Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Still BreathingNewsThe cards finally do something: a combat deck built from what you've unlocked
Community

The cards finally do something: a combat deck built from what you've unlocked

Still Breathing · published 16 Jul 2026, 19:50 UTC

All newsPlayers around this dateRead on Steam

A bit of honesty to open with: combat has always been the weakest part of *Still Breathing*. The bunker holds up. The scavenge trips hold up. The conversations I'm genuinely proud of. But the fights? You traded blows, watched a stamina bar go up and down, timed a couple of defenses, and that was more or less it. Functional. Not much going on in your head while you played.

Meanwhile the game has this whole collection of cards. Events that happened to you, visitors who knocked on the door at night, skills you earned — you unlock them as you play and they pile up in a little gallery. They look nice. My teenage son writes the events behind them, and some of them are the best short writing in the game. But mechanically they just sat there. A trophy shelf. I kept looking at that shelf thinking there had to be a reason for it beyond "look what you found."

So here's what we did. During a fight, before you commit to an action, you now draw a hand of five cards from your unlocked collection, pick one, and it modifies that action. The card docks to the side, you choose to attack or defend, and its bonus folds into the result — the damage comes out as "45 +12", the extra part in green when the card helped, red when it didn't.

The part I like most is that the deck is your progress. These are the same cards you unlock across a playthrough, drawn straight from your collection — the more you've seen, the more you've survived, the deeper and better your hand gets. "More good cards unlocked, a better deck" was the whole design in one line.

And not every card is a gift. The events in *Still Breathing* are mostly bad things — a blackout, a burst pipe, spoiled rations, a night visitor you'd rather forget. It felt wrong to turn a power cut into a power-up. So the negative events became penalties: draw one in a fight and it drags a stat down, its icons turn red, and you feel it. You're pulling from a deck that remembers everything that's gone wrong, not only what's gone right. Picking the least bad of five cards is its own small decision.

Rarity drives how much a card is worth. A common card nudges one stat a little. A legendary one doubles two of them. You can read it without stopping to think: the frame is tinted by type — green for a good event, violet for a morally messy one, gold for legendary — and the number of icons tells you the weight. One or two icons is ordinary. Five or six means you drew something special.

It changed how the fights feel more than I expected. There's a beat now before every action where you're actually reading your hand, weighing a safe common against a risky bad-event card that happens to carry the one stat you need. The stamina bar is still there. The timing is still there. But there's a head-game sitting on top of it now, and it's the collection — the thing that was already there, doing nothing — that provides it.

Right now the cards mostly move numbers around: more damage, more defense, a bit of stamina back. That's the foundation, and honestly it was already enough to make combat fun to sit down with. But it's the plain version of the idea. What I really want, and what we'll be adding over the coming weeks, is cards that *do* things. Double damage. An extra turn. Stun the enemy for a round. Effects you build a whole turn around instead of a stat you top up. The framework is in place now; from here it's mostly a matter of writing them.

I don't know if this is the kind of thing that reads well in a screenshot or whether you have to hold the controller to feel it. Either way, it's the first time combat has felt like it belongs in the same game as everything around it. Hope you like it.

More from Still Breathing

Other announcements

All news
Community10 Sep 2026Still Breathing has been oficially selected in Devinitive Showcase 2026!Still Breathing has been officially selected for the DevInitive Showcase 2026 event! The event will take place on September 16 at 9:00 p.m. (Spanish time) and will be streamed on the official DevInitive Showcase YouTube channel: It's a shame we don't have the public demo ready yet—it would be great to see all of you trying out the game! But right now we're focused on the launch of Geometry Rift…Community8 Aug 2026From The Bunker to Still Breathing: How a Small Idea Became much more Ambitious"The Bunker was the beginning. Still Breathing is everything we discovered that idea could become." The narrative experience created for a Game Jam was only the beginning. With Still Breathing, we have expanded the concept with 3D exploration, survival, combat, cards, crafting and a much deeper story. Still Breathing is one of the most special projects my son and I have developed together under…Community25 Jul 2026Shadow, your dog, comes with you now to face the end of the worldShadow is now visible Still breathing is a game about surviving inside a bunker for some weeks while starvation and illness affects you and your family. In order to find supplies, you have to go out to scavenge the remains of your world. When you go out, you may decide to go with or without your dog. And, until now, if you went out with your dog there was no visual or sound feedback of the dog…