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Graveyard Shift: A Sage's Last Stand DemoEventsWhat the Night Hands You (v0.36)
Major update

What the Night Hands You (v0.36)

Graveyard Shift: A Sage's Last Stand Demo · published 11 Aug 2026, 04:05 UTC · build 24665347

All eventsPlayers around this dateRead on Steam

What the Night Hands You


Version 0.36.0 BETA — and everything since 0.34.6

A deckbuilder is only as good as the moment it offers you a card. That moment was broken here for a long time, and this update is mostly about fixing it.

A Rare used to turn up in HALF of all offers. It was 1.42× rarer than a Common — the entire ladder, Common to Legendary, spanned barely three times. Rarity was a word on a card, not a thing that happened to you. It is a real ladder now, the card faces finally say which rung you are looking at, and the roster you meet on the early nights has been rebuilt around it.

New

  • RARITY MEANS SOMETHING AGAIN — the whole ladder was re-solved and 31 cards were re-tiered. A Common turns up in most offers; a Rare is roughly one offer in four; a Legendary is the event it was always supposed to be. Every number here was measured through the game's own offer door across 24,000 draws, not guessed at.
  • RARITY YOU CAN SEE — only Legendaries used to change anything on a card face, so a Common, a Rare and an Epic were the same object with different words. Each rung now reads at a glance, before you finish the sentence.
  • THE BURIAL — from the second night on, a new rite stands at every ordinary intake: bury up to TWO cards with the corpse. Gone forever. It is the only rite that makes your deck LIGHTER, and thinning is the strongest thing you can do to a deck. It costs crystals now, and the price climbs with each grave you dig.
  • THE ELITE'S PRIZE — a felled elite may pass its strength on to you. It starts as a slim chance on night one and climbs every night you survive.
  • THE TERROR'S PRIZE — fell a Terror and its death makes you WHOLE on the spot. A full heal, and it pierces even a Sealed Veil.
  • A GOBLIN IN THE GRAVEYARD — the Gloom-Eye no longer haunts the opening week. A green, club-dragging GOBLIN prowls it instead: same rare roll, same bite, a body you can actually read at a glance.
  • A DRAGON AMONG THE ELITES — the Plague Zombie has shambled off the elite roster. A BABY DRAGON hunts the early nights in its place.
  • THE MIMIC — a thing of teeth wearing a treasure chest. Its bite CHEWS, and it is exactly as pleased about the disguise as you would expect.
  • EVERY CARD ANSWERS YOUR HAND — browsing the night's rewards, the shop shelf, your deck or the collection now ticks softly under the mouse or the stick. The whole game got quieter and more physical at the same time.
  • A CRIT CARRIES THE WOUND — a critical strike now doubles the Bleed it leaves behind, not just its damage.
  • DEATH'S JACKPOT PAYS IN NUMBERS — the reels used to spin little Death heads while a d20 rolled beside the cabinet: two readouts of one gamble, disagreeing. One gamble, one number now.
  • YOUR DEMO PROGRESS CARRIES OVER — nothing you earn in the demo is spent on a save you leave behind. The crystals you bank, the upgrades you buy and every card you unlock all come with you the first time you open the full game, and the game says so on the night the Coroner falls.

Balance

  • THE WALL WEARIES — the perpetual fortress is dismantled. The Warden's Vigil carries only HALF your Block into the next turn, and with the fortress gone the heavies sharpen a half-step to match. The telegraph still gives you the turn you need to answer.
  • THE HEAVIES LEARN RESTRAINT — late-week HEAVY blows keep their full bite but came far too often for the health pool they were landing on. Fewer of them, unchanged when they land.
  • THE LEGENDS GROW SCARCE — Legendary drops now hold a true 2–8% band, and an audit caught a hidden back door: Friend cards draw from the same pool, so the Nameless Crow was answering far more calls than its odds ever promised.
  • THE MASK KEEPS ITS WORD — the Grinning Mask said "Once a night" and then sat in your draw pile anyway, where a second play was a hidden trap that cost 3 HP for nothing.
  • THE WIRE WINDS — playing Rusted Barbs twice used to waste the second cast. Two Barbs now leave 4 Bleed a hit.
  • THE PAINKILLER GOES FURTHER — at its final rank it gives 11 Block and shakes off one affliction at random: bleed, burn, poison, the ice, the wail's silence.

Fixed

  • Hovering a status chip under you or the creature tells you what it does again — that readout, the armed-modifier banner and the dice result had all quietly stopped drawing.
  • Five cards ran their text past the border of their own plate. Every card in the game now fits inside its box, at every rank.
  • Sweeping fast off a card could freeze its keyword plates (ROLL, HOLD…) on screen forever.
  • END TURN pressed twice in a blink could spend the brand-new turn before you ever saw it — and get you killed.
  • Nine cards that deal damage directly were typed as Skills and wore a shield in the corner. They tell the truth now.
  • The PRESS H hint no longer runs through the cost coin and the type badge of the card you are hovering.
  • Killing a creature mid-animation no longer lets the rest of the show chase you onto the night-cleared page.
  • One rare path — a corpse rising possessed during the intake — could begin a fight with the effects stage still dark, so nothing you played had a voice.
  • Ring of Copy replayed a card's whole effect in silence; the copy now carries the original's voice and bespoke sound.
  • The thrown-back damage and its REPRISAL tag hid behind short creatures' nameplates.
  • Cards you cannot afford keep their ink — the frame dims, the words stay readable.
  • Thin seams in the card frame let bright backdrops show through the card body.
  • Aldric is one size everywhere; striding behind a creature used to draw him a third taller than the man standing next to it.
  • The Bone Mage finally looks the part — his old sprite spent nearly half its height on the staff's flame.
  • The first night's booster is always the classic choice; the Generous and Gambler's Souls no longer visit night one.
  • The tribute ceremony scrolls, so a deck past ~48 cards can no longer bury its own last rows off-screen.

Controller

  • The CONTROLLER legend column no longer slices the top-left notices in half.
  • D-pad down summons the combat log — and pressing it again puts the log away.
  • The invisible pointer can no longer park on a row's edge card while the focus ring walks away, leaving a tooltip stuck behind.
  • Manage Deck opens with nothing magnified.
  • The apothecary's shelf was a sealed focus loop — walk it forever and the potion cabinet never came.
  • MANAGE DECK and LEAVE both answered to one button in the Morgue; the second claim silently buried the first.
  • B now cancels natively everywhere, instead of relying on a fallback.

Thank you for playing, and for the reports — several of the fixes above are here because somebody took the time to describe exactly what they saw.

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