Joey's Nightmare II · published
Hello everyone!
First of all, thank you for playing our Early Access version!
Based on all the feedback we've received during our first week after launch, we've continued improving the overall gameplay experience.
This update focuses on combat mechanics, event design, UI improvements, and stability.
Dual Wield no longer triggers an extra weapon attack.
Instead, your next attack now deals double damage (after all damage modifiers are applied).
As a trade-off, you cannot play Armor cards while Dual Wield is active.
More explosive damage means more meaningful decisions.
Call Reinforcements and Gift Box can no longer generate themselves.
Temporary cards now use a gray card frame, making them easier to distinguish from cards in your deck.
Environmental Overflow cards now correctly preserve their upgrade values after saving/loading.
Various card balance adjustments.
Several events have been reworked based on player feedback:
Necromancer Arsenal rewards have been redesigned for clearer risk and reward.
Undead Altar (Awakening) no longer reduces your maximum HP. Instead, the risk is now tied to your gold, making the event more strategic.
Card Fusion events now include a Leave option.
Fixed an exploit that allowed players to avoid event outcomes by returning to the previous screen.
To make the overall experience smoother, we've polished many visual details:
Completely reworked the Sword Comes visual effect with smoother sword movement.
Improved the placement of resource information in events.
More accurate relic keyword descriptions.
Better positioning for keyword tooltips to reduce screen obstruction.
Fixed attack value previews on several cards.
We're also working on a brand-new Credits Ending.
Our goal is to make completing a full run feel more memorable, rewarding, and emotional, giving Joey's journey a proper ending.
This update includes numerous bug fixes, including:
Fixed an issue where saving and quitting during an event could incorrectly start a battle after loading.
Fixed temporary Max HP from Milk persisting longer than intended.
Fixed relic shops occasionally appearing empty after multiple refreshes.
Fixed card fusion occasionally becoming stuck.
Fixed incorrect difficulty display on the results screen.
Fixed UI alignment issues on 16:10 fullscreen resolutions.
Improved the first relic generation rules in shops.
Custom Levels and Puzzle Mode now correctly preserve difficulty settings.
Along with many additional stability and quality-of-life improvements.
Joey's Nightmare II still has a long journey ahead.
We'll continue improving the game, expanding its content, and adding more cards, mechanics, and features based on your feedback.
If you encounter any issues or have suggestions, please let us know through:
Steam Discussions
Discord https://discord.gg/rBYeJjsH7
We read every piece of feedback.
If you haven't tried Joey's Nightmare II yet, the free demo is available on Steam!
The demo currently includes the Warrior class and the first three difficulty levels.
We'd love to hear what you think.
The dream continues.
And so does our journey.
— The Joey's Nightmare II Team 🌙