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DecktamerNewsNew Creatures Update
Major update

New Creatures Update

Decktamer · published 25 May 2026, 11:39 UTC · build 23391772

All newsPlayers around this dateRead on Steam

Hello everyone!

Finally! After a couple months of hard work we're proud to announce the release of a BUNCH of new cards, as promised!

New Creatures Discovered

Indeed, we’ve added not 5, not 10, not 20, but 29 brand-new cards to the game! And of course, each one comes with its own unique talents and moves!

We couldn't fit them all in this picture!

We will not be listing all of them here, as we'd rather let you discover them on your own :) (and also I don't feel like writing down every new ability here one by one lol)

We'd also like to mention that the new bosses will be coming at a later update, as we're still hard at work developing them so stay tuned!

Additionally, please note that this update does not include new starters, evolutions or legendary creatures. Only regular cards were added.

Needless to say, this update is set to shake up Decktamer’s gameplay quite a bit, and we hope you enjoy these new creatures as much as we enjoyed creating them.

Changes to how disabled moves work

This update also introduces a change on one of the game mechanics, namely the disabled moves. Previously, when a creature was asleep, had its limited use move deplete or otherwise had its move disabled, the player simply couldn't select it at all.

Seems logical, right? Well, what if you had an ally that could wake you up with their move in that same turn? You couldn't simply wake up and then use a move in the same turn because the game simply wouldn't let you click on that move in the first place.

This is why we've changed how this system works: you can now select moves, even if they are disabled for any reason. Of course, if the creature tries to use the move wile it is still disabled, it will fail and won't do anything. It's useful only in specific scenarios where you know the move will be enabled back during the turn.

The selected move won't work if it's disabled

Thank you to @Rogereast and others on the Discord server for this suggestion!

Bugfixes and other Changes

And finally, here are the other changes that were made:

  • The move 'Black Hole' has been recoded to fix multiple issues related to the move. Notably, the move will now trigger talents and abilities that react when an effect is added or removed.

  • 'Ripple Effect' will now boost the damage from 'Claw Swipe' that hits other lanes

  • 'Iceleech' 's heal amount is now based on the damage dealt

  • Armor will now work outside of battle when using damaging items (for example, syringes)

  • 'Eternal Shield' now lets its user keep their armor when tamed

  • Fixed Armor not being kept by 'Eternal Shield' when its user evolves via a Silver Beetle

  • Fixed Encounter Reroll tutorial showing up even if Reroll is disabled

  • Fixed armor absorbed by Black Hole in Endless Mode staying after battle

  • Fixed Final Boss's Lightbringer sometimes having the wrong move

  • Minor controller fixes

Conclusion

Well, that's all for this update folks. We hope you enjoy it! In the meantime, we're still hard at work to complete the Roadmap of planned features!

See ya!

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