Show/Hide Show/Hide

Menace from the Deep

 
Devlog #4May 30, 2025 - Community AnnouncementsProgress The Rift of Sanity DLC is already in the alpha testing stage. Starting next week, beta testing will begin with several of my loyal volunteers who have actively supported the game and provided feedback since the demo version was released. A few new screenshots from the DLC: {STEAM_CLAN_IMAGE}/44749259/46cf2ed9b114f2e61132c9a31c7b0cb8a05fc329.png {STEAM_CLAN_IMAGE}/44749259/6b5c3aa192776dfcfc1472cde5e351c7fd41580b.png {STEAM_CLAN_IMAGE}/44749259/ab370fa025cd00f9fd37bcdad2935471812ada87.png The Coolest Mod I want to lift the veil of mystery around one of the Custom Game mods that will appear in the DLC. The mod is still in development because it requires the most time out of all the mods currently in the game. But I want to share an image from the mod's development process: {STEAM_CLAN_IMAGE}/44749259/8a2c2fef36b4427b5638b06d4b640c014719c5fc.png Feel free to share your guesses in the comments under this post about what exactly this mod will change. I’ll reveal more details about this mod next week in the upcoming devlog. Release Date The planned release date for the new DLC is: June 20, 2025. That means less than a month of waiting left. Judging by the wishlist stats, I can see that the DLC has caught players’ interest. So, to make sure you don’t miss this event, add the DLC to your wishlist if you haven’t already — I’d be super grateful for your support. https://store.steampowered.com/app/3752400/Menace_from_the_Deep__The_Rift_of_Sanity/ Important Announcement! The Rift of Sanity DLC Page is Live!May 23, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/44749259/999d921a6e332925b4fa15455860d0a783c09f86.png A short but important update! An hour ago, I published the store page for the upcoming DLC to Menace from the Deep, titled The Rift of Sanity. Link to the page: https://store.steampowered.com/app/3752400/Menace_from_the_Deep__The_Rift_of_Sanity/ You can read more about The Rift of Sanity in the previous devlog posts on Steam or directly on the DLC page. But the most important highlights of The Rift of Sanity are a brand-new playable character and the fourth act of the game — featuring entirely new enemies, increased difficulty, and a unique gameplay experience that sets it apart from the rest of the game. Release Date The estimated release date for the DLC is June 25–26, 2025. All new game content is already complete, and the DLC will soon enter the testing phase. Stay tuned for further development updates, and don’t forget to add The Rift of Sanity to your wishlist!Devlog #3May 11, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/44749259/59e353a6be79f3d7c9eba1f09da8e2c766ef8e62.gif Outer World I'm happy to announce that work on Act 4 of the game is almost finished. The fourth act, titled "Outer World," from the upcoming DLC The Rift of Sanity, features a bunch of new enemies and a set of brand-new combat locations. This game act will be pretty hardcore even for players who are well familiar with the game’s mechanics. Since this act is narratively set beyond the Earth, there won’t be any travel locations like the Motel, Museum, or others. That means the set of non-combat travel locations in this act will be completely different. DLC Development Progress Alongside the new hero, Act 4 has been the most content-heavy part of the expansion. Considering that both the new hero and the new act are now finished, it's safe to say that roughly 70% of the work is already done. In addition to the new travel locations for Act 4, the expansion will also include a new travel location for the previous acts. I won’t reveal any details for now—just how it looks—but players who follow development closely can probably guess what exactly you’ll be able to do in this new location. {STEAM_CLAN_IMAGE}/44749259/b64bec5f5a133118e2e69b01221950e8d12a709d.png This still isn’t all the content that The Rift of Sanity expansion will include. Starting next week, I’ll begin work on a new set of inventory items, new Encounters, and some new modifications for Custom Game mode.Version 1.14bMay 2, 2025 - Community AnnouncementsCritical issues with Asian language localizations in generating card and inventory item descriptions have been fixed.Version 1.14Apr 25, 2025 - Community AnnouncementsI'm happy to announce that just a few minutes ago, version 1.14 of the game was released! This update features significantly improved translations. The algorithms used to generate descriptions for cards and inventory items have been completely overhauled, and professional translators were brought in to handle the localization. So from