Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The main bug that seems to be affecting my runs is that removing cards from your deck in the shop doesn't actually get more expensive as it stacks. It starts out going up but then starts getting cheaper and eventually starts giving you money to remove cards from the deck.
Thanks for submitting this one!
Yep, i noticed this bug sunday, but had to go off computer for a few days, added this to buglist, now fixing it - patch coming in next few days. Thank you for trying out the game! For now this is semi-cheat as you can get kinda infinite moneys :D
Hey, i have resolved this bug today -some of the rooms were missing exits, that i accidentally removed when adjusting room structure, thanks for submitting the bug.
the update is not yet pushed and is coming within next 20 hrs, it will also contain some balance and quality of life updates, as well as multiple bug fixes.
Yep its not a bug, its intentional, as i wanted to give player more things to play with - after just cycling trough deaths or if you cant reach the next zones too fast or get stuck.
I am considering not counting abandoning run as death, as it somewhat makes the unlocking process a bit less rewarding, but for now might keep it like this, but should add more clear notification that you have unlocked that deck
About bug with no exits - i just pushed update, that should fix that issue - update game to see if it helped. i will go trough all rooms once again over tomorrow to see if i missed anything
Some personal thoughts
I think removing the unlocking of the cards on abandon run is a good idea because as soon as people find out that you can do that they will go through 1 battle and abandon the run to unlock them. Even unlocking them upon death can encourage some players to die on purpose. If possible I would recommend making players go through certain number of rooms before the cards unlock on death since most people wouldn't want to die if they got far and even those that would get stuck after 3 rooms would get the required count eventually
Allright, gonna check those chest rooms
About bad cards (pain, etc.) - try getting one of them and upgrading it :D (all of the intended interactions for bad cards are not yet in, but you can get good things out of them, this one is in game to encourage experimenting, probably should ellaborate on that)
Clensing fire - it is not a bug, but it does seem like it would make more sense to remove all of the the stack. Penalty for using Clensing fire is that you must have at least X hp, to heal up for the size of your debuff stack, and the heal cant be bigger than your current health. (unless specific circumstances like immortality is in effect)
About unlocks after completing X rooms - hmmm, yes, that actually would be better than just pure On Death count, its easy to add, so i think this will be added soon-ish, thankyou.
The familiar selection was also behaving oddly but I can't provide any details since reaching it is difficult and I was more focused on having fun than paying attention to bugs. The familiars also seem unbalanced. The fire familiar adds 2 fire inflicts 2 damage and changes the terrain to fire while acid familiar only ads 2 acid. I'm not sure if that is intentional but fire familiar seems to be quite OP compared to acid one, especially with the explosions. I like it but it might need some balancing. I haven't tried the defense one so can't comment how extra 3 defense every turn compares to it. Speaking of familiars, I encountered an enemy with fire immunity card and both a fire and acid elemental. It was quite difficult fight since I was using pure fire deck with no attack but I had the fire implosion (I think it's called that) so it was doable.
One more thing, could you add a way to delete the saves and exit the save slot selection screen? Thanks. I enjoy this game a lot as it is and it seems that it will get even better.
Thank you for submitting these! Added to check-these-bugs-out-and-fix-them list :D
For saves - At the moment for save deletion you can do this https://steamcommunity.com/app/826740/discussions/0/1694969361100726973/
I am planing on adding save deletion from menu, but not in this patch.
Will try to include exit from save menu somewhere in this weeks patches.
I'm glad that You are enjoying the game so far, i'm trying to improve it from active player feedback so hopefully it gets better - Early Access works so far :D
not sure if this is a bug or is intended but after dying you will keep your money, familiar, unlocked cards but not the health upgrade. It works fine like this but I just wanted to mention it in case it wasn't supposed to work like this.
Familiars targeting darkness enemies: fixed
health - thing : not a bug, but seemingly confusing for people
Thanks for submitting these, im now working on terrain and manipulation update along with bugfixes (added to list and fixed a few of these), will be pushing that live over tonight it seems, need to do some more testing