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Near MintNewsDemo Summer Update
In-game event

Demo Summer Update

Near Mint · published 25 Jul 2026, 16:33 UTC

All newsPlayers around this dateRead on Steam

We're happy to update the Near Mint demo to show what we've been working on for the last few months.

Great progress has been made on a third biome, with dangerous foes and a terrifying boss, and new cards for other heroes. These will be part of the game's release, so we won't take too much time on it here.

Your feedback has been of great help — we gathered it on the official Discord, on the Steam forums, and through DMs and forms from playtesters. We're delighted that the demo has been so well received, and impressed that some of you played over 5 or even 10 hours with only 2 heroes and 2 biomes. We wanted a game with high replayability and interesting synergies, and you've shown us we're on the right track.

That said, some players had difficulty grasping the complexity of torn cards, and the game lacked features to help you learn. One of our focuses was on User Experience — ways to teach features intuitively, feedback what's happening, and prevent player mistakes — and Quality of Life: a lot of small features to make the whole thing more enjoyable.

We also wanted to update how combat is presented visually. We want it to do justice to our Dark Fantasy universe and the characters that inhabit it, so the camera now has a more immersive view. We've also updated some colors, models, and UI.

UX & Quality of Life

  • Life loss and gain are now displayed on the unit that's been damaged or healed

  • New feedback when damage is blocked

  • Some relics and status triggers now display their source when affecting units (dealing damage, adding status)

  • New UI feedback for relics:

    • When they have active and inactive states

    • When they need a count of an event, or have a limited use per turn or combat

  • Cards now play automatically when in the center area

    • The default setting has a small delay before playing, but you can set it to instant

    • You can revert to the previous manual mode in the settings

  • You can now select all fragments of a card at once, in two ways:

    • Right-clicking a fragment places the entire card in the center area

    • Clicking the area beneath the card places the entire card in the center area

  • New settings to disable shaders and screen shake

  • Save file format entirely reworked

    • Saves will be created from scratch, even if you played the demo in May

    • Save files are lighter

    • The new format will be resilient to future updates

  • Added sub-windows to some descriptions that need context (defining a status or a game mechanic)

  • New feedback when you try to draw with a full hand

  • New feedback when the Grave Dweller shuffles your deck

  • New feedback for the Concentration mechanic

  • New feedback for the Parry status

  • New feedback when a card cannot be played

  • New feedback when a relic cannot be bought in the shop because of your current relic capacity

  • Multi-attacks now play a single, smoother animation

  • Added a "Take All" button after combat rewards

  • Added a feedback form link to the main menu

Features & Bugs

  • Changed the camera view, from side view to a shoulder perspective

  • Added camera movements when enemies play

  • New fragments and cards for both the Verdigris Paladin and the Forlorn Stalker

    • You can discover them by playing the game

  • Updated some relics

  • Reworked how rewards are distributed:

    • Some cards and relics are more likely to appear at the start of a biome

    • Cards and relics that need setup to shine are less likely to appear early in a run

  • Added a Reroll button to some reward selections

    • It costs Ossicles, a currency you gain by skipping rewards (unlocked after a few runs)

    • Available in "Pick a Card", "Pick a Relic", "Upgrade a Card", "Switch a Fragment", and "Remove a Card"

  • The first run with the Verdigris Paladin now uses a smaller pool of cards and relics, to give new players simpler synergies

    • The "discard synergy" package unlocks on the third run

  • "Remove a Card" reward no longer picks random cards — it now targets cards with the lowest overall tier. It should be a better choice to take, not a gamble

  • "Upgrade a Card" reward now tries to draw a card with the maximum number of upgradable fragments, so you always have a meaningful choice

  • Updated art assets:

    • The Verdigris Paladin has a new look

    • Both biomes have been updated with more contrasted colors

    • UI has been refreshed

  • Remaining effects on the stack are now played out when combat ends

If you find bugs or have feedback, you can share them on the discord: https://discord.com/invite/cUAk3g44Gr

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