Howdy! Version 0.1.24 is out, in the free demo as well. It opens with a brand-new title screen, makes the first minutes of the demo a lot smoother, seats eight people in pairs in the saloon, and ends with a long pass through every game mode that twenty-one bugs did not come back from. A new title screen The saloon wall is gone. The title screen now sits under a blood moon: the gunslinger's eyes glow, the lanterns in town flicker one by one, four dice hover in front of him, and every now and then a storm flashes far behind the church. The menu is a plain list on the left again: Start, Collection, Settings, Quit. Hover over a line and it catches fire like an ember. Click it and it fires a shot, with muzzle flash, recoil and the dice flinching. If you have "Reduce motion" switched on, everything stays still. The revolver cylinder lives in your run setup now, where it carries the game modes. Its metal has aged, the light no longer spins along with it, and it gives itself a little nudge until you have turned it once.

A smoother demo
• Your very first Start takes you straight to the table: campaign on Normal, no questions you can't answer yet. From the second time on you get the full run setup.
• The second duel used to be the wall. It is gentler now, and the finale stays the toughest fight.
• Beat the Stranger and Quick Duel unlocks in the demo, drawing from the demo's outlaws.
• The notice board shows the three outlaws waiting in the full game, locked, next to the ones you can take on. The end screen shows them as portraits.
• A locked difficulty now says "Hard in the full game" instead of a bare "Full game" that looked like it was locking Easy.
• The demo's main menu no longer promises a title bar and a daily bonus that the demo doesn't have.
Room for every die
The Doubling Die and The Invisible One each put an extra die on the table. Up to five dice had their fixed landing patterns; anything beyond that was scattered, and dice ended up on top of each other. Now six, seven and eight dice have patterns of their own, and from the sixth die on they all get a little smaller. Sell one again and they grow back.
Two-player teams in the saloon (full game, closed playtest)
• A saloon for up to eight people in pairs: 2v2, 2v2v2 or 2v2v2v2.
• The waiting room shows the teams as cards. Tap a team with a free seat and that is where you sit. Whoever opened the room moves others along by tapping their name.
• It starts once every occupied team is complete and at least two teams are standing.
• Inviting works as always, by code or through Steam, now for pairs.
• If you are in a party, the main menu says so at the top, including the member count. One tap opens the party chat.
Campaign on Hard: nothing comes along
On Hard, everything stays behind with the outlaw you just beat: your dice and your money. You face every new wanted poster empty-handed and have to kit yourself out again in the secret shop during the duel. There is no bounty there any more, and the posters no longer advertise one. At the notice board on Hard you are choosing purely which house rule you want to wrestle with.
Easy and Normal are unchanged.
At the table
• Held dice park visibly on the leather rim instead of lying in the way.
• Dice land with an impact, nudge each other, and count their score up as a wave.
• The artifact bar shows the face its die just rolled.
• A category's explanation panel is 30 percent smaller on PC, with the text the same size.
• Short call-outs all sit on the same leather plate as the tooltips now. The "New die" line after picking a die is gone for good: the flight into your bar already says it is yours.
Twenty-one bugs fewer
A pass through every game mode turned up a fair bit. The most important ones:
• Catching the Weasel in his last turn re-scores the round. Before that, it could cost you a round you had won.
• Save and quit no longer re-rolls the opponent's pending turn. The randomness now stands exactly where you left it.
• A lost game gives you a few XP as well.
• In team play both partners' bonus points count for the team. The wrong team could win before.
• The winner's partner sees the win and gets it credited.
• In 2v2v2 and 2v2v2v2 every team is visible.
• Series and elimination stages no longer hang when someone loses connection. Whoever comes back gets their seat.
• In the multiplayer shop there is no more full-price buyback.
• The leaderboard shows the higher value for mixed accounts.
Thanks for playing the demo! If you like it, a wishlist entry helps a lot, and every bit of feedback in the discussions lands on the table.
Wishlist Yathsel: View game page
