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Genre: Role-playing (RPG), Strategy, Indie, Card & Board Game

Draft of Darkness

Update v0.9.0: Ivan, Mech Companion, Dark Cannon Weapon, 40+ New Cards

Hello all! With this content patch, a new hero, new companion, new weapon type, 40+ new cards and 1 new boss fight are added to Draft of Darkness!

Hero: Ivan


Ivan can use the brand new weapon type: the Dark Cannon! This weapon type comes with more than 20 cards, and specialises in deck & timeline manipulation. With Dark Cannon cards, you can create moves in your and allies' decks, advance allies and push back enemies in the timeline, retain moves to use them in the next turn, or clone cards to gain advantage against powerful foes!

To unlock Ivan, you need to defeat the Brain Artifact boss.



Unique Companion: Leo


Ivan is a special hero, in that he starts with a mech companion named Leo. Being a machine cat, Leo can't use weapons like other characters, but he has a completely unique "Mech" deck with its own moves. Leo also learns these moves while leveling up, instead of getting them from encounters. Instead of going to the trunk, Mech moves will be added directly to the Leo's deck upon being acquired.



"Core" mech moves give Leo powerful abilities during combat. Only one Core can be active at a time, but they each significantly change how Leo fights. You can increase Leo's defences or choose to boost his offence by making every attack repeat itself. You can even make Leo fly! (Special thanks to "@Strikeing" and other people in our Discord server for giving the initial ideas of "core" mechanics and cards being gained every level-up.)



Leo also can't wear equipment, but he naturally gains defences when his level increases. His "Mech" perk advances him in the timeline when allies get hurt, which makes Leo a great companion in the party. Leo's deck synergizes well with Ivan's Dark Cannon and other weapons.



Boss Fight: Brain Artifact


When visiting the Factory, you will come across a new boss: Brain Artifact. This boss is one of the experiments of the Puppet Master, creator of the Puppets and the Dark Cannon. While trying to construct a fully sentient being who will obey him without condition, Puppet Master realizes something new.



Upon defeat of the Brain Artifact boss, you will unlock a new Outcome, and this boss will be added to the boss rotation of the Factory.

What's Next


Draft of Darkness is a solo-developed game: it's hard to isolate the development process from the personal issues. In short, due to problems with my family's health, I had to take a few breaks from the development past two months. Right now, I can say that everything is under control and I'm back to my normal development schedule. That said, the planned release date for Draft of Darkness v1.0 is unfortunately delayed to later this year. I've already re-planned the release schedule and I will announce the new date once it's final.

I've been focusing heavily on content, but there has been some important tasks piling up in the backlog as well. So I'm planning on releasing a few bugfix and balance/technical improvement patches along the way. Aside from those, the next big patch will be adding the Part II of the story, and add the final content for the game. The up-to-date schedule can always be found in the Steam Forums or our Discord Server, feel free to check them out. Until next time!

Update Notes for Patch v0.9.0


Content


- New hero added: Ivan.
- New unique companion added: Leo.
- New weapon type added: Dark Cannon.
- New deck added: Dark Cannon (20+ cards).
- New deck added: Mech (20 cards).
- New booster pack added: Quantum Vortex.
- New boss fight added: Brain Artifact.
- Added a system where cards can be gained when leveling up. Leo uses this system to gain Mech cards.
- (New Perk/Ivan) Iron Fist: Increase base damage of your first damaging move in a turn by 0.1x for every 2nd move used by allies between turns. If this effect isn't triggered in a turn, it stacks.
- (New Perk/Leo) Mech: Can't use equipment. May learn 1 move upon leveling up. Physical, Burn and Dark defenses are increased by 3 per level. Whenever an ally loses health, Advance 5%. Immune to Bleeding. Can't benefit from Pills, Vitamins or Energy Drinks. Negate incoming Blinded, be Staggered instead.
- (New Item) Old Rollerblades: The possessor gains Slippery 3.
- (New Item) Gray Cloak: The possessor gains Sneaky 3.
- (Condition) Flight: Now can also decay with a melee hit (if not dodged).

Bugfixes


- Fixed an issue with Brute (enemy) making no moves and getting stuck.
- Fixed an issue with some of the conditions affecting damage types when they shouldn't (ex: Dodge condition affecting health loss in card previews.)
- Fixed some of the problems where events block other events or chests.
- Various typo & small fixes.

Update v0.8.2: Puppet Dolls Boss Fight, New Events & Items

With this content patch, a new boss fight, new events, new enemies and items have been added to Draft of Darkness!