now on, playing should be much more comfortable and immersive. But that’s not all — the new version now includes support for Turkish and Brazilian Portuguese languages. So don’t wait, dive right in! In addition, parts of the user interface have been reworked, and a few minor bugs have been fixed. If the language you’ve been playing in had issues with awkward or broken translations, be sure to give the updated version a try. Not every tiny issue has been fixed — in some cases, the game’s code simply doesn’t support complex grammar structures — but overall, the experience should now be significantly smoother and more enjoyable.DLC Devlog #2Apr 15, 2025 - Community AnnouncementsIntroduction The first small devlog gathered quite a bit of attention, so I can't resist sharing my latest progress. I’ve finished working on a new playable character who will be available in the upcoming DLC. I won’t reveal too many details to keep the mystery alive, but I’d like to share a few insights. What’s New? {STEAM_CLAN_IMAGE}/44749259/2e0a56d447fd008f562d4389f2985103d741fd5f.png The new character is Abomination – a half-monster, half-human being. At the beginning of each turn, Abomination randomly shifts into one of three forms, which significantly impacts turn-by-turn tactics. However, this character can also change forms during their turn using cards and abilities. Abomination has a unique stat called Humanity, the mechanics of which I’ll keep secret until the DLC release. All 50 of the new hero’s cards are already fully completed and balanced. However, at this stage, I won’t be revealing their effects. {STEAM_CLAN_IMAGE}/44749259/1e080228d7aa09c3d7955de503fef39f9402f8ba.png Next week, I’ll begin work on creating a new (fourth) act, which will feature entirely new combat locations and enemies. But that’s far from everything the DLC will include. It will also bring new inventory items, travel cards, Custom Game modes, Encounters, and much more. New Languages & Reworked Localizations Coming Soon (v1.14) By the end of this week or the beginning of next week, a major update focused entirely on localizations is expected to launch. Turkish and Brazilian Portuguese will be added to the game. At the same time, all other languages, without exception, have been thoroughly reworked by professional translators and are currently undergoing testing. So expect updated and significantly improved localizations very soon. DLC Devlog #1Mar 25, 2025 - Community AnnouncementsHello. Considering that the development of the DLC I am actively working on will take some time (approximately 3 months), I thought you might be interested in what is happening behind the scenes. Therefore, I decided to showcase some of the content from the upcoming DLC under the working title "The Rift of Sanity." For the first time, I have decided to introduce 3 allies that can be hired for money in a new location, which has not yet started development. The new allies are a policeman, a firefighter, and a medic. Each of these new allies will have unique abilities and will be very useful depending on the situation your hero finds themselves in. The new allies are quite powerful on their own, so they will only be available for hire starting from Act 2. They will also be extremely useful in the new act, which "The Rift of Sanity" will include. News I previously announced that before the DLC release, I will also launch an update containing reworked localizations for all languages. Additionally, the game will receive two new languages: Turkish and Portuguese (Brazil). The work on the revised localizations is in full swing, and most of the work has already been completed. Professional translators for all languages are working at full capacity, and some languages are already ready and have entered the testing phase. The estimated release date for this update is mid-April 2025. I read all bug reports and add them to the list. There is a lot of work to do, and I try to fix new bugs as much as possible. Thank you for your attention.3 NewsMar 19, 2025 - Community AnnouncementsMain Updates I haven’t made any posts in a while, but work on the project has never stopped. I have 3 news for you. Localization Refactoring An update will be released within a month, featuring a refactoring of the system that generates descriptions for cards and inventory items. Many languages have grammatical issues in card descriptions since they are generated by code. I have redesigned this system to be more flexible, and translators for all languages are already making corrections. German, French, Spanish, and Polish will be fully reworked by professional translators. Translators for all