Hey Downers!
Strap in, it's a big one.
DOMINANCE
Suits no longer shuffle every encounter. You can now reorder them by dragging the suit icons in the sidebar, any time before you play.
TEARS
New currency. After a face-off, you gain tears equal to the difference between your score and your opponent's.
CURSES
Curses replace the old opponent score multiplier system.
You now receive a curse at the end of every round. Curses stack up to 3 times.
Drought: -1 discard.
Famine: -1 hand size.
Fear: You can put a maximum of 3 cards on the field per remaining discard.
Mania: The first legal card you draw is forced onto the field.
Masonry: At the start of every encounter, a brick is added to your deck.
Might: Opponent card value is multiplied by 2.
Mirage: Opponent face cards resolve an extra time.
SHOP REWORK
Runs start at The Shopkeeper.
Packs now come in three rarities: bronze, silver, and gold. Each rarity doubles a pack's price.
Packs can be upgraded to a higher rarity by paying with tears.
Card packs:
Bronze: contains numbered cards
Silver: adds face cards and aces
Gold: cards have a chance to be corrupted
Ticket packs:
Bronze: can only corrupt numbered cards
Silver: can corrupt any card
Gold: can contain legendary tickets
Trinket packs: higher rarity packs are more likely to contain rarer trinkets.
TRINKET RARITY
Trinkets are now common, uncommon, rare, or legendary.
New legendary trinkets:
Broken Clock: On pickup: set your hand size to 12. Your hand size cannot change after this. You no longer draw a card after discarding.
Coal: On pickup: gain 50 discards. Discards are no longer reset between encounters.
Gold Lever: At end of face-off, convert your gold to points. All costs are paid with tears.
Ouroboros: At end of face-off, convert your tears to points.
White Lotus: On pickup: set your gold and tears to 0. Remove all of your curses.
CORRUPTION
Legendary corruptions: legendary tickets create legendary corrupted cards.
OPPONENTS
New opponents:
The Forger: After switch, duplicates the most dominant card. (Encounter 2)
The Lapidarist: After switch, permanently upgrades the least dominant card. (Encounter 2)
The Splitter: After switch, splits the most dominant card into 2 fading copies. (Encounter 2)
The Curator: No two cards of the same rank allowed on the field. (Encounter 3)
The Elitist: Locks the dominant suit to the suit of their highest rank card. (Encounter 3)
The Priest: Reduces the value of corrupted cards to 0 for this encounter. (Encounter 3)
The Pickpocket: After switch, takes all uncorrupted cards from your discard pile. (Encounter 4)
The Recruiter: After switch, takes the most valuable uncorrupted card from your hand. (Encounter 4)
The Warden: Keeps the least dominant half of their cards during switch. (Encounter 4)
The Painter reworked:
From: After switch, randomly changes the suit of taken cards.
To: After switch and whenever the dominant suit changes, changes the suit of their cards to the dominant suit.
The General now appears in encounter 2, and The Bouncer in encounter 3.
TRINKETS
Basket:
From: Draw 2 extra cards at start of encounter.
To: Gain 1 hand size.
Bin:
From: Get 2 extra discards at start of encounter.
To: Gain 1 discard.
Blue Pill:
From: The opponent score multiplier is reduced by 1.
To: On pickup: remove a random curse.
Red Pill:
From: The opponent score multiplier is increased by 2. On pickup: randomly corrupt all of your cards.
To: On pickup: get a random curse and randomly corrupt ALL of your cards.
Forbidden Apple:
From: Cards in card packs have a 1 in 4 chance to be corrupted.
To: At start of every encounter a randomly corrupted fading 2 appears in your hand.
Magic Hat:
From: The Shopkeeper restocks card and ticket packs immediately...
To: Once per round, return a discarded card to your hand. (click to activate)
Thumb Drive:
From: After face-off, gains data equal to excess points...
To: On pickup: duplicate your deck.
Golden Glove:
From: On pickup: lose 200 gold. Whenever you draw a card, gain gold equal to its value.
To: Packs cost 4 times as much gold. Whenever you draw a card, gain gold equal to its value.
USER INTERFACE & EXPERIENCE
Trinkets with an ability you can click are listed first, and glow while clickable.
Trinkets now pop whenever their effect triggers.
The trinket panel gets an expand button when there are more trinkets than can fit in one row.
Visual feedback when attempting to play an unplayable card.
If you can't put enough cards on the field to enable play, the encounter ends in defeat.
The field corners have been replaced by frames that light up to show your share of the predicted score.
A card's value is white at its base value, green above it, and red below it, until it resolves.
Card names show their upgrade level: "+" when upgraded, "[+]" when permanently upgraded, "-" when downgraded.
Hovering a card highlights the matching suit button, and the other way around.
Hovering a card highlights the trinkets that affect it, and the other way around.
Hovering a navigation button previews that encounter's info in the sidebar.
Play button stays hidden until you have enough cards on the field.
Picking a single card no longer needs a Confirm.
The opponent's hand is now stacked the same way as yours.
TUTORIAL
The tutorial has been reworked again to include all the new content, with hints if you get stuck.
VISUALS
Fading cards now fade away instead of disappearing.
New animations for rank ups, suit changes, upgrades, stacked slices, card lifts, and opponent effects.
Glow effects across the board.
New art for card packs and corruption boxes that match the deck color.
MUSIC
New music!
BUG FIXES
Too many to list
SAVES
Saves from older versions can't be loaded and will start fresh.
WHAT'S NEXT?
This update added tons of new content and features, so we assume the balance is all out of whack now.
As we approach 1.0, our focus now is to balance the game as best we can.
Any new content will be limited to trinkets.
~Toni & Margo
