Scrapstorm · published
SCRAPSTORM plays in German, Spanish, French, Brazilian Portuguese, Russian, Japanese, Korean and Simplified Chinese, alongside English.
Not just the menus — card text, help text, the results screen, and every achievement name and description. The game's own title travels too: in Chinese, Japanese and Korean it's 废铁风暴, スクラップストーム and 스크랩스톰. "SCRAPSTORM" in Latin letters isn't a name in those markets, it's a puzzle.
It also picks your language on its own now. It asks Steam what you've set for this game specifically, then what your Steam client is in, then your operating system, and only falls back to English if none of those are languages we ship. You can still choose yourself in Options, and your choice overrides all of it.
This one was overdue in an embarrassing way. The Chinese translation had been finished and sitting in the build for weeks and nothing ever selected it — so if you bought this off a store page that said it was available in your language and then booted into English, that's exactly what happened. It's fixed.
The demo has all of them too.
One run a day, the same one for everybody.
The date picks the district, the deck, two modifiers and the seed. Everyone playing on the same calendar day gets an identical run: same cards on offer, same enemies, same everything. It runs on UTC, so "today" means the same thing in Auckland and Los Angeles — which matters more than it sounds like it should.
The deck ignores your collection. You don't get an edge for having played longer; the daily tests how you play, not how much you own.
You get one attempt. Finish it and your score posts to that day's leaderboard. There's a streak, and a best streak, and the menu tells you when the next one lands. If a score fails to post — Steam being Steam — the game notices, tells you, and lets you send it again instead of quietly losing it.
There's a CONTINUE RUN button on the results screen now, under AGAIN.
Beat the boss and you can stay in. Your clear is banked before you press it, so continuing can't cost you anything you've already earned.
It does not stay comfortable. Every twenty seconds after you continue, everything gets tougher — more health, more damage, a little faster — and it compounds. A few minutes in you'll feel it. Fifteen minutes in, no build outruns it. That's deliberate: the first version of this went out as a survival mode you couldn't lose, which was interesting for roughly one run.
Clear a district and the results screen plays back the ten seconds of that run where you killed the most, behind the panel. It shows you the number. There's a button to save it to disk as a clip.
Only after a clear, never after a wipe. A highlight reel of the run that beat you is not a highlight reel.
There's a hidden machine in every district. One per district, somewhere different every run, kept well off the obvious route. Hold interact and it pays out Data Cores and a party draft with the luck turned up. Once per run. Go looking.
Steam invites work properly. ONLINE CO-OP has HOST GAME and INVITE FRIENDS. Hosting opens a friends-only Steam lobby, inviting opens Steam's own overlay panel, and nobody has to read a seventeen-digit number aloud to anybody ever again. Accepting an invite while the game is closed launches straight into the lobby.
The city gets meaner as you ascend. Survivor marks around the districts give way to machine marks the higher you climb. The city doesn't get busier — it changes hands.
Bullet holes. Rounds that stop against geometry leave chips that fade. Yours and theirs both, so cover looks worn where the fight actually was rather than where you were standing.
District select is a city. It reads as a grid map with connections and fog now instead of a list, and there's room on it for a lot more districts than are currently lit.
Menu polish. A few dialogs and the skill tree panel were rendering as flat rectangles. They aren't now.