Boss Fight: Puppet Dolls


Puppet Dolls are one of Puppetmaster's earliest experiments to infuse organic and inorganic materials using the Darkness. This new boss fight is located in the Factory as an area boss. In this fight, you will encounter 3 enemies, each with different roles and attacks. One of the dolls will try to capture your companions, rendering them stunned; while another will sap the energy and health of the captured survivor. Be careful which doll you focus on, they will become more and more aggressive as their pretty faces crack.



New Enemy: Wasp


It's been a while since the Residence area got new enemies, so I thought it's time to add some! The new wasp enemies have an exciting ability they are eager to show off: flying! When they take off, they will gain an ability to dodge melee attacks. You can shoot them down with ranged attacks, which will render them defenseless. In the following patches, I will add new variations to this enemy. I'm also planning to utilize this flight ability for the next hero added to the game.



New Items and Events


11 new (10 trophy, 1 quest) items have been added. With the newly added events, the event variety in the Factory area is now matched with the other areas.



While exploring the Factory, you may hear an unsettling sound. Upon investigating, you will see that it's coming from a door. I will leave it up to you to decide whether or not to try to open it, all I gotta say is: Be prepared, if you do so!

Most of the events seen in other rogue like games consist of choices with basic risk/reward or negative/positive tradeoffs. Events in Draft of Darkness mostly have been more complex or in a different taste when compared to those types of classical events. With the "Levers" event, I wanted to add such an event that is simpler, but containing randomized tradeoffs with different advantages. Basically, you can select one of 3 randomized effects, which include ones such as:

  • Gain 2x random rare consumable, lose 30% health.
  • Gain a random trophy item, sacrifice a companion.
  • Randomly transform 3 cards in trunk.
  • Cure Virus, suffer Radiation 40.


Next Patch


The next patch will introduce a brand new hero, with new weapon types to Draft of Darkness! The plan points to end of May for the patch's date, but you might notice that we are going a bit behind schedule. Please check the topic in the Steam Discussions regularly for up-to-date patch dates, or join our Discord Server! See you next time!

Update Notes for v0.8.2


Content


- New enemy added: Wasp.
- New boss fight added: Puppet Dolls.
- (New Item) Acid Powder: The possessor gains Infusion: Acid 10 at the start of encounters.
- (New Item) Gunpowder: The possessor gains Infusion: Burn 10 at the start of encounters.
- (New Item) Foggy Mirror: The possessor has a 50% chance to inflict Bleeding 2 to attackers. If the possessor falls below 20% health, the mirror shatters (Turns into "Shattered Mirror"). (Credits: @Yobee#0866)
- (New Item) Shattered Mirror: The possessor suffers Wounded 1 every 12 steps during exploration. The possessor has a 50% chance to inflict Bleeding 6 to attackers. (Credits: @Yobee#0866)
- (New Item) Crown of Thorns: Increase Crit. damage multiplier of moves by 1x, but reduce their base damage by 20% during encounters.
- (New Item) Fly Trap: Allies restore 4 health every other critical hit they inflict.
- (New Item) Prison Shank: At the start of encounters, replace weak alternatives of the possessor's moves with "Shank". ("Shank" can critically strike.)
- (New Item) Black Pendant: Increase all power attributes of the possessor by 2. The possessor becomes immune to Virus. Does not cure the possessor if already infected with the Virus.
- (New Item) Chess Piece: Bishop: Reduce Vitality by 20%. Increase Agility of the possessor by half their Vitality.
- (New Item) Chess Piece: Knight: Reduce Agility by 20%. Increase Handiness of the possessor by half their Agility.
- (New Item) Chess Piece: Rook: Reduce Handiness by 20%. Increase Vitality of the possessor by half their Handiness.
- (New Event) Banging Door: An event where a horde of enemies are stuck behind a barricaded door. The door can be opened using a "Handiness" stat check, or by spending a "Crowbar" item. The event triggers an encounter with 3 enemies, who have "Horde" status. "Black Pendant" item is obtained upon completion of the encounter.
- (New Event) Levers: An event where the player can choose one of 3 trade-offs. Each choice has both a negative and positive effect.
- (New Condition) Flight: Have 80% chance to dodge melee attacks. Decays with 80% chance upon receiving a ranged attack.
- (New Condition) Captured: Reduce Speed to 0. Whenever the captor takes damage from an attack, lose 1 health.
- (New Status) Horde: Spawns another enemy upon death.
- New item unlock tier added: Batch 3. This tier can be unlocked by completing the Factory area. (Automatically unlocked if Factory is unlocked before the patch.)

