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Carnaval MarblesNewsCarnaval Marbles — Version 1.0.2
Game update

Carnaval Marbles — Version 1.0.2

Carnaval Marbles · published 23 Sep 2026, 18:38 UTC

All newsPlayers around this dateRead on Steam

Thank you for the detailed feedback since the release of Carnaval Marbles. This update continues fixing advanced marble-value interactions.

## New feature

- Runs can now be saved and resumed later. “Save and quit” returns to the main menu, while the “Continue” button restores the run's progress, character, marbles, talismans, and current event.
- Starting a new run while a run save exists now displays a confirmation prompt to prevent accidentally overwriting the current progress.

## Visual Effects

- Talismans now display a new visual effect when they gain a level, whether the upgrade comes from the shop, an encounter, or a boss reward.
- When a shop card can upgrade a talisman already owned by the player, new effects highlight both the card and its corresponding talisman in the inventory.
- The animation displayed when adding a marble bonus is now more dynamic.

## Fixes

- Additive runes now correctly handle marbles displayed at 0 despite previous internal penalties. A `+100` rune applied to a marble worth 0 now produces 100 instead of being reduced by an invisible negative debt.
- When calculating a rune, the portion of penalties that would push the marble's underlying value below 0 is removed from the appropriate value layer. Legitimate penalties remain effective down to 0.
- English billion-point targets now use `billion` instead of `milliard`.
- Medusa's power now consistently targets the first marble in the rack, including after rearranging marbles.
- Army of the Dead now immediately recalculates and displays its bonus when the number of black marbles on the Table changes, notably with Mitosis. The bonus respects its upgrade level and is correctly cleared at the end of the match.
- Nessie's vortex now always increases a marble's value by 10%, regardless of the current world.
- Gold-coin effects are now capped so extremely large gains can no longer overload the GPU or cause a crash. Actual gold gains remain unchanged.
- Clicks and aiming movements that are too weak no longer accidentally consume a Shot.
- Collisions involving the Disco Ball no longer cause type errors or invalid node-path errors.
- Particle effects now always retain a valid minimum amount, preventing errors on the smallest effects.
- Upgrade-encounter buttons now react correctly when the player's gold amount changes.
- “Two Birds… Two Stones” and “The One Above All” now track the unique bosses actually defeated with exactly two marbles in the rack. The cue ball and temporary duplicates on the Table are not counted.

More from Carnaval Marbles

Other announcements

All news
Game update7 Oct 2026Carnaval Marbles — Version 1.0.7## Large numbers - Individual marble Value is now capped at 10 quintillion to preserve late-game Score and Mult synergies. - Extremely large Values use localized suffixes followed by scientific notation so they remain readable across the game's different screens. - Existing saves remain compatible with this change. Gold retains its current limit for now. - Once it reaches 10,000 Gold, each succ…Game update2 Oct 2026Carnaval Marbles — Version 1.0.6Thank you once again for your feedback and increasingly ambitious builds. This update primarily improves High Tide performance, makes several talisman interactions more reliable, and fixes various interface issues. ## Large numbers - Shot scores, cumulative Round scores, and Battle targets can now exceed the previous `9e18` limit without being capped, becoming negative, or overflowing. - Infini…Game update27 Sep 2026Carnaval Marbles — Version 1.0.5Thank you for your highly detailed feedback. This update primarily fixes several intermittent issues affecting the beginning and end of Shots, along with various interactions between marbles, talismans, and Table elements. ## Fixes - A Shot can no longer resolve before physics has actually started. Early collisions, activations, and cushion hits are now counted correctly, and a Shot's score can…