amountt of Gold dropped by regular enemies in the last third of each act was incorrectly set to 30-35,now set back to the original range, 25-35 Crow Tengu's Wing now properly grants Graze.
As you all hopefully know, we released Kaiserpunk on Friday! While we’re proud of the work we’ve done, we’re not satisfied. The release clearly shows there’s a lot of interest in Kaiserpunk and its promise, but it also shows that we didn’t fully achieve what we are aiming for.
That means that the work continues – on delivering the game that Kaiserpunk deserves to be, and the game you deserve to play. We’re incredibly grateful for all the feedback you’ve shared - both those of you telling us how much and why you like the game, and from those of you who let us know what’s keeping you from enjoying the game. All your feedback helps us understand how to move forward, and every player is equally deserving of our gratitude.
For now, however, our focus will be on the latter group – seeing what we can do in the short and medium term to ensure that even more of you enjoy our game. The feedback we’re receiving seems to come in three primary categories; performance, UI/UX and game balance. We'll be focusing on all three in the coming days and weeks.
Regarding performance, some of you have experienced issues you shouldn’t have – that’s not ok - end of story. We’re working as fast as we can to improve performance for all players. However, it will likely take about a week or so for us to make a meaningful impact.
Second is UI/UX. UI/UX for complex games is always challenging, but that doesn’t mean we won’t work on improving it. We’ll work hard with this starting with the first patch, but we’ll need ongoing help and feedback from you. Please share any additional feedback you may have - you can find the best ways to reach us at the end of this message.
Finally, there’s the challenge. Frankly, we made the game too hard. While we always wanted to make a complex and challenging game it shouldn't be so difficult that players cannot enjoy the promise that Kaiserpunk offers. As such we will start adjusting the difficulty starting with the first patch - hopefully that will make the game more enjoyable for many players.
This is what we'll focus on in the short and medium term, with the first patch coming out tomorrow Monday, 24th of March. Much more is on the way in the near future, and we’ll continue to keep you informed. We’d love to talk about the long-term as well. Hopefully, a little further down the line, we can start talking about our long term plans, but for now, we’re focused on giving you guys the best experience with the game as it is.
This was always a very ambitious project for us, and we are grateful and humbled that so many have bought, played and shared feedback on our game. From the bottom of our hearts - thank you. Now, the rest of Kaiserpunk's journey continues, and we hope to better live up to what we promised you and deliver an ever greater experience.
If you’re encountering issues or just want to share what you hope to see in the future in Kaiserpunk, please do share your feedback with us, we highly appreciate it. This is best done in the pinned threads or channels on Steam, Discord and Reddit, whichever you prefer.
You'll hear from us again tomorrow when we release the first patch.