Coin Crypt cover
Coin Crypt screenshot
PC Mac Steam
Genre: Role-playing (RPG), Adventure, Indie

Coin Crypt

Fixes and Changes 7/30 (save & continue help needed!)

WHAT'S FIXED:
- Crashing with stealing/dropping at low coins
- Unlocking character classes mid-game changes your class
- Crash with Shroud deity chests (you can again donate to deities and get coins back as the shroud)

WHAT'S TWEAKED:
- Selecting the "random" option on ghost perks will show you your choice before disappearing
- A few ghost perks balanced
- Added a "coin shield" to a few enemies to help weaken steal/drop dominance
-A few coin balances/prices

Despite our best efforts, we've still been getting reports of bugs when saving and re-loading the game. It's a bug we've tackled a few different ways and totally been unable to replicate as of late, so we added a few more debug tools to the public build.

IF YOU LOAD YOUR GAME AND YOU HAVE 0 COINS: In the folder C:/Users/yourname/AppData/Local/Coin the game should now regularly produce files named qsave_##### and quickload_#####. Please collect these and email them to greg@dumbandfat.com, and we'll have more detailed info that will hopefully help us to find where the problem has been for some players. If you are somebody for whom this bug happens every time you save, you would be doing us a huge favor to do this for us.

We'll stop the game from producing these debug files in our next update, once we've collected some info from players.

Daily Challenge + "Looping Level 1" Fix

"from here on I think we'll refrain from uploading more patches unless there's some necessary bugfixing to do"... obviously when we say something like that, we're just jinxing ourselves ;)

Steam connectivity was mistakenly deactivated in the last build, Daily Challenges included, but should be restored in the current build.

We also got a couple reports from people whose new games would always start in the same place. We're not 1000% sure because we couldn't reproduce the problem, but the issue seemed to be because your computers wouldn't give the game access to delete quicksave files. We've added some new functionality to get around this. If you had this issue in the last build, then you will have to load a broken start of the game one more time after this update--after that, the game will be able to discard of your quicksave data properly and your future runs should all be normal again. We'll be keeping an eye for posts if this is not the case.

Big Stability Fix

We've uploaded a big stability fix, to augment our last one from a couple days ago. We tested the game pretty thoroughly this time, so there should hopefully be no errors, but we'll be keeping an eye to see if any more crop up.

It's been fun blasting out updates like when we were in our Early Access days, but from here on I think we'll refrain from uploading more patches unless there's some necessary bugfixing to do.

We've been working on some new stuff too. We're going to keep working on that stuff, and pretty soon we'll start talking about what that stuff is... but until it's all ready, I don't think we'll be putting it in players' hands. ;)

Coin Tweaks and Stability

Quick update today!

-Strengthened a bunch of coins given from Kaichin to make him more fun and viable.
-Stability fixes on weird coins like the copy ones
-Rewrote some of the class unlockable loading to make it more stable (hopefully no more missing/duplicate characters!)

Deity Changes + Class Bug

You may have noticed we've pushed several updates in the last few days; we've been tracking down a bug that had to do with class unlocks. We've been adjusting how class unlocks work internally to allow for some new features down the road, and for some players it seems they lost some character classes they had previously unlocked.

The current build of the game will attempt to restore your character classes if some are missing, but, because it does this based on money spent, players from very old versions of the game will probably have to do some more unlocking because unlock prices were changing continuously until the game came out. And if you haven't touched the game at all in the last few days, your save file was probably spared. Sorry for the inconvenience! We'll be keeping an eye for any urgent bugs that may need a quick patch like the ones we've been dishing out.

In the meantime, we've also been adding some new little features. The biggest change with the new update is in how deities spawn. It used to be that two deity statues would spawn per level, and one of the two was guaranteed to be the deity who you had donated the most money to (if you had donated at all).

Now, three deity statues spawn per floor, and the top two who you've donated the most money to are guaranteed to spawn. This means that it's now much more viable to combine coins of different deities, and even to try to maximize the happiness of two simultaneously. This opens up a lot more strategies and coin combinations in the game, some probably game-breaking, but we're excited to let players try it all anyhow. :)

Keep mancin'!

Class Balances and Other Fixes

Here's another little update, tuning some more little details here and there.

What's Fixed
<*>Crash on the forge ending
<*>Issues with running on Mac are fixed

What's Tweaked
<*>The relationship between deity rewards and bonuses to your loot stats has been fragmented, so spawn rates will be a bit different. Most importantly, this means that the Shroud now can get gifts from deities.
<*>The Monkey now has much faster redraw.
<*>"Bomb" status coins now cast instantly
<*>Coin of Ouguiya now targets correctly
<*>More little things we already forgot

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More to come...

Balances and Fixes

It's been a while!

WHAT'S NEW
<*>Pendant item in the shop! It heals you a little bit at the start of each level.

WHAT'S FIXED
<*>0 coins when you load a quicksave
<*>Steam Achievements on Mac... in theory (we haven't been able to test this ourselves yet)
<*>Misc. crashes (including one pertaining to the Shroud)
<*>Exit button on controller on the Collect screen

WHAT'S TWEAKED
<*>Values on a few coins (notably, the Vampire coins are weaker now)
<*>Stealing/dropping on an enemy whose bag is empty will drop/steal their active attack, ending the battle. This makes steal/drop a lot more viable.
<*>The chance of drawing coins that "draw more often" now scales up a bit with the size of your bag. So even if you are carrying many many coins, the "draw more often" coins have a baseline chance of appearing in your hand.
<*>Deities now give a hint as to their playstyle

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We're also cooking up some other things. Stay tuned! We hope these little fixes today will make the game a little smoother to play for everyone. There are still some minor issues we'd like to iron out over time, but with this we've addressed many of the most common complaints.

