Bangquet · public · first seen
Five tables in a night: heads-up, then three chairs, three or four chairs, a full table, and finally The Host’s Table. Stakes run 100 / 200 / 200 / 300 / 400 and the bots get sharper as you go.
Keepsakes are your build: there are 16 across four schools (gun, crate, nerve, hands), and you carry up to four. You pick one before the first deal and draft one after each win.
The Road: after most wins you choose between two of three doors.
The Quiet Table has no house rule.
The Rich Table doubles the pot.
The Deep Table has sharper bots and a better draft.
The Back Room: once a night, before the fourth table, you can spend paper on keepsakes and parcels. The Host’s Deal gives you a rare keepsake in exchange for a burden on every table left.
The Host’s Table: each rival wears a keepsake of their own, and bots both use theirs and read yours.
Saving: a night saves between tables, so you can quit and come back.
Marks: tally strokes on the wall that build across nights. They unlock 11 parcels, from FRISK at 1 mark to SCAVENGE at 42, and each new parcel is introduced on top of the crate, with you opening first.
Paper: every table costs paper to sit at, and the last one alive takes all of it, offline and online. If you go broke the house stakes you 1000, so you’re never locked out of play.
Today’s Table: one fixed table a day from the date, with a streak. It costs nothing and pays marks instead of paper.
House rules: a table can roll Famine, Twin Bombs, Rationing or Fasting.
Rigged characters: every chair now holds a rigged character built from a kit, replacing the old statues. The mask stays with the chair and the body changes, so a new drifter sits down when a guest dies.
Your Drifter: you customise your own from heads, coats, backs, extras, dyes and builds, unlocked with marks. Your look follows you online.
Acting: 18 animation clips cover peeks, grabs, throws, giving in and winning, plus breathing, flinches and trembling with a gun on them. Eyes now follow the action.
Clothing: it’s checked frame by frame so it doesn’t clip through the body.
Guns: rivals hold the gun properly now, with the finger in the guard and the thumb over the back strap, and it really points at its target.
Shots: new sounds, a sprung camera kick and a brief hit-stop, and the hit now lands on the bang instead of trailing it.
Blast: a bigger explosion with a sub drop, a muffled room, ringing ears and the lamp swinging.
Bomb: it has weight everywhere, thrown out of the crate, tumbling, then landing on its side. Nothing hovers or stands upright any more.
Empty chairs: the lobby starts empty with masks lying on the wood. You click a chair to sit your own drifter down, and the host can seat the house in any open chair.
Host handover: if the host drops mid-hand, the next player to have joined keeps the table and the hand carries on.
Idle players: the turn clock is a table rule. Miss it and the house plays your move; miss it three times and the house takes your chair. Hosts can also kick.
Desync fixes: I fixed a desync on the first turn, and the host now checks every action, so a double-click can’t land on the next player.
Connections: dropped players are detected within seconds instead of about 30. The lobby also shows the table rules and a copyable LAN address.
Side bets: the dead can bet on who wins.
Personalities: each mask plays differently, across three skill tiers.
Fair information: bots only act on what a player could work out from the table.
Sharp tier: at the sharpest tier they remember how you play across matches.
Text: one system for all on-screen words, in two typefaces, with one subtitle slot for all speech and call-outs on torn black tape.
Menu: rebuilt as a left column of rust plates.
Single-player start: it now puts you straight in your own chair, with no picking a character.
Filter: lighter and de-glitched, so it’s easier to see what’s happening. It no longer shimmers when the camera moves.
Icons: keepsakes are 3D models rendered in the game’s look.
Room: body bags now fill it, and the crate sits lower so it doesn’t block the chair across.
Between-table screens: they now match each other, and the Road’s cards are one size.
Rival guns: they no longer show chamber rounds, which gave a false read on hidden ammo.
Two-table night: it uses four common keepsakes and a crate capped at HOT POTATO.
Locked features: friends, table rules and the daily are shown but locked, and Your Drifter is a try-on showroom.
Carry-over: marks carry over when someone buys the game.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 4951071 | 3742599137369021411 | — |
| 4951072 | 2376790212874180493 | — |
| 4951073 | 1227586813283953330 | — |