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Deck of HauntsEventsV1.41: Massive human navigation and room building update!
Major update

V1.41: Massive human navigation and room building update!

Deck of Haunts · published 1 Sep 2026, 14:22 UTC · build 25058014

All eventsPlayers around this dateRead on Steam

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 from the community around mansion layout and room-building.

Let's dive into some of the bigger new features... you can find the complete changes and bugfix list below.

Bigger rooms mean extra human turns

Before the update it didn't matter how large a room was, a human was always going to traverse it in one turn by default. Now however, every 8 tiles a room has a human will spend an extra turn inside of it.

For instance: a human will spend 1 turn in a 6 tile room, 2 turns in a 10 tile room and 3 turns in a 17 tile room.

To balance this out, every 8 tiles a room has, will increase the cost of tiles you want to add to said rooms.
(This also counters the big Essence overflow a lot of players have in the late-game/run)

Smaller rooms mean different mechanics

While big rooms will now give you an obvious advantage, smaller rooms will give you a disadvantage.

Rooms now have a maximum capacity of one Human per tile in the room. If this capacity is exceeded at start turn, all Humans exceeding the capacity will move to the next room.

For instance: if you have 5 humans in a group and their next room only has 4 tiles, 1 human will immediately cross the room to the next one.

Single tile rooms will always be crossed by humans in the same turn.

Rooms with <4 tiles are no longer valid targets for room targeting cards... this is also an important one!

Totems/modifiers for people that find the new small-room-debuffs a bit overwhelming
Floodgates (disable spill mechanic).
Claustrophobia (disable single tile room skip).

The new systems have been tested, but not in the thousands of players strong community, so any thoughts are welcome on the Steam Discussions and Discord https://discord.gg/MhcDeypzne!

Changes

  • Changes to Human behavior:

    • The Exploring intent (green walking icon) has been split into:

      • Exploring Room: The Human will stay in the room this turn and wander around.

      • Using Door: The explorer will move to the next room using the highlighted door.

      • Humans will enter the Exploring Room state for one turn per 8 tiles in the room. In rooms with < 8 tiles they will go straight to the Using Door state.

    • Spill mechanic: Rooms have a maximum capacity of one Human per tile in the room. If this capacity is exceeded at start turn, all Humans exceeding the capacity will move to the next room.

    • Skip single tile room: Humans will skip the next room if it only has one tile. They will not trigger traps.

  • Changes to Rooms:

    • The cost of building tiles will increase per 8 tiles already in the room:

      • 1-8 tiles: 5 essence per tile

      • 8-16 tiles: 50 essence per tile

      • 16-24 tiles: 100 essence per tile (keeps increasing by 50 per 8 tiles)

    • Rooms with <4 tiles are no longer valid targets for room targeting cards.

  • Added Positive Totems:

    • Floodgates (disable spill mechanic)

    • Claustrophobia (Disable single tile room skip)

  • Apply the system language when starting the game with no saved profiles.

  • The game will pause when focus is lost.

  • Block the Rest night event to get a Creature card when none are unlocked yet.

  • Pathfinder entrances can no longer spawn next to tiles with ruins

  • Expanded Glossary and Tutorials.

  • Performance adjustments.

    • Disabled unnecessary tick on actors.

    • Added and adjusted static mesh LODs.

    • Minor light adjustments.

Fixed Bugs

  • Fixed a crash when using Fear Manifest if there are unspawned Humans.

  • Fixed a crash when selecting a room card from The Pulse Beneath event with a controller.

  • Fixed Nightmare runs can enter endless mode.

  • Fixed Nightmare mode totem selection controller interaction.

  • Fixed localization does not update for the Card cosmetic and theme dropdowns.

  • Fixed a completed Nightmare run does not reset when returning to the menu from the pause screen using a controller.

  • Adjusted collision on meshes that caused navigation issues.

  • Fixed Mission “Kill or turn insane an escaping Human in the entrance” not completing on a kill.

  • Fixed Continue to next nightmare not working with a controller.

  • Re-enable custom task bar icon.

  • Fixed Mnemophobia does not show the default value in the upgrade screen.

  • Fixed “Show upgrades” checkbox does not reset on the card reward screen.

  • Fixed a crash that could occur when playing a custom scenario where the Humans have certain specified traits.

  • Fixed the visual for the “Hidden Corpse” trap in certain upgraded rooms.

  • Fixed selecting a new card after playing a Banishing card using a controller.

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 ❤️

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