
The demo and playtest builds have been updated!
The playtest has been live almost a full week and I'm overwhelmed (in both a good and bad way) by the amount and quality of feedback I'm receiving. A game like Slumber Realm lives or dies based on the efforts of playtesters. THANK YOU ALL!
Here is the change log.
0.8.7 (8-3-26)
- Added new Neutral Memory: Garage Sale: this Memory grants 3 Gold when an Ability spends the last of a Resource.
- Added new Bedroom decoration: Buffoli Stuffie.
- Added new Bedroom decoration: Fuzzy Rubber Stringy Thing.
- Added new Bedroom decoration: Guitar.
- Added new Bedroom decoration: Inflatable Chair.
- Added a new secret Bedroom decoration for a special achievement.
- Added a new secret Bedroom decoration for curious explorers.
- Sk8er Card, Board: trigger range increased from 1-3 to 1-5.
- Neutral Card, First Aid Kit: replaced Frisbee Wall in the Training Run opening Card selection.
- Tactical Card, Pawn: renamed from Kitten; trigger range changed from 3-6 to 1-6, Resource reward increased from 2 to 3, and its damage effects were replaced with evolving into Queen on a 6.
- Tactical Card, Queen: renamed from Cat; trigger range changed from only 6 to 1-6.
- Neutral Card, Metronome: Day Damage and Night Defense reduced from 3 to 2.
- Tinker Card, Busted Sling Shot: evolution requirement changed from rolling a 6 to having 2 or more Forged.
- Tinker Card, Fixed Sling Shot: Damage increased from 12 to 20.
- Tinker Card, Setup: renamed from Hot Glue Gun; Night trigger changed from 3-4 to 2-3, and its effect changed from granting CD Case Armor to granting Punch-line and 1 Power to adjacent Cards.
- Tinker Card, Punch-line: renamed from CD Case Armor; Uses increased from 2 to 3, and its 1-Use effect changed from granting 1 Defense per Use to dealing 20 Damage.
- Tinker Card, Art Project: trigger range increased from 1-2 to 1-4.
- Tinker Card, D Battery: changed from any-die 1-2 with 2 Resources to Day 1-6 with 3 Resources.
- Tinker Card, Empty Soda Cans: Defense increased from 0 to 2, and Resource reward increased from 1 to 2.
- Tinker Card, Frisbee Wall: Defense per Forged increased from 1 to 2.
- Tinker Card, Hammer: trigger range increased from 1-3 to 1-4.
- Tinker Card, Hand Drill: changed from Day 1-3, 2 Damage, and 2 Resources to Night 1-3, 5 Damage, and 1 Resource.
- Tinker Card, Jumper Cables: Damage per Forged increased from 1 to 3.
- Tinker Card, Pliers: Damage increased from 1 to 3, and Resource reward increased from 1 to 2.
- Tinker Card, Soldering Iron: changed from Day 3-4 to Night 2-4.
- Tinker Snack, Bullseye Bites: cost reduced from 9 Gold to 5 Gold.
- Tinker Snack, Caffeinated Jerky: cost reduced from 8 Gold to 4 Gold.
- Tinker Snack, Sandwich: cost reduced from 8 Gold to 4 Gold, and Uses granted to all Cards increased from 1 to 2.
- Tinker Card, Cardboard Armor: Resource reward increased from 1 to 2.
- Tinker Card, Deadly Sword: Damage increased from 3 to 5, and Forged follow-up Damage increased from 6 to 10.
- Tinker Card, Dreamcatcher: changed from a Night-only Card with no Resource reward to an any-die Card with 2 Resources, and is unlocked from the start.
- Tinker Card, Leveler: Night trigger range increased from 1-3 to 1-4, and Resource reward increased from 1 to 2.
- Tinker Card, Lunch: Day trigger range changed from 4-6 to 1-3.
- Tinker Card, Metal Lunchbox: Day trigger range changed from 4-6 to 1-3.
- Tinker Card, Silly String: trigger range increased from 1-2 to 1-3, and it is locked from the start.
- Tinker Card, Slap Bracelets: Damage and Defense increased from 3 to 5, while Resource reward decreased from 3 to 2.
- Tinker Card, Trash Lids: Night trigger range increased from 1-2 to 1-3.
- Tinker Card, Tree Branch: Damage increased from 1 to 3.
- Tinker Memory, Chain Letter: cost reduced from 18 Gold to 15 Gold.
- Tinker Memory, Sugar Rush Precision: cost reduced from 16 Gold to 12 Gold.
- Tinker Memory, Swiss Navy Blade: cost reduced from 18 Gold to 14 Gold.
- Tinker Memory, What's That Racket?: cost reduced from 10 Gold to 8 Gold.
- Reduced standard enemy Health by about 25 percent while keeping Training Run enemy Health unchanged.
- Improved first drafts so they are more likely to offer the Resource type missing from your Aspect pair.
- Fixed a soft lock caused by opening the map during a battle introduction.
- Changed the Settings exit button to return you to the Bedroom instead of the main menu, with a warning about lost run progress.
- Kept special learning Card tooltips available through the first two Dreams.
- Added an animation to the Card Resource area when its Training Run tutorial first appears.
- Changed the Librarian appearance requirement from 5 completed runs to 10, and its shush delay from 9 seconds to 20 seconds.
- Made unowned Bedroom decorations much more likely to appear on the Corkboard than decorations you already own.
- Fixed the Allowance sequence appearing over the Journal.
- Improved inactive Card visibility while hovering over them in battle.
- Added a subtle warning animation when a limited-use Card has 1 Use remaining.
- Added an introduction animation for enemy Abilities and improved their text readability.
- Updated battle-victory music.