Update v0.8.1: Fast Travel, New Companion, New Events

With this improvement & content patch: the fast travel mechanics, a new companion and various content have been added to Draft of Darkness.

Fast Travel


I've been trying to improve run durations by introducing options to speed up exploration and encounters. I kept focusing on this matter to make further improvements. After exploring the map and reaching the boss, players generally backtracked to a shop or terminal to resupply. The fast travel system aims to speed up this part of the game and skip the mostly uneventful travels taking place in already explored areas.



The fast travel is simple: you can open the map, click on a fast travel location and initiate the process. You can fast travel to shops and terminals if you already interacted with them. There is a caveat though, this is not a teleportation, you can still get interrupted by the enemies! When the fast travel begins, a path is calculated between your current position and the target. If an encounter is hit, it will be triggered. This makes it important to have a clear path between yourself and the fast travel position. If you fled from the enemy and cornered yourself into a dead end, you shouldn't trust the fast travel to save you from harm's way.

New Companion: Brute


The newly added companion can be unlocked by completing a challenge offered by Brute Osman in the Streets area. Brutes use none other than their punches as weapons. They excel in utilising "combos" with the help of their unique perks.



The new unarmed cards manipulate hand & draw pile, getting more powerful when the combos are invoked at the right time.



New Events


With this patch, I've added several non-story events, focusing on the newer areas. One of the new events is the "Fireplace" event, found in the Residence area. This event replaces the recruitment event of this area, giving you a choice to select one of four companions. In other words, this will give you more control over your first companion. Credits to @GoldenEulogy in our Discord Server for suggesting this idea.

Other events add new opportunities to get more resources, cards, items and equipment. The "Supply Boxes", for example, will allow you to receive resources and rarer consumables if you have the necessary item to open them. With the "Statue" event, you can spend leftover Anolette dusts and petals in the last area of the game. To see the full list of new events, check out the changelog below.



Draft of Darkness incorporates puzzles of survival horrors in the rogue-like formula, by re-thinking them in a procedurally generated manner. The new "Grid Panel" puzzle event added to the Factory is another step towards the goal of having such puzzles in every area. I won't spoil the puzzle here, but as in all other puzzles in the game, I aimed to make it one that will be easy to master and fun to solve each run. Also, while it can be solved simply by itself, you can also find a clue dropped from an encounter in the area. Pro tip: When you are done with the puzzle, you can sell the clue for a high price!

Next Patch


The next month's patch will continue focusing on adding new events. There will also be a new boss added to the Factory area. Until next time!

Update Notes for v0.8.1


Improvements


- Fast Travel: You can now use the map to fast travel to shops, terminals and area bosses. To fast travel to shops and terminals, you must interact with them at least once; while bosses can be travelled to if you revealed them. When fast travel is initiated, the path to the target is checked for enemies; if there is, fast travel will fail and the encounter will be triggered. Environment effects such as Radiation will still be applied according to the calculated path. Fast Travel is disabled while the Daemon is active.

Content / Balance


- (New Companion) Brute: A companion who can only use unarmed cards. Unlocked using "The Brute" event.
- (New Perk/Brute) Crusader: When you trigger a combo, remove 1 Debuff layer from yourself.
- (New Perk/Brute) Muscular: Increase your Physical Power by 0.2 per card in your draw pile.
- (New Perk/Brute) Zealous: When you trigger a combo, restore 2 Energy.
- (New Decision Event) The Brute: An event where you fight Brute Osman in a one-on-one duel. The Brute companion will be unlocked if you succeed.
- (New Decision Event) Fireplace: Appears in the Residence area, in place of the regular recruit event. Through this event, you can choose a companion among 4 of them. The chosen companion will join the group.
- (New Decision Event) Supply Crate: Can be unlocked using a Crowbar or Lockpick to gain resources. Appears in all of the areas, but crowbars can be found in the Factory.
- (New Decision Event) 3 Chains: Appears in the Factory area. A choice between a rare move, trophy item and pristine equipment can be made to obtain one of them.
- (New Decision Event) Grid Panel: Appears in the Factory area. A procedurally generated puzzle event. Adds a special encounter to the area, which will drop a clue item as loot.
- (New Decision Event) Statue: Appears in the Hospital area. "Anolette Petal" or "Anolette Dust" item can be spent to obtain pristine condition equipment. Weapon drops are based on group members.
- (New Item/Consumable) Crowbar: Can be used to open supply crates. Encounter: Draw 1 move.
- (New Item/Quest) Crumbled Paper: Upon use, shows a clue for the Grid Panel event.
- (New Card/Unarmed) Cobra Stance: Select a move from your draw pile (except "Cobra Stance"), draw all moves with the same name from your draw pile.
- (New Card/Unarmed) Accumulate: Select and transfer up to 2 move(s) from your hand to draw pile. Until the end of turn, -Combo 2: Reduce Energy Cost by 1. -Combo 3: Increase base Physical Damage by 2. -Combo 4: Restore 4 Energy.
- (New Card/Unarmed) Elbow Strike: Deal 0.4x Phys. Damage. If unarmed, gain 2 Block. -Combo 2: Gain 2 Block. -Combo 4: Dealt damage is increased by 10% of Block you have.
- (New Card/Unarmed) Load Bag: Send to the bottom of the draw pile. While in draw pile, increase all defenses by 20 and reduce Speed by 0.5 while unarmed.
- (New Card/Unarmed) Suplex: Deal 0.5x Phys. Damage. If unarmed, gain Kickstart 1. Combo 2: Increase base damage and combo requirement by 1.
- (Card) Stall: Now has "Advance 20%", instead of "Advance 5% for each move in your hand".
- "Crowbar" is added as a new starter item.
- "Zealous" is added as a new starter perk.

