Main Highlights
Before version 1.08, two interim versions, 1.07b and 1.07c, were released to urgently fix some critical bugs. As a result, some of the new changes from version 1.08 have already been available in the game for some time.
Mechanics and Balance
- In Story Mode, you can now rewatch cutscenes that have already been viewed in the current playthrough.

- The card draw system has been redesigned to prevent exploiting game mechanics. From now on, cards that draw additional cards cannot be played if there are no cards left in the corresponding card pile. Additionally, cards that draw cards can no longer draw themselves.
- Relics and equipment that trigger when shuffling the discard pile back into the draw deck now activate only once per turn, preventing infinite energy generation under certain conditions.
- Some statuses now have a maximum stack value that they cannot exceed. While the game allows relatively high status strength values, it prevents them from becoming so extreme that the balance is entirely broken.
- During Encounter "Smugglers", you can now see all your stats and fuel, so there’s no need to remember them. Additionally, the interface includes automatic stat calculations for added convenience.

- Some inventory items that triggered automatically and had excessively high trigger probabilities have been nerfed.
- Status icons are now displayed in multiple rows instead of one infinitely long row to avoid overlapping with other UI elements.
- When hovering over a character in combat, their stats and status list now appear in the foreground. This ensures everyone can see HP and other attributes regardless of how many allies they have.
- In the motel, you can now select a card to upgrade instead of upgrading a random one.
- In Custom Game mode, building resources are no longer awarded for defeating bosses.
- You can now view all cards and inventory items directly from the main menu without needing to enter Story Mode. Additionally, you can check your high score records and stats there.

- All abilities now have at least three levels of upgrades.
Bug Fixes
- Fixed a bug where the energy cost of a card would not update after upgrading the card.
- Combat statuses with a value of zero are no longer displayed in the list.
- Added a restriction to prevent playing cards that require resource expenditure when the player does not have the necessary resources.
- Some cards that were not marked as fully upgraded at their maximum level now display correctly.
- Fixed the description of bonuses in the Training Center.
- Corrected the descriptions of travel cards.
- Fixed visual bugs when assembling a custom deck.
- Fixed a visual bug in the results panel that occasionally occurred in the Motel or at the Merchant when a restored stat did not appear in the results list.
- Equipment items that players cannot afford in the Merchant location are now grayed out, like all other unavailable items on this screen.

- Fixed some minor localization issues. Localization problems still persist, but I plan to overhaul the system for generating card and item descriptions in the near future to prevent these issues.
This is not even the full list of fixes and improvements—only the main points.
Plans for Patch v1.09
The next version will be similar to this one in terms of fixes and changes. There are still some technical issues and inaccuracies with certain cards and items. Additionally, there are still exploits that completely break the game. My primary focus will be on addressing these issues.
There’s also a need to display the list and stats of allies outside of combat, which is planned for the next version. As a bonus, I’d like to add a Black-and-White mode to the game. It’s relatively simple to implement, and it would give the game an interesting vibe with this visual option.
Most likely, version 1.09 will be the last patch this year. If more problems are discovered, version 1.10 will follow.
Once the technical issues are resolved in upcoming patches, I’ll begin working on additional content. I’ve mentioned this earlier—most likely, the content update will be split into three separate patches so that content can be added to the game more quickly in smaller portions.
Thank you to all the players—you strongly motivate me to keep developing the game. From a technical perspective, in the three weeks since the game’s release, it has already become much more stable and has gained a host of new features and mechanics. This is all thanks to your feedback. I appreciate each and every one of you.