Thanks to everyone who spent the time to share their feedback on the demo!
After going through all your comments and survey entries, I’ve decided to update the demo with a focus on 2 major points: lowering frustration from RNG and improving clarity for new players.
The updated demo is now available! Here is a breakdown of the included changes:
RNG & Variance
One of the recurring points in player feedback has been that the game can be quite punishing in case of bad RNG. I want the game to be a fun balance between skill and luck of the draw, so I’m making a few changes that will give players more tools to work around unfavorable RNG:
- Lowered the variance in tile distribution significantly. This will prevent the same tile type from occurring more than 3 times in a row (no more 7 roads back to back). The amount of tiles for each category remains the same however.
- Added a fixed schedule for random events (example: Black Market will now always occur at waves 10 & 25, bonus cards at waves 2, 8, 12, etc.). There will still be RNG within many of these events, but keeping a more rigid structure will allow players to be more strategic with upcoming waves and events. This is especially useful for the Black Market (see balance changes below)
- Increased the number of bonus cards drawn from 2 to 3
- Added a new card type: Relics. Game changing bonus cards have been transformed into relics which will become available at specific points in the game (think Slay the Spire boss rewards). Before this change, many of these cards didn’t allow for interesting decisions as they were often immediate picks.

Relics have the power to completely change the way a run is played, and can help the player make comeback even late into the game. Reservoir is a new relic added with the update. - Added a few more tiles, bonus cards, and relics to the core set with a focus to help mitigate RNG

Both the factory and market square are reliable ways to get that missing piece you might need
Balance Changes