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(1 edit)
  • rune of balance upgrades it’s effect on it’s own, whenever an upgraded version of the card is rendered, and later the card is reloaded. For example, when you look it up in “all cards”, hover over it, then open “all items” and go back to “all cards”. Or when you load this save repeatedly. This probably also happens with lockstep.

    save file
     {"version":"v0.28.0","seed":[-723588594,267345867,-972422929,54182861],"heroType":"mage","hero":{"maximum":{"hp":21,"mp":34,"stamina":9,"will":16},"current":{"hp":21,"mp":34,"stamina":3,"will":16,"gold":213},"status":{"intellect":5,"strength":-1,"toughness":-1,"vitality":2,"fatigue":5,"defence":10},"immunity":{"ensnared":true,"vampiric":true},"items":["tomeOfIceAndFire","wandOfMissiles","sackOfGrain","portableBookcase","toolbox","piggyBank","spidersilkRobe","weirdKey","bountySnakes","elephantFigurine","bountyDragons","notebook","pedestal","wizardStaff","tarball","ziegenhainer","pendantOfLight","peeledFace","kaleidoscope"],"deck":[{"name":"magicMissile","cost":{"mp":1},"effects":[["poison",1,{}],["shoot",2,{}]],"history":[[0,0,1,"acquire",["start"]],[6,2,1,"add Poison",["[magicMissile","[bountySnakes"]]]},{"name":"magicMissile","cost":{"mp":1},"upgraded":1,"effects":[["poison",5,{}],["shoot",3,{}]],"history":[[0,0,1,"acquire",["start"]],[2,0,1,"add Shoot",[]],[2,0,1,"upgrade",["for gold"]],[6,1,1,"add Poison",["[magicMissile","[bountySnakes"]],[6,6,1,"add Poison",["[magicMissile","[bountySnakes"]],[11,4,1,"add Poison",["[magicMissile","[bountySnakes"]],[11,6,1,"add Poison",["[magicMissile","[bountySnakes"]],[11,8,1,"add Poison",["[magicMissile","[bountySnakes"]]]},{"name":"gatherMagic","cost":{"mp":1},"stashed":true,"effects":[["mana",["Linear","",["CardsPlayedCount",""],1,0],{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"gatherMagic","cost":{"mp":1},"stashed":true,"effects":[["mana",["Linear","",["CardsPlayedCount",""],1,0],{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"ivoryTower","cost":{"mp":2},"effects":[["fatigue",-2,{}],["initiative",1,{}],["defendHero",["HandCount","",2,null,0],{}]],"history":[[0,0,1,"acquire",["start"]],[9,7,1,"add Initiative",["[runeOfHaste"]],[13,1,1,"add Fatigue",["[runeOfHeartiness"]]]},{"name":"ivoryTower","cost":{"mp":2},"effects":[["defendHero",["HandCount","",2,null,0],{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"bounce","cost":{"mp":1},"upgraded":1,"effects":[["redirectHero",1,{}],["persist",2,{}]],"history":[[2,0,1,"acquire",["reward"]],[7,7,2,"add Persists",[]],[7,7,1,"upgrade",["for gold"]]]},{"name":"plantHerbs","cost":{"mp":2,"will":1},"effects":[["addToDrawPileRandomLuck",["RandomInRange","",1,3,{}],{"tag":"herb"}],["exhaust",3,{}]],"history":[[7,7,1,"acquire",[]]]},{"name":"riskyTreatment","cost":{"mp":3},"effects":[["healHero",["PositiveStatus","",3,"intellect",0],{}],["healHero",["RandomInRange","",-2,2,{}],{}]],"history":[[10,14,1,"acquire",["reward"]]]},{"name":"preparedNotes","cost":{},"upgraded":6,"effects":[["drawCards",3,{}],["exhaust",7,{}]],"history":[[11,10,1,"acquire",["reward"]],[12,12,1,"modify (Exhausts)",[]],[12,12,1,"upgrade",["for gold"]],[12,12,1,"modify (Exhausts)",[]],[12,12,1,"upgrade",["for gold"]],[12,12,1,"modify (Exhausts)",[]],[12,12,1,"upgrade",["for gold"]],[12,12,1,"modify (Exhausts)",[]],[12,12,1,"upgrade",["for gold"]],[12,12,1,"modify (Exhausts)",[]],[12,12,1,"upgrade",["for gold"]],[12,12,1,"modify (Exhausts)",[]],[12,12,1,"upgrade",["for gold"]]]},{"name":"toxicSpray","cost":{"mp":5},"upgraded":1,"effects":[["poisonAll",["PositiveStatus","",1,"intellect",0],{}],["poisonAll",4,{}]],"history":[[12,12,1,"acquire",["reward"]]]}],"maxStashedCards":2,"cardRemoveCost":8,"cardUpgradeCost":22},"stage":13,"ascensions":["removeCost","upgradeCost","rerollCost","itemChoices","cardChoices","maxStashedCards","initialDamage","minLevelDecrease","questDifficulty","addSmallMonsters","cardCostAffinity","cardOtherAffinity","moreNegativeEncounters","maxCardUpgrades","fatiguePerTurn","enemyHpCoeff"],"rewards":{"rerollCosts":{"cards":4,"items":5,"nextQuest":5},"amounts":{"gold":26,"cards":2,"items":2,"chances":{"rare":0.6,"upgraded":0.5800000000000001},"taggedCards":{"rune":1},"taggedItems":{}}},"encounters":[6,10,12,16,28,50,53,55,59,70,72,78,103],"quests":[{"stage":2,"quest":"Celebrate with fireworks","completed":true},{"stage":3,"quest":"Read many books","completed":true},{"stage":4,"quest":"Make investment","completed":true},{"stage":6,"quest":"Take bounty for snakes","completed":true},{"stage":7,"quest":"Help with sowing","completed":true},{"stage":8,"quest":"Borrow a book","completed":true},{"stage":9,"quest":"Graduate from faculty of Philosophy","completed":true},{"stage":10,"quest":"Practice lockpicking","completed":false},{"stage":11,"quest":"Enjoy a bright sunny day","completed":false},{"stage":12,"quest":"Dance till you drop","completed":true},{"stage":13,"quest":"Collect colored glass beads","completed":true}],"ts":"2025-11-26T21:39:27.572Z"}
    