languages have started working, and as soon as they finish, I will release the update. New Languages Along with reworking the existing in-game languages, I have commissioned two new localizations: Turkish and Brazilian Portuguese. These languages will be added to the game along with the improved localizations within the next month. DLC I have already started working on a DLC with the working title "The Rift of Sanity." This expansion will include: A new hero, currently called "The Abomination" A new game act New allies New enemies New inventory items and collections New journey cards New Custom Game modes New encounters The new hero is already halfway done. This character is part human, part monster, with a unique combat style and new mechanics. However, I won’t reveal more details just yet, since it's in progress and many things may change. The DLC is planned for release around late spring or early summer 2025. Hot fix (v1.13b)Feb 15, 2025 - Community AnnouncementsVersion 1.13b includes fixes for some new bugs: Fixed a bug that caused an infinite loop and game crash if the player collected nearly all possible relics in "Endless Run" mode. If you encountered this issue, try returning to that run. The game should no longer get stuck in this case. Fixed a bug where the Seed remained unchanged in Story Mode. Now, the Seed is always new in Story Mode. Fixed a bug in Story Mode where the "Cycle" counter did not reset when starting a new run after playing in "Endless Run" mode. If you encountered this issue, complete your current run and start a new one. The cycle should reset. Fixed a bug where the icons of two new relics were swapped. If you notice any new bugs, please report them on my Discord server or via email. Thanks to everyone who promptly reported new issues!Version 1.13Feb 14, 2025 - Community AnnouncementsMain Welcome the third and final free content update for a while. The new game version 1.13 is now available on Steam. What's New In this version, alongside some bug fixes and minor balance adjustments, the following has been added: 4 new Encounters. Among them are 3 story-based and 1 mini-game. {STEAM_CLAN_IMAGE}/44749259/165a63b3135f5e711a6a2979521d29261c7de4bd.png 3 new Custom Game modifiers: Boss Rush, Endless Mode, and The Lost (more details below in this post). A Seed option has been added. Now you can generate your run by specifying this option. Custom Game Settings {STEAM_CLAN_IMAGE}/44749259/e3972de9955dec7eeb9f148f86d16343a80ca03f.png Modifiers The "Boss Rush" modifier allows you to play through 3 acts, fighting only boss battles. At the start of the run, each hero receives a complete new relic collection, "Cthulhu's Tentacle." This collection compensates for the absence of other locations in the game. More details can be found directly in the game. All unnecessary inventory items that won’t be useful in this mode are removed from the run. The "Endless Run" modifier allows you to continue playing after defeating the Act 3 boss. But be prepared to encounter stronger enemies in the new cycle. There are no cycle limits, but with each cycle, enemies become stronger, and merchant prices get higher. The "Lost" modifier removes the "Navigation" and "Travel Decks" indicators. It’s impossible to plan your route in this mode. Each time you reach the journey map selection screen, you’ll be met with 5 random cards. You can’t plan anything, but the large number of options compensates for it. {STEAM_CLAN_IMAGE}/44749259/8166ecb674011ab068b472be35aa6a812108b1c8.png Some of these modifiers are also available in Story Mode. Seed For those unfamiliar with the Seed mechanic in other games, here’s a short explanation. This option allows you to generate the same run every time you use the same Seed (number). This makes it possible to replay a failed run or share an interesting run (generation) with other players. The Seed can only be set in Custom Game mode; in Story Mode, it’s always random. This is because with the unlocking of new inventory items, building upgrades, and so on, the same Seed would generate different runs. You can now see the Seed and active modifiers of your run in the pause menu. What's Next? First of all, I encourage everyone to try out the new modifiers, especially players who have already played a lot and think the game might not surprise them anymore. I especially recommend it to those who haven’t played since the release of the first content update. Since the beginning of the year, the game has added a lot of new enemies, inventory items, encounters, modifiers, and more. Secondly, in the near future, updates will be released a bit slower. They will mainly focus on fixing