Fixes


- Refresh rates removed from options, as the game uses desktop refresh rates in both windowed and fullscreen modes.

2022 Early Access Roadmap

Hello all! Thanks for sticking with Draft of Darkness so far. I'm excited to announce the plans for the rest of Early Access!

(Click image to Enlarge!)



There are still a few improvement ideas I'm planning to implement, such as fast travel (for faster backtracking). I also want to work on optimization and improve the game's technical aspects for the release. Aside from these, we will mostly focus on content. The release update will add the rest of the events, bringing the game's story to an end. I'll also keep supporting the game post-release, and add an endless mode, where you will be able to embark on customized runs with different modifiers.

As with all plans, no matter how carefully made, things may change and delays may happen. But do not worry, we have a forum thread where such changes are announced and the updated plan is kept. It's right here. The same plan can also be seen in our Discord server. I'll also try to push out more updates to the "experimental" branch this time around.

To celebrate this announcement, the demo version of the game is updated with the latest changes. Once again, feel free to join our Discord server if you have any feedback, or want to follow the development more closely. Until next time!

Update Notes for v0.8.0_p6

Balance


- (Enemy) Drone PAI09: Physical Power per level 0.2->0.3.
- (Card/Knife) No Mercy: Damage multiplier (per Bleeding layer) 0.5x->0.2x.
- (Card/Knife) Out for Blood: Now applies Bleeding equal to 5 times the base damage of the card (1x->5x).
- (Card/Shotgun) Execute: Damage (no stagger) 3x->2x.

Fixes


- Fixed Out for Blood card not working with most of the cards.
- Fixed Execute card dealing damage from two conditions at the same time.
- Fixed hang occurring when hovering over the expand icon (...) in the item bar.
- Fixed companion from the Robbery decision event starting with Shoot and Roll (unremovable).
- Small addition to stat tooltips to prevent confusion about attribute value increases per level.
- Fixed several missing source names in attribute calculation tooltips.
- Fixed cards with health loss crashing the game.
- Fixed health loss not applying in some of the decision events.
- Fixed shotgun weak cards showing lock sprites.
- Fixed several trivial bugs generating error reports.

Update Notes for v0.8.0_p4

Improvement & Balance


- Now only one item can be preserved per run (item won't be removed from inventory). Preservation text is changed to clarify preservation mechanics and list all preserved items.
- (Enemy) The Daemon: Increased the ally remaining health threshold for Daemon to switch to execution mode (25%->33%). Now, the Daemon will wait 2 turns before attacking the target in execution mode. "Menace (Low Health)": Applies Slowness 1 to all allies.
- (Enemy) Twitching Puppet: Base Health 60->100.
- (Card) Toy Gun: Now has weak alt.
- (Card) Warning Shot: Pistol Bullet Cost 1->2.
- (Card/Weak) Weak Heal: Mend Heal 0.4x->0.3x.
- (Condition) Strong: Physical Power Increase 50%->30%.
- (Status/Perk) Daredevil: Damage increase per missing resource 20%->10%.
- (Status) Regenerative: Mend Power Increase 5->20.

Fixes


- Fixed Explosive status not triggering with the killing blow.
- Entities won't get a turn while their speed is 0 (fixes blinded enemies getting turns).
- Bosses now spawn in a fixed order. Finishing a level or dying to a boss will mark the boss as seen, and spawn the next in order in the next run.
- Prepare card now swaps from conservation mode to normal mode automatically when used.
- Fixed cards with health loss not having correct description.
- Fixed the move given by Regenerative status fully healing the enemy (strong enemy encounters).