  • sleight of hand consumes luck

    Same file, curate often doesn’t count the magic missiles towards “pay cost of non-uniquely named”

    save file
     {"version":"v0.28.0","seed":[-1680369459,204631412,-414290070,-1458535102],"heroType":"antiquarian","hero":{"maximum":{"hp":12,"mp":9,"stamina":9,"will":9},"current":{"hp":12,"mp":9,"stamina":9,"will":9,"gold":214},"status":{"vitality":-1,"clairvoyance":26,"luck":7,"fatigue":9,"protected":1,"defence":2},"immunity":{},"items":["aceOfDiamonds","crystalOrb","acupunctureChart","kaleidoscope","blankPaper","woolThread","wandOfMissiles","bountyGoblins","wristWeights","diademOfSuffering","bountyRats","clover","twighlightStar","chainMail","glacialArmor","windingKey","metronome","iceCream","peaPod","worthlessHeirloom","clayMold","hiddenLever"],"deck":[{"name":"magicMissile","cost":{"mp":1},"effects":[["shoot",2,{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"magicMissile","cost":{"mp":1},"effects":[["shoot",2,{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"curate","cost":{"hp":1,"mp":1,"stamina":1,"will":1},"upgraded":1,"effects":[["fullCostToResources",["TotalCostAllResourcesUnique","",4,{}],{}],["payResources",["TotalCostAllResourcesUnique","",null,{"invert":true}],{}]],"history":[[0,0,1,"acquire",["start"]],[13,2,1,"add Reimburse",[]],[13,2,1,"upgrade",["for gold"]]]},{"name":"curate","cost":{"hp":1,"mp":1,"stamina":1,"will":1},"effects":[["fullCostToResources",["TotalCostAllResourcesUnique","",3,{}],{}],["payResources",["TotalCostAllResourcesUnique","",null,{"invert":true}],{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"makeshiftWard","cost":{"hp":1,"mp":1,"stamina":1},"upgraded":5,"effects":[["defendHero",["Linear","",["ItemCounters",""],1,5],{}]],"history":[[0,0,1,"acquire",["start"]],[3,0,1,"add Defend",[]],[3,0,1,"upgrade",["for gold"]],[3,0,1,"add Defend",[]],[3,0,1,"upgrade",["for gold"]],[4,3,1,"add Defend",[]],[4,3,1,"upgrade",["for gold"]],[9,9,1,"add Defend",[]],[9,9,1,"upgrade",["for gold"]],[10,3,1,"add Defend",[]],[10,3,1,"upgrade",["for gold"]]]},{"name":"bargain","cost":{"stamina":3},"effects":[["reduceCosts",["RandomInRange","",1,2,{}],{}],["exhaust",5,{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"curiosity","cost":{"mp":1},"upgraded":1,"effects":[["initiative",1,{}],["discard",1,{}],["drawCards",3,{}],["persist",3,{}]],"history":[[0,0,1,"acquire",["start"]],[10,3,1,"MP cost −1",[]],[10,3,1,"upgrade",["for gold"]],[14,3,1,"add Initiative",["[runeOfHaste"]]]},{"name":"runeOfHaste","cost":{"mp":2,"stamina":3},"effects":[["insertEffectPermanentlyHand",1,{"effects":[["initiative",1,{}]]}],["singleUse",null,{}]],"history":[[14,6,1,"acquire",[]]]},{"name":"sleightOfHand","cost":{"stamina":1},"upgraded":1,"effects":[["drawCards",3,{}]],"history":[[14,0,1,"acquire",["reward"]]]}],"maxStashedCards":2,"cardRemoveCost":6,"cardUpgradeCost":18},"stage":15,"ascensions":["removeCost","upgradeCost","rerollCost","itemChoices","cardChoices","maxStashedCards","initialDamage","minLevelDecrease","questDifficulty","addSmallMonsters","cardCostAffinity","cardOtherAffinity","moreNegativeEncounters","maxCardUpgrades","fatiguePerTurn","enemyHpCoeff"],"rewards":{"rerollCosts":{"cards":2,"items":2,"nextQuest":2},"amounts":{"gold":28,"cards":2,"items":2,"chances":{"rare":0.65,"upgraded":1.12},"taggedCards":{},"taggedItems":{}}},"encounters":[6,10,16,18,28,35,62,63,69,71,77,86,87,90,103],"quests":[{"stage":2,"quest":"Get a glimpse of a prophesy","completed":true},{"stage":3,"quest":"Collect colored glass beads","completed":true},{"stage":5,"quest":"Celebrate with fireworks","completed":true},{"stage":6,"quest":"Take bounty for goblins","completed":true},{"stage":8,"quest":"Take bounty for rats","completed":true},{"stage":9,"quest":"Watch sunrise and sunset","completed":true},{"stage":13,"quest":"Mold a lifelike sculpture","completed":true},{"stage":14,"quest":"Hunt rabbits","completed":true},{"stage":15,"quest":"Enjoy a bright sunny day","completed":false}],"encounter":[103,"deepestOne",["cuttlefish","cuttlefish","cuttlefish","deepOne","deepestOne"],[]],"ts":"2025-11-25T12:41:14.478Z"}
    
