Hello, Lighthkeepers!
A new update has arrived! 🔥🔥🔥
This version focuses on making the game easier to understand and interact with, one of the lessons we took from our most recent in-person events. We also took the chance to tie up systems that were left halfway, bring plenty of quality of life and, finally, start telling the stories of those who live in the Lighthouse.
To kick things off:
The Lighthouse's first hero room is open, and with it comes the first piece of our heroes' story!
Win with the Fairy after opening the starting door to unlock her room
That's where a 3-part quest begins, with new cutscenes that introduce the game's NPCs a little more 👀
A Wardrobe in the room, to change the character's looks
Completing the quest unlocks an alternate class card for the Fairy!
New Starting Item mechanic for the Fairy, with 3 new unique relics
We're still evaluating whether this is the most interesting and viable way to build the main story quests, and we're eager for more of your feedback!
A new group of merchants has entered the mist, and they're all about trading card fragments:
5 new specialist rooms, each one using fragments in its own way:
Trade them for other fragments
Buy keys and access to chests
Add traits to cards
Buy a stack of items
Train to improve your attributes
New Witch and Elf shops (new card fragments for both)
Heroes' Help: you can now hire help at shops (available in runs with 30 or more rooms)
Fragment Pouch: takes up a single slot and carries all your fragments.
All of this unlocks by filling the bar of the new statue in the end-of-demo room, after crafting 15 cards manually
We're still working to make this part clearer. We also keep adjusting what the "end of the demo" means: there's now an approximate % counter that takes into account almost everything there is to do in the game, from unlocking content, quests, finding cards and collecting the whole story to trying the Immortal Path, etc.
We changed the area for dropping items/cards, added a warning when a card is about to be consumed, and made it possible to drop things without opening the inventory.
Holding Shift now shows your run progress (room X of Y)
The relic given by the Hungry Tree got an animation
The statues in the equipment room now show their reward type with icons
Controllers now show better how to use items, detect Xbox/PlayStation layouts, and pause the game if the controller disconnects
There were many other smaller tweaks that won't get a spotlight, and we're always open to any suggestion. By the way, the feedback sent through the in-game system is being received and, after we discuss it, implemented wherever possible. Some of it is even in these patch notes 👀.
Dragon Knight partially reworked:
Gained +1 base strength, physical defense and magical defense
Lost his native critical damage
Damage from adjacent melee cards now generates shield
Some shields last longer
Shield scalings and some card scalings were readjusted
Enemy count ramps up more slowly until room 10
Less invulnerability time on higher difficulties (already live since the Discord update)
The first half of a run now uses only simple items
The character select screen shows which attribute each hero scales with
We adjusted how some data is loaded so it behaves as expected
Some melee cards got extra range, and all of the Witch's attribute scalings were rethought
Blade Fan and Elemental Staff were temporarily disabled. They may return to the game in the future.
Picking up an equippable item now opens card selection right away, and upgrading/equipping no longer asks for confirmation when you select a card
You can now consume items on the ground even with a full inventory
Card delivery at the Lighthouse has a bigger drop area and more feedback/juice
Being defeated on the Immortal Path takes you straight back to the Lighthouse, with no quick or regular restart option
The number of rooms is now saved per save slot (no more sneaky difficulty switching mid-run)
Witch reworked from top to bottom
New miniboss replacing the classic Ice Golem
Mods screen with support for visuals (skins)
Save backups
Wave system to take some load off weaker PCs
Grimoires were remade (each grimoire now holds 3 random cards from your deck, which rotate and generate fragments when the cycle ends)
Improved combat readability (hit colors, enemy outlines, visual effects like healing and shields on enemies and allies, critical hit bubble)
A first version of colorblind filters so we can adapt the game's colors
Quick restart from the pause menu
Tons of bugfixes
The full list is on our Discord!
Speaking of Discord, we're opening a channel where your recent builds will show up! You can turn this off at any time in the game settings, or reach out if you need help. (We don't collect any personal data from any player)
The Lighthouse Hub: the hub will come to life, with the characters who live there, their roles and their stories
Exclusive cards and items that only show up through specific NPCs and interactions, to make runs more unique and less repeatable
More secrets hidden in the mist: keep an eye out for interactions and glimmers on the ground
Unlockable content and challenges: more reasons to explore the mist and bring cards back to the Lighthouse
Little by little, we're building the world of Deckzin together with you. This was a big update even though it has few new cards. Progress is progress, and with a solid foundation we'll be able to build more and more with you! :>
That's it, everyone! Thanks once again for being part of this journey. Keep wishlisting on Steam, sharing with your friends and sending us feedback!
See you next time, and we'll see you at the Lighthouse! 🔥
- Alumeia Team