existing bugs. In about a month, I plan to release an update with a completely reworked card and item effect description system to fix grammatical errors in localiz...Version 1.12Jan 23, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/44749259/3e9702ab428d37d214178a8546628120576a74f6.gif Main Highlights Welcome to the second content update! Version 1.12 introduces new enemies. From now on, you can encounter several new enemy of all types during runs, including a new elite enemy and a boss. I won't go into details or reveal the unique properties of the new enemies to avoid spoiling the surprise. I encourage everyone to play and face the new challenges firsthand. {STEAM_CLAN_IMAGE}/44749259/6b0fc5b4db01861153534d49d8d41c7800c76f89.png Additional Updates Over the past few weeks, I’ve been focused on creating new content. However, I couldn't completely ignore some minor balance issues and bugs. Therefore, this patch also includes several fixes, the main ones being: Fixed a crash caused by custom game modifiers in save files. If you’ve encountered this issue, it should now be resolved. Fixed a bug with the "Focus" status on summoned combat participants. Fixed a bug with the cards swap mechanic when playing a corresponding neutral card or consumable. Adjusted some card upgrades with obviously unattractive bonuses in branching paths. Nerfed certain fights when playing with the "More Enemies" modifier. Made minor corrections to localization. Third Content Update I want to remind you that another, third content update is coming soon. It will include new Encounters, at least one new Custom Game modifier, and a currently secret mechanic whose importance in the roguelike genre cannot be overstated. As before, expect the third and final free content update in 10-14 days. Work on it has already begun. Good luck. Version 1.11Jan 10, 2025 - Community AnnouncementsFirst Content Update Congratulations on the first update of the new year! At the end of last year, I announced a free content update that would be included in the base game. However, I later decided to divide it into three separate, smaller updates to ensure that new game content becomes available sooner, albeit in smaller portions. {STEAM_CLAN_IMAGE}/44749259/3a23d8b2515c49771aad36532aaa4152695edd7a.png In the new version 1.11, you can look forward to 30 new inventory items, including four new relic collections. Additionally, four new Steam achievements have been added for collecting these new collections. Almost all new consumables feature a new mechanic: charge count. This means they can be used multiple times. If you are playing in Story Mode, some items will need to be unlocked first. In Custom Game Mode, all items are available immediately (except for those unnecessary in this mode, such as those related to resources or fear), so collecting some of these collections is only possible in Story Mode. Second Content Update The next update will introduce new enemies. For now, I won’t reveal details about which enemies these will be, but the main goal is to add variety to acts where it is currently lacking. New bosses and elite enemies are guaranteed. Expect the next update within the next 10-14 days.Version 1.10Dec 13, 2024 - Community AnnouncementsMain Highlights In this version, I planned to fix some bugs without adding new improvements. However, I couldn’t reproduce some of the bugs (details further in the post), but there are a few very pleasant surprises. A new option to increase game speed during combat is now available. I recommend everyone try it, but keep in mind this feature is in Beta. Some unexpected issues might occur. {STEAM_CLAN_IMAGE}/44749259/172375732568827491b91607e819cc8af01f30f4.png The "Focus" status has been significantly reworked. Now allies intending to attack will immediately focus on the enemy with this status once the hero applies it. Additionally, all participants in the battle, except the hero, will choose an opponent with the highest-strength "Focus" status as their target. This status has become highly beneficial for heroes with many allies. Be sure to try it. {STEAM_CLAN_IMAGE}/44749259/528b1f3fdaabf378d4090c240fa489500d93d679.png Some timings in the game have been accelerated, such as transitions between locations (screens) and certain combat timings. When hovering over relics in your inventory, selecting a new relic, or viewing relics at the vendor, your relics from the same collection will now be highlighted. This makes it easier to navigate collections. {STEAM_CLAN_IMAGE}/44749259/657fafa24e893c08141e73236760e71ec1f0e656.png The "Smoke Break" card for the detective now draws new cards only on the next