Post-Launch Tweaks

Just a few things we've added in based on feedback right after the game came out.

WHAT'S NEW
<*>A 5th "mystery" choice at every perk ghost
<*>Random class selection!
<*>Controller can be used to navigate the collection screen

WHAT'S TWEAKED
<*>Gunslinger is a little faster
<*>Heals from the cape item don't stack with Templar's powerup ability
<*>"Meiosis Charm" coin modified (admittedly not very playtested, but I think it's a pretty interesting option now!)

WHAT'S FIXED
<*>VSync enabled
<*>Certain SFX not affected by volume
<*>Steam achievements should be updated every time you boot the title screen now
<*>"Status power" status is now properly treated as a "positive" one by status shields

Thanks for your continued support of the game. You guys rock! :) Please tell your friends about the game if you like it, we've so far been mainly relying on word of mouth to draw new players.

We've Graduated From Early Access!

Here's the release trailer!
https://www.youtube.com/watch?v=V3uRKgfR2bA

We've come a long, long way since we first showed up in Early Access. This game wouldn't exist as it does without the support and ideas of many intrepid players, so we want to say THANK YOU and hope you're just as excited and proud as we are of seeing this game take its first steps out the door. We built this thing together!

Enjoy the game!

WHAT'S NEW (since our last public build, over a month ago!)
<*>Secret bosses and other new secrets and unlockables
<*>Quicksaving and loading!
<*>Totally altered the gameplay for the Hermit
<*>We wanted to maintain the final coin count, but some coins had their effects changed dramatically or entirely to be used in more unique ways
<*>New/updated music, SFX to fill out the game's soundscape
<*>Proper ending scenes/music
<*>...A lot more that we forgot

WHAT'S TWEAKED
<*>Status effect stacks now work a little different different for different kinds of statusses, and now include a power bonus as well as a lifetime bonus
<*>Related to this, we'v cleaned up how different perks stack up so that the math works much more predictably
<*>Coin distributions and balances tweaked in innumerable ways
<*>Deities all have their distributions tweaked to make them more specialized. Sacagawea now emphasizes status effects much more. Bullion now gives hit + heal coins.
<*>Also, lowest-level drops for each deity are now curated to be the most generally useful/combo-able coins from their set to aid players who spread their wealth
<*>Templar powerups are shorter but more extreme
<*>Sidebars for widescreen/fullscreen gameplay
<*>Many new small animations and visual indicators to make the game more readable
<*>...A lot more that we forgot

WHAT'S FIXED
<*>Crashes during battle in lots of obscure situations
<*>Controller playability issues
<*>Enemies stuck in walls
<*>Insta-quit escape button
<*>Steam achievements should all update from the game properly now! (fingers crossed)
<*>...A lot more that we forgot

By the numbers
<*>201 coins!
<*>53 enemies, 15 of which are boss characters!
<*>60 secrets!
<*>20 character classes!
<*>58 ghost blessing/traits!
<*>36 character stats!
<*>38 status effects!
<*>32 shop items!
<*>8 worlds!
<*>ONE GAME.

Private Beta!


Hello from the road! We're currently a few days into our bike trip across America and 100 miles from home so far. :)

The game is ALMOST DONE! We won't be posting any updates to the public build until our launch (which will hopefully be this month--we'll announce a date once we pull some more pieces together). In the meantime though, we're keeping the game current on a private beta channel. Some of you are already in there. If you'd like to play the near-finished game before it's out, shoot an email to greg@dumbandfat.com with [Coin Crypt Beta Request] in the subject line, or send a tweet to @CoinCrypt (you'll need to be following us so we can DM you).

To those who are already playing the beta, we just pushed an update to fix many of the issues we've found so far. Not all of these fixes made it to Mac, unfortunately, but our understanding is that most of the beta player base is on PC. We have some instructions for future reports too.

WHAT'S FIXED:
<*>Crash on class buy screen
<*>Save button issue with controller
<*>Coin pouch issue with controller
<*>Map doesn't load when loading a quicksave
<*>Saving turned off during Daily Challenges
<*>Incorrect "scene" when saving or resigning from a game with 0 coins
<*>Controller button visibility on chest screen
<*>Occasional crash in overworld from loading
<*>Cursed chests quicksave properly now
<*>Crypt coin prices are now consistent in quicksaves
<*>Status effect power is corrected

NOTES ON OTHER BUGS
<*>Crash during battle: We've put in some effort that we think will stabilize this, but we're not totally sure, because we can't get the bug to repeat. If you get a crash during battle, please locate the file battleLog.txt in C:/Users/yourname/AppData/Local/Coin and email it to greg@dumbandfat.com BEFORE you play any more. This will help us immensely in tracking down that bug!!
<*>Issues with loading quicksave: If you experience *any* issues (ie missing coins, status effects, etc) please locate the file quickload_(year)_(month)_(day)_(hour)_(minute) in C:/Users/yourname/AppData/Local/Coin and email it to greg@dumbandfat.com, where the date info will be whatever the most recent date and time is. The game will make one of these logs (~4KB) each time you load a save, for now. Sending this to us will help us immensely in finding the bugs there.
<*>Crash when a controller is disconnected: This apparently has to do with input drivers and is not related to anything we can fix from the game.