Update Notes for Hotfix v0.8.0_p3

Balance


- When Darkness level starts affecting events, it will now set all affected encounter event levels to the same value, regardless of the position of the event.
- (Enemy) Daemon: Reduced the ally remaining health threshold for Daemon to switch to offence mode (50%->25%).
- (Card) Wild Fire: Acid Damage 1x->0.75x, Burn Damage 1x->0.75x.
- (Item) Elbow Grease: Stat increase 3->2.

Fixes


- Fixed stutter occurring when hovering over the "..." to show collapsed items in the item bar.
- Fixed a crash occurring when trying to show descriptions of certain cards.
- Fixed Pliers item description not showing the health loss amount.
- Removed "Limited" keyword from "Shake to Charge" card.
- Fixed erroneous tooltip of "Reverse Bash" card.
- Fixed some of the health loss values counting as "Bleeding".
- Fixed various bugs generating errors.

Improvement Update v0.8.0: Power / Defence Rework, Equipment Cards, Start Perks

Welcome to v0.8.0 update for Draft of Darkness! This update introduces a rework for the Power & Defence calculations; and adds equipment moves, starter items & perks, darkness level system, save slots and much more!

New Power & Defence Calculations


Draft of Darkness has some emphasis on RPG type progression, where you distribute stats to get stronger over time. Balancing the general strength of the cards emerging from pure stat distribution, synergy of the deck, synergy of the party members and other such elements together proves to be much harder with this type of progression.

Before this patch, the game used a logarithmic decay formula for the damage increase caused by Power. With increasing Power between 0-100, you would get only up to 4x the base damage of the card. While this kept Power as an important but not a be-all and end-all attribute; it also made most players feel confused and limited. For this reason, I changed Power & Defence calculations to be much simpler, which also makes these attributes much more powerful.



Power now equals damage! If you have 10 power, you will have a potential of dealing 10 damage. Of course, it will depend on your cards. Card base damage values now serve as a damage multiplier, and will determine the damage you deal based on your power. For example, "Pistol Shot" deals 1x your power, while "Pistol Whip" deals 0.5x (half your power). Here is a comparison of the old vs. new on a graph (yellow=new, orange=old).



Defence also had a similar but less significant change. Instead of an obscure logarithmic growth formula for the damage reduction, it now uses flat percentage reduction. Between defence values 0-80, the value is equal to the damage reduction: meaning x defence reduces the damage by x%. After 80 defence, there are diminishing returns to prevent complete immunity. You can see the comparison of the old and new formulas in this graph (green=new, red=old).



With this change, all content in the game has been re-adjusted for a balanced difficulty curve. You will notice that it's easier to reach higher damage values, but enemies have much higher defence and slightly more health than before. Similarly, enemies can have higher damage values, and you need to choose your equipment carefully and increase your defences before engaging in combat.

Explicit Attribute Calculations


For all attributes and damage values, you can now hover over them to see a breakdown of how they are calculated. The places this tooltip is shown include the equipment screen, entity and card detail screens, and the combat log!



Equipment Moves


During EA period so far, there has been several requests for equipment cards. This sounded like a great way to make the equipment system more interesting. With this patch, equipment (both for weapons and clothes) can now give you cards upon equipping. These cards are selected from a separate card pool, and will be special to the weapon type or the class of the clothing.



Swapping to alternative weapons during combat will also swap equipment cards if you have a weapon (with a card) equipped in the corresponding slot. In addition, dual weapon bonus and starting conditions given by equipment are now removed; since the purpose for these mechanics is fulfilled by the new equipment cards.



Starter Items & Perks


Another frequently requested feature was the ability to change the starting perks for heroes. There was also no way to spend the growing heap of credits, after unlocking the booster packs. You can now buy new starting perks and items in the main menu shop (which is now named "Credits Shop"). After buying them, they will be available for a subset of the heroes at the start of a run. Selecting them will cost credits.

All heroes now always start with some amount of resources required by their weapons. Jake's and Rene's default starting weapons are changed to Flares and Smoke Grenades respectively. As mentioned, other items are at your disposal to buy from the Credits Shop.



You can also now see and change your preserved item before starting a run! Your preserved items won't be replaced; instead, the last 5 items will be kept in the save file and will be available for selection. Along with the starter items and perks, this adds a lot of flexibility to the meta-progression.

Darkness Level System (Experimental)


The new Darkness Level system aims to solve two problems:
1) The emphasis on grinding encounters to get more cards and XP, which prolongs runs and disrupts the survival horror aspects.
2) The obscurity of the karma system.