turn. This change was made because any free card that draws other cards combined with a free attack card creates an exploit that breaks game balance. I moved the widget for new turn announcements and queue transitions lower and removed the tentacle animation, as it was unnecessary flickering in front of the player’s eyes. {STEAM_CLAN_IMAGE}/44749259/653d18030ac1c7ad14cf3655299aae318128221e.png Bug Fixes Fixed a visual bug with the allies’ panel. Corrected damage types on some cards and items where they got mixed up after the last patch. Fixed a bug where statuses transitioned into negative values. There is now an additional check to ensure statuses cannot have negative values. Fixed the combination of the collectible relic "Card Shark Deck" and cursed cards. Cursed cards are now played at the end of the turn as intended and disappear from the hand, preventing clutter. I could not reproduce the bug with duplicate allies when they spawn or mutate. If you have more details on how this occurs, please write to me on Discord. Even better, if you have a video or at least a screenshot. Similarly, I could not reproduce the bug with cards hanging in the air. Please send me a video if you have one, along with the circumstances and your thoughts on why this happens. I spent more than half a day trying to reproduce this bug, and everything worked fine for me. However, I know this bug happens very often for some players. Fixed many minor bugs. What’s Next Firstly, I want to wish all players happy winter holidays. A small surprise awaits you in the game’s main menu. I’ve ...Version 1.09Dec 8, 2024 - Community AnnouncementsMain Changes In the new version 1.09, the primary focus of fixes addresses inconsistencies in damage mechanics that caused confusion among players about why certain cards or items had slightly different damage rules. I spent several days refactoring the relevant code. From now on, all damage effects adhere to unified rules. Here are the most notable bug fixes and new features introduced in this version: Damage effects that goes through block now make combo-bonus and charge bonus to go through block as well. Electric damage, as well as the effects of Riposte and Autopsy cards, now trigger combo and charge bonuses. The Riposte card now displays the potential damage value. Electric damage now doubles against enemies with the "Wet" status. (Suggested by a player) {STEAM_CLAN_IMAGE}/44749259/ac2e8ec0cbf628e26b0e5a3b730f9dc4152435cc.png Relics that previously triggered based on the number of Attack or Block cards played now only trigger upon playing such a card and no longer activate due to other reasons. The Anger and Resilience statuses no longer trigger through other statuses that deal damage or from any other cases unrelated to an opponent's active attack on the status bearer. This means that from now on, all effects of cards and items dealing damage to enemies or heroes work consistently in all cases, strictly according to their tooltip descriptions. Other Changes In addition to unifying damage mechanics, the new patch also includes the following updates: A new panel with information about allies outside of combat has been added. You can find it above your relic list. {STEAM_CLAN_IMAGE}/44749259/e12ebcc76a9216f6bf67d5154b6b8e56f7b135da.png Percentage-based statuses such as Vampirism, Evasion and Mental Barrier now calculate slightly differently. The strength of the status equals 4% of its effect per point, aligning better with the numerical scale of other statuses. For example, Vampirism(5) now equals 20% conversion of dealt damage into health restoration. {STEAM_CLAN_IMAGE}/44749259/305d65885894164ae21059b1696985ab1628a0f3.png Minor rebalance of the maximum number of specific cards obtainable during a run. Minor rebalance of cards, enemies, and inventory items. Fixed cases where certain cards could not be played due to unmet conditions. Additional fixes to card behavior for drawing cards from the draw and discard piles. Plans for Patch 1.10 Another patch will be released next week. It will not include many noticeable changes but will focus on bugs that are difficult to reproduce and likely depend on specific computer configurations. There have been numerous reports of such bugs, but I couldn’t replicate them on my system, so their fixes were postponed until now. 1.10 will be the last patch of the year. New patches will start rolling out next year, around mid-January. Some will include new content, while others will add new features, such as controller support. In the near future, I will also begin addressing localization issues. Most of these are...Version 1.08Dec 3, 2024 - Community