  • sword dummy increases the poison multiplier of scalpel melee instead of the constant

    save file
     {"version":"v0.28.0","seed":[-1906113610,-1621937738,259826885,-434507075],"heroType":"plagueDoctor","hero":{"maximum":{"hp":20,"mp":12,"stamina":6,"will":5},"current":{"hp":19,"mp":11,"stamina":6,"will":5,"gold":2},"status":{"fatigue":14,"poisoned":7},"immunity":{},"items":["frayedTome"],"deck":[{"name":"puff","cost":{"mp":1},"effects":[["poison",["Cycle","",["CardsPlayedCount",""],[1,4]],{}],["persist",3,{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"puff","cost":{"mp":1},"effects":[["poison",["Cycle","",["CardsPlayedCount",""],[1,4]],{}],["persist",3,{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"placebo","cost":{"mp":1},"stashed":true,"effects":[["mana",3,{},["poisoned","odd",null,{}]],["mana",1,{},["heroStatus","odd",null,{"status":"poisoned"}]],["poison",-1,{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"placebo","cost":{"mp":1},"upgraded":1,"effects":[["mana",4,{},["poisoned","odd",null,{}]],["mana",2,{},["heroStatus","odd",null,{"status":"poisoned"}]],["poison",-1,{}]],"history":[[0,0,1,"acquire",["start"]],[2,4,1,"modify (MP, MP)",[]],[2,4,1,"upgrade",["for gold"]]]},{"name":"snakeOil","cost":{"hp":1,"mp":2},"effects":[["poisonHero",4,{}],["healHero",6,{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"inhaleFumes","cost":{"hp":1,"mp":1},"effects":[["drawCards",["Cycle","",["CardsPlayedCount",""],[2,3,4]],{}],["poisonHero",["Linear","",["CardsDrawnCount",""],1,0],{}]],"history":[[0,0,1,"acquire",["start"]]]},{"name":"scalpel","cost":{"mp":1},"effects":[["poisonHero",["MonsterStatus","ceil",0.2,"poisoned",0],{}],["meleeFront",["MonsterStatus","",1,"poisoned",1],{"visual":"slash"}]],"history":[[0,0,1,"acquire",["start"]]]}],"maxStashedCards":2,"cardRemoveCost":4,"cardUpgradeCost":6},"stage":3,"ascensions":["removeCost","upgradeCost","rerollCost","itemChoices","cardChoices","maxStashedCards","initialDamage","minLevelDecrease","questDifficulty","addSmallMonsters","cardCostAffinity","cardOtherAffinity","moreNegativeEncounters","maxCardUpgrades","fatiguePerTurn","enemyHpCoeff"],"rewards":{"rerollCosts":{"cards":2,"items":2,"nextQuest":2},"amounts":{"gold":4,"cards":2,"items":2,"chances":{"rare":0.05,"upgraded":0.64},"taggedCards":{},"taggedItems":{"mask":1}}},"encounters":[3,5,6],"quests":[{"stage":3,"quest":"Visit training grounds","completed":false}],"encounter":[6,"piranha",["piranha","piranha","piranha"],["potion positive"]],"ts":"2025-11-29T23:30:21.873Z"}
    
(2 edits)

rune of balance upgrades it’s effect on it’s own … also happens with lockstep.

