Major Update

Decked Out Playtest · published

Updates on:
UI - in run shop and in run stuff
Cards - Nerfs to all of the cards to make it more balanced
Difficulties - there are now difficulties working (hopefully)
Music and SFX - added Music and SFX (SFX to almost everything)
Fixed issues with naming
Added SPEED - Speed now works and now you can dodge attacks with it

More Detail:

1. Speed now has gameplay value as dodge chance
Speed uses a curve-based dodge system, with 300 speed reaching 100% dodge, plus UI tooltip/display updates and dodge popups.

2. Settings now include music and SFX volume controls
Persistent sliders were added and saved to player settings.

3. Audio system (music + SFX) was fully integrated
Your tracks/SFX from Music folder were hooked to scenes/events with a global audio manager and autoload.

4. Rename compatibility for Lil Demon Litionist was added
Old saved name variants are normalized so ownership/collection still recognizes the renamed card.

5. Hero selection duplicate bug was fixed
Duplicate heroes from mixed loading paths were deduped.

6. Exotic ownership cap was enforced
Exotic collection limit is enforced across pack opening and acquisition flows.

7. Smite and boss handling were adjusted
Boss one-shot behavior was prevented, and Smite values were tuned during the balancing pass.

8. Card migration logic ensures old saves get new .tres stats
On load, saved cards/decks/run snapshots are migrated to latest resource values, so patched cards update for existing users too.

9. Card balance nerfs were moved into resource files (.tres)
You requested nerfs in .tres only for Steam update reliability, and that pass was done across Series1 resources.

10. Card balance nerfs were moved into resource files (.tres)
You requested nerfs in .tres only for Steam update reliability, and that pass was done across Series1 resources.

11. Economy/balance pass was applied
Starting gems were lowered, packs/upgrades were adjusted, and several progression costs were tuned.

12. Difficulty scaling now affects enemies and rewards
Enemy HP/damage/coins and run rewards were wired to difficulty, and floor scaling still stacks on top (so higher floors keep getting harder).

13. Full difficulty flow was added before hero selection
A dedicated difficulty screen was added and integrated into new-run flow so players pick difficulty first.

14. Save slot progress visibility was improved
You can now see clearer run context in save previews (including progression/difficulty data), so it’s easier to know which save is which before loading.