AnnouncementsMain Highlights Before version 1.08, two interim versions, 1.07b and 1.07c, were released to urgently fix some critical bugs. As a result, some of the new changes from version 1.08 have already been available in the game for some time. Mechanics and Balance In Story Mode, you can now rewatch cutscenes that have already been viewed in the current playthrough. {STEAM_CLAN_IMAGE}/44749259/35643664e4c20dc4bf955ff0ab626050c20909e0.png The card draw system has been redesigned to prevent exploiting game mechanics. From now on, cards that draw additional cards cannot be played if there are no cards left in the corresponding card pile. Additionally, cards that draw cards can no longer draw themselves. Relics and equipment that trigger when shuffling the discard pile back into the draw deck now activate only once per turn, preventing infinite energy generation under certain conditions. Some statuses now have a maximum stack value that they cannot exceed. While the game allows relatively high status strength values, it prevents them from becoming so extreme that the balance is entirely broken. During Encounter "Smugglers", you can now see all your stats and fuel, so there’s no need to remember them. Additionally, the interface includes automatic stat calculations for added convenience. {STEAM_CLAN_IMAGE}/44749259/aa55c10b04b4e9fa4d808a4184e40ef35e5ff6b4.png Some inventory items that triggered automatically and had excessively high trigger probabilities have been nerfed. Status icons are now displayed in multiple rows instead of one infinitely long row to avoid overlapping with other UI elements. When hovering over a character in combat, their stats and status list now appear in the foreground. This ensures everyone can see HP and other attributes regardless of how many allies they have. In the motel, you can now select a card to upgrade instead of upgrading a random one. In Custom Game mode, building resources are no longer awarded for defeating bosses. You can now view all cards and inventory items directly from the main menu without needing to enter Story Mode. Additionally, you can check your high score records and stats there. {STEAM_CLAN_IMAGE}/44749259/18179d4dd85475b53effa4f3bd4f33575c18269d.png All abilities now have at least three levels of upgrades. Bug Fixes Fixed a bug where the energy cost of a card would not update after upgrading the card. Combat statuses with a value of zero are no longer displayed in the list. Added a restriction to prevent playing cards that require resource expenditure when the player does not have the necessary resources. Some cards that were not marked as fully upgraded at their maximum level now display correctly. Fixed the description of bonuses in the Training Center. Corrected the descriptions of travel cards. Fixed visual bugs when assembling a custom deck. Fixed a visual bug in the results panel that occasionally occurred in the Motel or at the Merchant when a restored stat did not appear in the results list. Equi...Version 1.07Nov 26, 2024 - Community AnnouncementsMain Features The new version brings substantial changes, especially regarding balance. The "Free Play" mode has been heavily reworked and is now called "Custom Game." This name perfectly captures the new possibilities of this mode. Custom Game {STEAM_CLAN_IMAGE}/44749259/071ac5b44b705c4811889e1870c9211d09749e1d.png This mode no longer has two slots for different difficulty levels, as you can now customize your run with a wide range of new settings, including: Mixed deck. Allows you to play with all available cards from every hero, enabling you to experiment with the most bizarre card combinations. {STEAM_CLAN_IMAGE}/44749259/392a6153a3c54ab37da9b1183e8e2e58f3dd45f2.png Infinite Fuel. Many players weren't fond of the fuel mechanic, so now it can be disabled in both modes. When disabled, you will no longer encounter "Refueling Station" travel cards or inventory items related to this mechanic. The Difficulty option determines the MAX HP of enemies. The Number of enemies option adjusts the number of enemies in battles. Length of acts. Acts can now be shortened for those who dislike long runs or extended for those who prefer more preparation before the boss fight or want more opportunities to collect more relics, etc. Construction Bonuses. This is the same modifier from the easy difficulty in Free Play. It simplifies the game and makes it more casual but prevents earning achievements in Custom Game mode. Final Boss: Cthulhu. This is great news for hardcore players. Some players have managed to defeat Cthulhu on their first try. Now you have the chance to face Cthulhu in Custom Game