This bug affected all cards with ‘cycle by cards played’ effect. Fixed.

sleight of hand consumes luck

The bug was actually in the Bargain card. I forgot to pass ‘imitate’ flag, so Bargain spent luck while trying to preview number of cards it would affect.

curate often doesn’t count the magic missiles

Fixed

sword dummy increases the poison multiplier of scalpel melee instead of the constant

This interaction was left intentionally as a way to empower weak / rare weapons like Reforged Sword and Scalpel. I agree that wording of ‘Melee values +1’ does not communicate that idea at all. Underneath, the formula is “value * (poisoned) + plus”, so value is the coefficient. I do not know if you noticed, Secret Technique works the same way with cards like Revenge and Feast on Flesh, which makes it very powerful (and the name is kind-of pun related to this hidden interaction).

So my preferred way of fixing that problem would be to re-phrase Sword Dummy ability, but I currently have no idea how to do that. Ideas welcome.

Since both Curate and Bargain are in starting deck of Antiquarian, I am inclined to do next release sooner, even though the batch of new content is still small. But before that, I would like some feedback on Antiquarian balance – do you think her ability should be nerfed as it scales too soon and without enough effort from the player? Maybe gain 0.5 Shoot value per effect trigger? Or any other comments on her?

This interaction was left intentionally

Oh, I see. Maybe just vaguely call it “improve melee enemy effects”, if you want to keep the discovery aspect. Otherwise, you might need a dedicated keyword. Or maybe it’s enough to reformulate the effects to be like “melee 1 per bla plus 5”, it kinda makes sense like that…

feedback on Antiquarian balance

Antiquarian does feel a bit easy once you figure out how to use the cards, but other heroes can also feel like that. Antiquarian can heal and regain all resources, and curiosity is just a really good card. In the beginning I trim the deck to just one missile, one curate, bargain, one ward and curiosity. This way I can be sure that in the first turn, I draw either curiosity or ward. As it is I think that deck is enough of a plan to win the game with a few items with good triggers.

I think Antiquarian would still be about as strong as some other late-unlock-heroes if the ability only triggered when item counters increased. “Any item trigger” is a bit much imo, and has very different outcomes depending on what items you find.

The antiquarian deck itself is already pretty good and interesting, it doesn’t really need a strong ability to go with it.

Something like “Increase on item trigger, decrease on use” could be a multi-color card that you get with a quest, instead of that being an ability. Antiquarian could just increase shoot values in play at start stage, once per five items, rounded up, for example. Antiquarian could have no abilities beyond having the heirloom and still be a stronger start than mage.

I think the heroes are also difficulty settings, so it depends on whether you want to add an easy option or a less easy option.

Otherwise, you might need a dedicated keyword.

I went this route. It is now called ‘empower’

curiosity is just a really good card

Adding Curiosity was a bit of lazy design from me. I just went with go-to card for hand management.

I have now replaced Curiosity in Antiquarian’s starting deck with new Collectomania card, which, although harder to use, gives a reason to keep duplicate cards in deck as well as potential for infinite, somewhat similar to Priest.

I trim the deck to … one curate

How did you replenish Wp with just one Curate?

“Any item trigger” is a bit much imo, and has very different outcomes depending on what items you find.

I agree with the first part, but the second part I find desirable. The unique quirk of this hero is supposedly to force player to re-evaluate all items, making use of otherwise irrelevant ones just for the triggers.

For now, I increased her negative perk, making all attacks reduce all the way to 0 (instead of just -2) upon use. She is still pretty OP, but power spike is a bit slower.

Yeah, I think these are all very good changes.

How did you replenish Wp with just one Curate?

In the five card deck, there was no need to replenish Wp, because I used bargain on the curate before using it. If I ever lacked the initial mp for this to be feasible, I would swap the bargain with the second curate.

The unique quirk of this hero is supposedly to force player to re-evaluate all items, making use of otherwise irrelevant ones just for the triggers.

This creates more interesting choices now, you depend a bit more on finding good triggers, to the point where you might consider rerolling if all useful items lack useful triggers.