Hey there!
Welcome to the October update for the development progress of Gamblers Table.
In this update post I'd like to go over some new cool features, new gameplay elements and more UI and QoL improvements,
I'd also like to use this platform to answer some frequently asked questions we have received over the past months, so lets start with that!
Question:
Why has the game not released yet? || When are you going to release? || Is this ever coming out?
Answer:
We’ve been getting a lot of these messages lately, and we totally get why. The demo landed really well, and we’re super happy about that. From the outside, it might look like we just need to add a few skills and hit “release,” but there are two big reasons why it’s taking time. First, Tim and I (Sven) are the only ones working on this game - in our free time. We both have full-time jobs, families, and everything else that comes with life, so the only real time we get to work on Gambler’s Table is on weekends. Summing up the hours that we effectively had the chance to work on the game and comparing it with our current progress, I am super proud of where we are. But I absolutely understand that it may not seem like that from the outside. Secondly, we just don't want to add a few filler skills and then be done with it. We want every new skill to feel meaningful, with visual feedback and strategic gameplay. The demo had 9 skill nodes, but the current planned release version has 22 - and they all have depth or even cool visual feedback that comes with it. (See the “missile sprite update” for an example.) Gamblers Table will most likely not release in 2025, but you can expect some news regarding the release in the upcoming weeks! While it may be frustrating to not have an exact date, we can only ask you to stay patient and believe us when we say that we are aiming to create a game that is worth waiting on.
Question:
Will I be able to keep my progress from the demo?
Answer: Yes, you will be able to take the progress you have in the demo into the full release version. We strongly encourage everyone to reset their savefile instead, as to play the final game as we intended. Especially if you have left the demo open for weeks and amassed unimaginable amounts of currency (looking at some people on our discord right now), then it may feel like the release version is short, when in reality you just skipped over all the progress needed. But we won't force you and its totally up to you how you want to play the game. But keep in mind that you will have to re-spec your skill tree when you load from one into the other and that the skill point requirements may change between the two, meaning you could have 9 skill points in the demo, but 7 in the release version.
If you have any more questions you'd like to be answered in the next post, let us know either in the comments, our discord or contact us via mail. Now off to the new content updates with you!
So the game is called "Gamblers Table", but until now we haven't had many features that related to that topic. To change that, we have added capsule machines to the game! Of course, these don't cost any real money, but instead every time that you flip a coin in Gamblers Table and it lands on SKULL (heads) ... you get a skull token! You can use these skull tokens to operate the capsule machines, which in turn gives you hats for your helpers.
But not only that! Some hats now also have the chance to come in new variations like GOLDEN and RAINBOW. Those look so cool! But are much, much rarer to obtain.
This change also means that hats are no longer tied to achievements. The achievements tab has therefore been restructured and looks a little different now.