mode. Personally, I haven't managed to repeat this feat yet, though I came close once. Story Mode {STEAM_CLAN_IMAGE}/44749259/f5f783dc8b7a83ff9f45652f5684e5232fed0177.png Some of these modifiers are also available in Story Mode. You can find these settings on the character selection screen. {STEAM_CLAN_IMAGE}/44749259/49103e2e24b1ba1dae2f7d5f0895f9ef3e9b0f88.png Other Changes New Steam Achievements. Since the game no longer has difficulty levels in the same sense as before, I had to remove six achievements that are now impossible to earn. However, six new achievements related to the new modifiers in Custom Game mode have been added. A lot of minor bugs have been fixed. The balance still needs some tweaking, but now you can customize the game to your preferences. I continue to work on fixing bugs and inconsistencies, with most of this work already complete. After that, I plan to add more content to the game. If you have interesting ideas for new Custom Game modifiers, please share them on the Discord server. Version 1.06Nov 21, 2024 - Community AnnouncementsMain The plans for version 1.06, which I shared in the previous post, have shifted to the next version, 1.07. This was caused by unexpected bugs, text display issues in certain languages, and some other features I decided to implement earlier. https://store.steampowered.com/news/app/2644610/view/6609689882184909227 Fixed Bugs Fixed a bug that disrupted UI initialization when starting the game. If you encountered this issue, try updating the game. If the problem persists, please contact me on Discord. This bug can have various causes, but some of them have already been fixed. Fixed a bug with cards which were switched to "Stagnant" state, but still continued to appear in battle results panel. Fixed bugs that inaccurately displayed the outcomes of options in "Encounters." Fixed a bug with infinite bonuses when combining the "Accumulator" relic with certain other items. Fixed several bugs in the "Pairs Game" Encounter. Other Rebalanced certain consumables and cards. Relics that increase a hero's maximum stats now also restore those stats to the corresponding number. Resolved some text visualization issues in various languages. Minor but significant fixes in some localizations. Universal Font and Localizations Previously, the game used different fonts for different languages. This led to minor performance issues and, worse, inconsistent UI elements across languages due to font differences. To address this, I redesigned the system. The game now features a single universal font that includes all possible characters. It might be less atmospheric than before, but it is highly readable and consistently displayed across all localizations. Currently, grammatical issues exist in every localization. This is because the text is generated from smaller blocks. In the near future, I plan to rewrite this algorithm to make it more flexible, allowing professional localizers to significantly improve the translations. Amateur localizations have caused problems for players who using unofficial and modified files. Modifying game files is currently prohibited, as it leads to even more instability. I have taken measures to prevent game file modifications. Additional official localizations will appear in the game later if I notice relatively high sales (or wishlists) in specific countries and after I revamp the system for generating card and item descriptions. At the moment, the top candidates for official localization are Brazilian Portuguese and Turkish. I understand that there are many more languages whose players would like to play in their native languages. However, adding new localizations is expensive. The best way to speed up their inclusion in the game is to either purchase the game so I can see the interest in country-specific statistics or add the game to your wishlist if the current languages don't work for you. I also analyze wishlist data. Version 1.05Nov 19, 2024 - Community AnnouncementsMain Improved the new mechanic for building your own deck before starting a run. Now you can select 15 cards and then immediately discard up to 2 cards that you don't like from the assembled deck. Additionally, there’s now an option to rebuild the deck right away if the initial deck doesn’t turn out well. Fixed a bug that, under certain specific conditions during a battle, failed to register the victory over the final boss of the Campaign storyline. If you encountered this bug, it’s recommended to reninstall the game. However, before doing so, ensure that your save files are synchronized with Steam Cloud. Fixed a bug that caused a softlock during a fight with the spiders. Other