With this patch, you will notice a new counter at the top of the screen. This Darkness Level counter increases with each encounter, and may also increase and decrease with your choices in the decision events. After Darkness Level 8, non-boss encounters will start to get a boost, increasing their levels and making them harder. In addition, your heroes and companions may receive "Sufferings", which are negative status effects. The spawn chance of a certain enemy is now also tied to the Darkness Level, instead of the karma system. Leaving an area will reset the Darkness Level, and remove all the Sufferings.

I'm planning to add increased rewards for fighting enemies with high Darkness Levels. For now, this system is added as an experimental feature to collect feedback.

Other Changes


There are many changes to talk about still. Since the article is becoming too long, I'll go over them with a quick summary.
New Card Faces: The card graphics are changed to make them more readable, and better fit the UI of the game. The rarity and type of the cards are now clearly shown.
Improved Item Bar: The item bar is now split up into categories. Passive items are collapsed to make the item bar more compact. The items are also sorted by the order they are first added to the inventory.
Save Slots: The game now has support for 5 save slots, where you can start new games and continue them in parallel. In-game achievements will also reset in a new save.
Chainsaw Rework: Chainsaw mechanics are changed for compatibility with alt. weapons. Using Engine Off/On labeled cards will now change the engine state automatically. In other words, the engine state is now independent from the conservation system.
New Stats: If you were wondering how muscle Strength increased firepower, worry not! Strength is now renamed to Handiness. Aside from naming, the attributes given by them are also changed to have better balanced stats. You can see the changelog below for more detail. To summarise the changes, Handiness now gives some Burn Power, Vitality gives Energy and all stats give a small amount of Speed.
Critical Heals: You heard it right!



To see all of the changes coming with the update, see the changelog below. As this update is heavy on changes, you might notice new bugs or out of tune balance. If you do, feel free to reach out by joining our Discord Server, or through Steam forums!

EA Plan Incoming


As you know, announcement for the 2nd part of the Early Access plan has been delayed. The reason for this was that I wanted to allocate as much time as possible for the v0.8.0 patch, and go through most of the rework ideas, improvements and balancing in the backlog. With this patch out of the way, we can finally focus fully on content.

I will be making the announcement for the Early Access Plan Part II on 24th February. On the same day, the demo version will also be updated for it to be a better preview of the game.

