Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Going Knowhere

Solo Fantasy Roguelite Playing Card Game · By Gregg Jewell

Fun!

A topic by abacus-tabletop-games created Jul 24, 2025 Views: 109 Replies: 4
Viewing posts 1 to 3

Had a nice gaming afternoon Going Knowhere :D

It took me around 3-4 hours to properly beat the game and collect all Knowstones in a single run. I went in having unlocked almost all passive abilities (all except Master-at-Arms, Opportunist and Sunderer), no active abilities and no Masteries. It was fun!

One thing I found a bit disappointing was the complete elimination of the Curses. Maybe Master Ward could put the Item at the bottom and let you draw another item instead? The curses becomes much less powerful, but this keeps the jokers in play. Just a thought.


Anyway, thank you for the good time!

Developer (1 edit) (+1)

thanks! I actually removed master ward in latest version and added a curse feat before you can unlock minor ward so you’ll experience the full curse effect a little longer in beginning now without ever fully negating them.

Did you feel the abilities were priced and unlocked at fair rate? Any outliers.

I can only talk about how I felt; I may have been completely wrong in my evaluation. But here it is!

I felt both Loadbearer were no-brainers: I had to take them as soon as possible. They do not really help you score a victory like the wards and breaker abilities (both letting you keep more cards in your armory to keep fighting), but they definitely help you gain Knowstones. They also makes pretty much all other abilities stronger, especially the Pathfinder/Lorefinder/Quartermaster. Once I unlocked them, I was very often able to beat the Knowble in front of me and know how I was going to gain the next one. Maybe make Master-at-Arms a prerequisite to Loadbearer II?

All the Breaker abilities were also no-brainers, but I could not unlock them before a couple of games. As soon as I could, I did. Same for Sunderer, but I did not play enought to gain the Cruel Kings Club feat. I liked this. 

On the contrary, I felt the active abilities were not worth the cost in comparison to the passive abilities.

Developer(+1)

I think I’m going to make the following changes for Curses and the Cleanse abilities to always keep Curses relevant but manageable with upgrades.

Default Rule
If it is a Curse, flip the highest-Strength Item in your Arsenal face down. That Item and its slot are now locked for the rest of the game. Add the Curse to the Knowstone pile.

Cleanse I Ability
Once 3 Knowstones are collected on top of the Curse in the Knowstone pile, the Curse is lifted. Flip the locked Item face up. It and its slot can now be used normally. Requires Cursed with Knowledge Feat.

Cleanse II Ability
The Curse is lifted after 2 Knowstones instead of 3.

Cleanse III Ability
The Curse is lifted after 1 Knowstone instead of 2.

(1 edit)

I think this is nice: the ability reduce the damage an early curse has. They make Loadbearer abilities even more important, though.