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Yeah, we've been gradually softening the introductory turns. I'm dead set against removing all difficulty from them, because the challenge of playing with low stats is interesting, so there's a balance to make here. For what it's worth, I find a single full heal is enough to recover from a slightly rocky start, and we've just made that first heal cheaper.

The reveal map card is super powerful, especially in the boss-less game we're currently playing. It's a bit more expensive to use now.