Deckalypse launches today.
Four survivors, one shared energy pool, and a dead city that does not care which of them you left without a turn.
Two weeks ago we closed the playtest with 230 players in it. We did not spend those two weeks packaging the build. We spent them rebuilding boss fights, redrawing every region map, adding 25 new cards, and running the entire combat engine through a headless simulator until the numbers stopped lying to us.
Here is everything that landed after the playtest closed.
⚔️ Bosses Stopped Being HP Bars
- Parry. Every so often a boss winds up a blow that no card answers. The fight stops, a ring closes on the enemy that raised it, and you click when it turns green. A swing comes in two to five rings, rolled fresh every time, and they speed up the deeper you are. Catch them all and nothing lands. Catch half and half of it does. The Streets have none of this. From the hospital onward, the boss that opens each region carries it.
- Curses and Wards. A boss does not only swing at you. It curses a survivor on its own turn, and the curse fires the instant your turn begins, before you play a single card. There is no reacting to it. A curse also hits with the boss's own numbers, not the figure printed on it, so the same curse is far heavier in a late region. Ward cards are the answer, and only if one is already standing when it lands. Saint's Ash, Deadbolt, Backup Battery, Hexbreaker, Spite Trap and Warding Barricade each negate the next curse and pay out on top of it: block for the whole party, healing, energy, or damage straight back into the caster.
- The guarded Overlord. While its escort is still alive the Overlord is SHIELDED and spends its turns buffing the room instead of swinging. Kill the escort, or waste the fight.
- Visible immunity. Immune, Staunched and boss shields now read clearly on the bar instead of quietly eating your best play.
🃏 +25 New Cards
A full defensive layer for all four survivors.
- Gunslinger: Grit, Scar Tissue, Counterweight, Back to Back, Bloodied Stance.
- Marksman: Sandbags, Dug Position, Overwatch, Spotter's Call, Covering Volley.
- Bulwark: Brace Up, Dig In, Locked Shields, Plated Charge, Take the Hit.
- Medic: Field Armor, Hold Together, Triage Line, Numbing Agent, Padded Wrap.
- Clean Hands and Sealed Lungs make a hero Immune, so no debuff and no infection can take hold.
- Bring Them Back drags a turned survivor back into the party at 30% HP with a fresh hand.
Two new statuses come with them. Fortify cuts incoming damage and gives you a real chance to shrug off a bite. Hex, thrown by bosses, makes every card in your hand cost one more energy.
🗺️ Maps, Decks and the Spoils Den
- Every region has its own map. One flows upward, one downward, one runs in fixed lanes, one bulges, one funnels, one waves across the band. No more six copies of the same graph with different art.
- Node scouting. Hover a fight node to see which enemies can appear there and how likely each one is. The boss roster stays a surprise.
- Fog and path hover on the map, so you can see the route you are actually committing to.
- The run seed is on the map HUD, and dying no longer rerolls it. Same seed, same city, every attempt.
- Filters and paging in the Deck and the Forge. Filter by cost, type, range, class, and owned or missing.
- Starter packs now guarantee your attackers enough damage cards to actually open a run.
- Fuel Siphon, a new Spoils Den minigame: turn every joint until the line runs unbroken from the pump to the tank. The Jigsaw clock got tighter while we were in there.
- The infection stops at the door. A survivor who turned during a run walks back into camp on their own feet. Nothing the run did to a hero follows them out of it.
- The last two base upgrade tiers now live in the Infirmary instead of being scattered across the shelter.
⚖️ Balance
The biggest fix was one line. Applying a status was adding both its amount and its duration, which meant anything reapplied once per turn never expired. That single bug is why boss debuffs felt permanent and why the Medic's starter heal could stall a fight at 70 HP a turn. Duration now refreshes instead of stacking. Amount still stacks.
On top of that:
- Bosses parked at zero speed could never be reached by melee cards, which made the Bulwark and the Gunslinger dead weight against them. Fixed.
- Overlord damage cut by 40 percent.
- Streets act 3 encounters are denser and more varied.
- Elite damage and highway scaling softened.
- Boss clears pay permanent HP and damage, and later regions pay more for the risk they carry.
- Gold and items survive a failed run.
- Fortify caps per source, so a permanent stack rides on top of a timed one.
- Downed heroes stay down until camp, an item, or area select.
📍 What Happens Now
- Deckalypse is out. If you wishlisted it, it is sitting at the top of your queue right now.
- Found something broken? Tell us in the Steam discussions or in the Discord. Launch-day hotfixes go out fast.
- Reviews matter more than anything else on day one. If the city takes you and you liked how it did it, say so.
Thank you to everyone who played it while it was still rough and told us exactly where it hurt.
See you in the dead city. 🖤