Pentapip · beta, public · first seen
Hi everyone, This is a big one. Since the last build you played, I rebuilt most of what you look at in Pentapip: every tabletop, the way tricks and bosses hit your dice, the round finale, the shop and the scorecard. I also added online Co-op, couch games for up to 8 players and Steam Remote Play Together, and moved the game to a newer version of the Godot engine. What I didn't touch are the rules. Every trick and every boss works exactly as before. The game just looks and feels a lot better now, and the shop is easier to read, especially on Steam Deck. Here's the full list:
Until now every table was a painted picture behind the dice. Now all eight tables are real handcrafted and handplaced 3D scenes with their own lighting and things moving in them: flowing lava, a living aurora, swaying lanterns, a swinging pendulum, drifting islands. No A.I. used in the design/development of this (which is why this update took so long!)
1963, after midnight. A green-baize craps salon under crystal chandeliers, with a roulette wheel, glowing slot machines and a backlit bar. It's the new default table and everyone has it from the start.
A rune-carved shrine on a floating island above a sunset sea of clouds. Waterfalls spill into the clouds, sister islands drift in the haze, and sky whales glide past the ruins.
Royal Felt is now a late-night private game in a mahogany study: emerald felt, a banker's lamp, a swinging clock pendulum, rain on the window and the odd flash of lightning.
Sakura Garden (formerly Sakura Forest): blue-hour cherry blossoms beside a mirror-still living koi pond, warm stone lanterns and a bronze temple bell.
Forest Glade: two huge moss-hung trees around a flagstone dais, glowing mushrooms in the roots, and a frog that is definitely watching you.
Bazaar: a moonlit night market with pierced lanterns, pyramids of spice, a fortune-teller's crystal and a genie lamp.
Lava: a cracked basalt ledge above a molten basin, with drifting ash and a charred demon skull keeping an eye on your dice. (still in progress!)
Frost Shelf: a frozen overlook under the aurora, with towering blue ice, a frozen waterfall and an old rune monolith above a still lake.
One more thing: every table hides something you can poke. Click (or tap) around the scenery. Some of them need a few clicks before they react, and we're not telling you which.
When you cast a trick, the dice now react physically. They tip over, get shoved down the lane, flip, spin, get hammered, leap onto each other or get clamped in place, with an impact on the table under them and a small tag that shows what changed. All 48 tricks have this, on top of their own signature effect.
All 30 bosses now have their own takeover, aimed at whatever that boss messes with: your scorecard rows, roll counter, cash, target, trick rail or the dice themselves. The Freezer ices a die, The Compressor crushes every die to 1, The Maelstrom whips the whole table into a spin.
Finishing a round now has a real payoff. Your rows cascade into the total, the total slams in, and when you beat the target the target bar cracks and shatters. Beat the boss and you get a BOSS DEFEATED moment before the results screen. If you play with Reduced Motion on, the new effects respect it and swap the big movement for fades and flashes.
Every card now shows a short effect line, like "Raise a die by 1" or "+8 on Full House". Tap, hover or focus a card to see the full rules in the side panel.
Tricks have category chips: Nudge, Rolls, Transform, Control, Economy, Scoring and Synergy.
Cards tell you what buying them does: how many you already own, how many trick slots you'll have used, and how much cash you're short if you can't afford it yet.
Each shop column has a small help button that explains what Tricks, Sigils and Runes do.
The next-boss card in the shop now opens a full dossier, with a hint on how to counter that boss and which offers on the shelf help against it. Press Y / Triangle on a controller or B on the keyboard to open it.
Buying something is a lot more satisfying too:
Your round total and the boss's target sit at the top, with a bar that shows how close you are.
The upper bonus is a slim meter (for example 45/63) with the +35 reward right next to it.
Open rows show a live "+N" preview of what your current dice would score, and the best option stands out.
Scored rows step back with a check mark, and multipliers sit right next to the row name.
This is the new look for the dark theme. If you use the light (paper) theme, you keep the classic scorecard.
Online Co-op (new). When you create a multiplayer room, tick Co-op mode to play together on one shared scorecard instead of racing each other. Up to 8 players, and everyone gets the full item pool. Online Race is still there too.
Bigger couch games. Shared Couch Run and Local Race now take up to 8 players (was 4).
Steam Remote Play Together. Invite friends straight from the Local Co-op lobby. While a Remote Play guest is connected, the hand-off between players waits for someone to press a button instead of timing out, so stream lag doesn't eat anyone's turn.
The shop is scaled up on Steam Deck, and your scorecard folds into a side drawer while you shop so the cards get the room.
The shop has a proper controller focus order, with the next-boss card at the top of the rail.
The Deck shop now shows all three rune slots (it used to show two and read "0/2").
Long German and French labels in the shop now wrap or shrink instead of getting cut off, and the cash label ("GELD", "ARGENT") no longer runs off the screen at 2x text size.
The scorecard fits the Deck screen exactly, so the bottom rows no longer slide under the rune tray.
All the new shop, scorecard, co-op and effects text is translated into all seven languages: English, Dutch, French, Italian, Spanish, German and Simplified Chinese.
Pentapip now runs on Godot 4.7.2 (up from 4.6.1).
Effect materials and boss icons are now prepared ahead of time, so the first time a trick or boss effect plays it shouldn't stutter anymore. The table you picked also finishes loading before your run starts.
New splash logo.
We no longer build a 32-bit Linux version (Steam deprecated support for it anyway). Windows and 64-bit Linux builds carry on as before.
On top of the Steam Deck fixes above:
Starting a new run with a different number of dice right after a six-dice run could carry Super Pentapip state over into the new run.
Some already-translated text was translated a second time, which could add stray spacing and clip a line (we saw it in French).
A one-frame washed-out flash when the loading screen hands over to the main menu.
This update is the foundation we want to take into the full release, and we're working toward that now. In the meantime, here's the new trailer: (Release trailer embed goes here once the YouTube upload is live.)