Update Notes for Patch v0.8.0


Improvement & Balance


- Power & Defence Rework: The formula for how damage values are calculated is changed. Defence calculation is simplified to a percentage reduction, with diminishing returns after 80 defence. Power calculation is changed to a simple multiplication. Damage value is now simply calculated by: [Card Multiplier] x [Power] x (1-[Defence]/100).
- All cards, items, status and condition effects, enemies are revised with new base damage multipliers.
- Equipment and enemy base and level scaling for power and defence attributes are revised for the new calculation.
- Darkness Level System: After every encounter, Darkness Level increases by 1, and shown at the top of the screen. Some of the player choices in decision events also increase or decrease Darkness Level (previously hidden karma system is integrated into the Darkness Level system). Above Darkness Level 8, non-boss encounter levels will gradually increase, and the heroes and companions will have a chance to be inflicted with Sufferings (negative status effects). When the player moves on to the next area, Darkness Level will reset and all Sufferings will be removed.
- "Strength" stat is now called "Handiness". "Dexterity" is now called "Agility".
- Stat Rework: Stats are changed with the aim of giving them a more balanced feeling. All stats now give Speed, and Handiness also gives Burn Power.
| "Handiness": 1 Physical Pow, 0.5 Light Pow, 0.03 Speed.
| "Vitality": 5 Health, 0.2 Energy, 0.03 Speed.
| "Agility": 2% Crit Chance, 0.05 Speed.
| "Intelligence": 1 Acid Pow, 1 Light Pow, 0.5 Mend Pow, 0.03 Speed
- Added tooltips showing attribute calculations including card damage, cost, character attributes like power and defence. Hovering over attributes in card/character detail screens and combat log will show all modifications made by equipment, items, etc.
- Hero and companion details can now be seen just like enemies by pressing the "Details" button (middle click by default).
- Save Slots: Added support for a total of 5 save slots. Ongoing saves are placed in slot 1 with name "user1". A new save can be created in an empty slot by clicking the newly added button in the main menu.
- Improved Item Bar: Item bar is separated into categories, making it easier to manage items. Usable items are always shown in the item bar, while passive items after 3 per category are hidden to make the item bar more compact. Hovering over the "..." icon will show the hidden items. Items are sorted from newest to oldest added to the inventory. The scrollbar is made more visible when the items overflow the screen. Sorting & Filtering option is removed from the item bar.
- Chainsaw Rework: Engine state is now independent from the conservation mode. Chainsaw normal cards are marked with the "Engine: On" keyword, and weak cards are marked with the "Engine: Off" keyword. Using an Engine. On card will automatically use up extra Fuel to turn on the engine. Similarly, using an Engine: Off card will turn off the engine. With this change, alternative weapon cards can now be utilised without any incompatibility.
- Equipment Cards: Some of the clothing and weapons now give cards when equipped. Unequipping will remove the card from the deck. Swapping weapons during encounters will also swap the weapon cards equipped in the connected slots (Main weapon will be swapped with main alt. weapon, offhand will be swapped with offhand alt. weapon.)
- To simplify equipment, clothes will always give defence, but not power. Weapons will give power, but not defence. There may be rare exceptions such as special equipment dropping from events.
- Equipment and clothes with moves have a low chance to drop with the keyword "Muted", which removes the attached move.
- Starter Items & Perks: Booster Pack window is now called "Credits Shop". In the Credits Shop, starter items and perks can be bought by spending credits. Bought perks and items can be selected when starting a run. Selecting perks and items other than hero's default configuration will cost credits upon starting the run. Certain starting items and perks can be selected for certain heroes, as specified in the Credits Shop.
- Heroes will now always start with 8 of the resources required by the weapons they can use. Heroes with resource starter items are changed. The default starter items for heroes are: Flare (Jake), Warning Letter (Cara), Charger (Pavel), Smoke Grenade (Rene).
- Starter items added: Flares, Pills, Smoke Grenades.
- Starter perks added: Assassin, Combatant, Empowered, Scorching, Steady, Vengeful.
- Last 5 preserved items are now recorded. When starting a run, one of these 5 preserved items can be selected to start the run with. The last preserved item is selected by default and is free, while selecting the others costs credits. Preserving a new item while all 5 slots are full will remove the oldest item from the list.
- Cards can now deal multiple types of damage in a single attack. "Infusion" conditions are changed to use this system, scaling and dealing half the base Physical damage as Acid or Burn damage.
- Some of the damage dealing items won't scale their damage with power.
- Reworked how conserve mode cards are being handled in the background. This fixes weak cards not being affected by most of the effects.
- Preserving an item will no longer remove it from the inventory.
- Dual wield bonuses and starting conditions are removed from equipment, since the purpose of these mechanics are now fulfilled with equipment moves.
- Movement performance is improved. Delays during movement between tiles are reduced.
- Added an option for increasing movement speed during exploration.
- Cost of non-weapon equipment cards are reduced to 0.
- Energy and Health values after decimal point are now rounded down. Now, every 5 point in Vitality will increase Energy by 1.
- (Achievement) "Absolute Demon": Changed to "In a single run, complete 3 areas with Darkness Level 15 or more."
- (Achievement) "Absolute Angel": Changed to "In a single run, complete 3 areas with Darkness Level 5 or less."
- (Card/Chainsaw) "Pushing Saw (Weak)": Push back 50%->20%.
- (Card/Chainsaw) "Ripper Saw (Weak)": Advance 50%->30%.
- (Card/Chainsaw) "High Stance (Weak)": Block 3->4.
- (Card/Chainsaw) "Rev Up the Engine": Reworked to have number of hits increase per discarded card, instead of damage.
- (Card/Knife) "Poisoned Blade": Poisoned 1->2.
- (Card/Spray Gun) "Splash of Poison": Poisoned 1->2.
- (Card/Spray Gun) "Spout Poison": Poisoned 2->4. Energy Cost 3->4.
- (Card/Unarmed) "Recovery": Now draws the last damage dealing move discarded, instead of any move.
- (Item) "Filthy Needle": Poisoned max effect increase 30%->50%.
- (Item) "Kaleidoscope": Now has a higher chance to reduce energy costs.
- (Item/Resource) "Shotgun Shell": Price 3->2.
- (Decision Event) "Hole in the Wall": Health reduction now goes up to 80%.
- Heals can now be critical.

Visuals & Polish


- Card visual design is changed. New design now clearly shows card rarity and type.
- Defence and power values are shown separately in a column layout on equipment tooltips, for a cleaner look and easier comparison. Same change is also applied to how entity attributes are shown in various screens.
- Tweaks to how card damage and mend values are shown. Added tooltips for mend heal. Added icons for condition categorisation (buff, debuff, ability, disability) in card descriptions.
- Cards are now referred to as "moves".
- Cards are positioned a bit higher while targeting to show calculated attribute values more clearly.
- Save icon now won't show up when the Daemon spawns.
- Changed icon for Easy Mode.
- Hovering over the Conservation Mode button or the Weapon Swap button will preview cards changing in the hand.

