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Deck of HauntsEventsV1.39: New missions and rewards, such as story and content!
Major update

V1.39: New missions and rewards, such as story and content!

Deck of Haunts · published 16 Jun 2026, 21:53 UTC · build 23744009

All eventsPlayers around this dateRead on Steam

Ever wanted to know more about some creatures or extend your card back cosmetic library? Now is your chance! If you can complete all ten new missions...

Or, if you want a new room like the "Tinker" room, you'll have to kill 3 humans in the Weapons room and drive 3 humans insane in the Bathroom to gain access!
Once unlocked and built into your house, you can Drain and Damage 1 more here per 3 tiles in this room.

If you missed it, we recently had a big Quality of Life update as well:

All items from this v1.39 new missions update:

Changes

  • 10 new sequential missions (23-33).

  • Add click and drag to build multiple tiles of the same type at once.

  • Added new cards:

    • Cast Away

    • Survivor’s Guilt

  • Added new Room:

    • Tinker Room

  • Added Positive Totems:

    • Fortified Walls - Disable Pathfinders. (We know a few players that had this on their wishlist!)

    • Witness - Reduce Health and Sanity of any human witnessing your Heart to 1.

  • Allow for panning room navigation with controller. The room under the cursor will count as hovered and can be selected. This improves the UX of retrieving cards from the Storage Room.

  • Disable the rest event option to upgrade cards if all cards in the deck are upgraded.

  • Updated the game engine to Unreal Engine 5.6.

  • Update localization for the Human sorting dropdown.

  • Added hover tooltips to the auto Human sorting and the unexplored Room fog of war toggles.

Fixed Bugs

  • Don’t create a new run in the save file until it is started. This avoids the run manager filling up when going back and forth to the deck selection screen.

  • Fixed hovered highlight lingering after returning to the cards with a controller. This also prevented selecting a card until moving to another one.

  • Fixed clawing stone VFX location with controller.

  • Fixed story reward screen stays open when pressing A on the night end screen with a controller.

  • Fixed Mission UI appears with placeholder text when resuming from pause menu during a custom scenario.

  • Fixed the fence entrance not being created after loading an overlapping entrance pathway.

If you found a bug or a crash that we haven't caught yet, let us know in the Steam Discussions, we'll have a look. (Or on our Discord, even better! https://discord.gg/MhcDeypzne)

If you like the game and the direction we're headed in, feel free to leave a review, as this helps us more than you think!👻

And again, a big thank you for playing and all your feedback ❤️

More from Deck of Haunts

Other announcements

All events
Deck of HauntsGame update4 Sep 2026V1.41C: Small fixes and balances.(Did you know, you can now rotate your camera by holding the mousewheel 👀👻) Changes · Updated the custom scenario “Influencer Purgatory” to be balanced for the updated systems and added “Pavolia Reine”. · Only apply the pause when focus is lost on consoles. Fixed Bugs · Fixed traps don’t trigger when the spill mechanic causes a Human to move to a different room. In case you missed the big upd…Game update2 Sep 2026V1.41B: Spill no longer counts insane humans and bugfixes.Changes · Spill no longer counts insane Humans. For example: a room with 4 tiles and 4 insane Humans will no longer be skipped automatically. · Grey out and disable controller selection for text size and auto scroll speed spin boxes when the Auto Scroll checkbox is not checked. Fixed Bugs · Fixed the mission UI shows incorrectly when starting a Creative Deck run. · Fixed undoing a build action…Major update1 Sep 2026V1.41: Massive human navigation and room building update!Tons of talking to players in the Steam Discussions & Discord, talking and testing internally with the team, we now have a massive update for all you haunters! With this new approach to the navigation system, bigger rooms will cause humans to spend more turns inside them, making room size a much more important strategic choice. It should also address one of the last major pain points we’ve seen…