Bug Fixes Fixed a bug that caused a softlock when the last enemy was defeated thanks to the relic "Lion Statuette." Fixed a bug that caused a softlock due to a lack of cards when certain enemies attempted to exhaust the hero’s cards. Fixed a visual bug where the merchant could assemble two collections in one visit. Fixed a bug where the "Mental Barrier" status prevented removing negative statuses. Other minor bugs. Other Reworked the property of the relic "Love Letter" to make it more useful. The "Thermal Strike" card now has both attack statuses in all upgrades. By popular request, I’ve restored the ability to skip dialogue lines with a left click. Several minor balance changes. Plans for Patch Version 1.06 Most critical bugs should be resolved by now, and the majority of softlock scenarios have been eliminated. The next issue, based on the most frequent feedback I receive, is the game’s difficulty. Many players who started playing the Campaign Mode immediately complained about the high difficulty. On the other hand, those who completed the Campaign and played in Free Play mode started to feel that the game was too easy. Therefore, in the next patch, which will likely be released within 2–4 days, I’ll focus on adding the ability to adjust the difficulty in both Campaign Mode and Free Play Mode. Players who enjoy the current difficulty won’t need to worry—it will remain the default setting. However, players who struggle or those who want a greater challenge will be able to adjust the difficulty to suit their preferences. That’s all for now. I regularly read feedback on Steam and Discord, though I’m not always able to reply to everyone. Please continue providing feedback and reporting bugs. I’m very grateful to everyone for helping me. Also, if you enjoy playing and appreciate my work and efforts to improve the game, please leave a positive review on Steam. Thanks. Version 1.04Nov 17, 2024 - Community AnnouncementsMain A new feature has been added to the game: the ability to create your own deck before starting a run. To do this, you need to enable the corresponding option. {STEAM_CLAN_IMAGE}/44749259/9c6bd08983d0a21c1938416cb0668ea8bc217ab5.png Gameplay When selecting a new card, you can now view its upgrades. Rebalancing of cards, inventory items, and enemies for smoother progression between acts and to balance the potential of all playable characters. Adjustments to pre-made starting decks. Bugs and Other Fixes Fixed a bug with the initialization of the start menu in cases of corrupted save files. Fixed a bug where game settings were lost after updating the game version. Fixed several visual bugs during card manipulation in battle that could lead to softlocks. Fixed a bug with card formation in hand when there are cards with the "Initial" property in the deck. Minor grammatical corrections in various localizations. Other minor bugs. Upcoming Patches The next patch will be released soon and will include fixes for the most common unresolved bugs. After that, I will begin working on additional settings for Free Play and Campaign modes, mainly related to game difficulty settings. Player feedback ranges from "I can't get past the first act" to "Make the game 5 times harder." Additionally, there are many player suggestions for future patches, from adding controller support to enabling a larger font size. There are dozens of such suggestions, all worth attention, but they will be implemented based on priority. In the near future, I also plan to replace the various fonts in the game with a single universal font to ensure a consistent appearance across all localizations. P.S. During patch development, most of my time is spent not on fixes themselves but on testing. Therefore, it will be more efficient if patches are released not every 1-2 days but approximately 1-2 times a week. This way, I can address more issues and conduct comprehensive testing before publication. Version 1.03Nov 15, 2024 - Community AnnouncementsFixed Bugs Fixed freezes when accidentally skipping a turn Fixed freezes with certain specific inventory item combinations Fixed numerous minor bugs Miscellaneous Minor balance adjustments (cards, options in various locations, enemy MAX HP) Next Patch The next patch will take a bit more time than the previous three, as it will not only include bug fixes and balance adjustments but also the setup for creating your own starting deck. Estimated release date of the next patch: November 18-19. Please continue reporting bugs and balance issues. I read all the feedback on Steam and on the game's Discord server. There's a lot of feedback, so I don't always have time to respond to everyone.