Content


- 1 new equipment kind is added to every weapon type, for a total of 4 kinds: 3 with moves and 1 without a move.
- 6 new unarmed (clothing) equipment cards are added: Block, Dodge, Hide, Prepare, Sprint, Order.
- 12 new weapon equipment cards are added: Offensive Stance (Axe), Capacitive Load (Flashlight), Hit and Run (Knife), Toy Gun (Pistol), Sinner's Kiss (Shotgun), Acidic Coating (Syringe), Amnesia Gas (Spray Gun), Wildfire (Spray Gun), Perfect Substitute (Spray Gun), Fine Tune (Chainsaw), Extended Chain (Chainsaw), Burning Chain (Chainsaw).
- 3 new weapon cards are added: Acid Knife (Knife/Starter), Stir (Spray Gun/Run), Payment (Shotgun/Starter).
- 12 of the existing weapon run cards are changed to equipment cards: Ponder-Second Act (Axe), Shake to Charge-Sunburn (Flashlight), Energetic Slash-Choppy Chop (Knife), Shoot and Roll-Play the Victim (Pistol), Payout-Double Barrel Shot (Shotgun), Hippocratic Oath-Blinding Needle (Syringe).
- (Status) "Suffering: Handicapped": Hand Size is reduced by 1.
- (Status) "Suffering: Overwrought": Energy cost of damage dealing moves are increased by 1.
- (Status) "Suffering: Worn Out": Max. Energy is decreased by 2.

Bugfixes


- Fixed some damage values not being rounded up. Standardised damage values always rounding up and other attributes rounding to the nearest integer value.
- Various fixes to items, cards and conditions.
- Fixed a bug where pills healed more than they should.
- Fixed the categorization for some of the items so that they are sorted in the correct group of the item bar.
- Fixed health not resetting after stats are re-specced via Wooden Puppet.
- Fixed companions spawning with equipment cards.
- Fixed shop price increases and decreases not being highlighted.
- Fixed opening detail window before loot window appears in encounters freezing the game.
- Fixed Riposte and Explosion effects triggering after the target dies.
- Fixed holding "Preview Weak Version" key while hovering over a card not working during encounters.
- Fixed weak version previews not switching to the normal version after the key is released.
- Fixed tooltips showing up upon opening a window, while a gamepad is not in use.
- Fixed tooltips getting stuck upon closing some of the windows.

Update Notes for v0.7.0_p3.

Warning: If you have an ongoing run from before the update, you may experience some stats & attributes acting funny when you level up etc. This is due to a known change and won't happen on a new run.

Improvements & Balance


- Events can now have custom icons. Added custom icons to "Terminal" event, and encounters spawned for the "Gear Machine" event in the Factory.
- Gear Machine event now shows required and placed cogwheel counts.
- Dexterity now gives 2% Crit Chance per level instead of 1%.
- (Enemy) Frail: Slippery 3->5. "Rejuvenate" move Restoration 20->15. "Dodge" move cooldown 4->8.
- (Enemy) Incubator: New status "Umbilical Cord". New move "Heartbeat" (Heal Frail by 10).
- (New Status) Umbilical Cord: Lose all buffs when Frail dies.
- (Status) Ranged Resistance: Ranged damage reduction 50%->40%.
- (Card/Knife) Shadow Rush: Energy Cost 4->2.
- Block gaining effects are now shown in the combat log.

Fixes


- Fixed "Insurgent" perk not having effect on enemies "Puppet" and "Maniac".
- Fixed tooltips showing and getting stuck in various screens.
- Fixed clicking middle mouse button to see details also transferring cards in the rest screen.
- Fixed equipment selection screen buttons not toggling as selected.
- Fixed block text being too small if the entity has both normal and retained block.
- Fixed occasional info text on top of controls bar not showing if the controls bar is disabled. This text shows item use and info modes, signifying that other input is disabled. When not shown, it was causing confusion about why the game won't accept input.
- Fixed Bleeding and Corrosion not showing as Damage Over Time effect in enemy moves list.
- Fixed Headache condition tooltip not showing moves left.

Update Notes for Hotfix v0.7.0_p2

- Fixed a bug where lever controlled door in the Factory area made the character stuck.
- Fixed a bug where Hospital was accessible through Factory before it's unlocked.