Griftlands is now available on Linux on Steam. As with our macOS client, if you have any trouble installing or running the game, please check out our support base.
Happy grifting, everyone! We'll be announcing our 1.0 launch this month, so watch this space!
Griftlands is on macOS
Hey Grifters,
Griftlands is now available on macOS! You should be able to download it from the Steam client if you own the game. If you have any trouble installing or running the game, please check out our support base. If that doesn't help, or you find any new bugs, please post either here, on our forum, or press F8 in-game.
Happy grifting, everyone! We'll be releasing our Linux port in May, and announcing our launch dates soon!
Hotfix
Hey Grifters,
This is a very small update to address a couple of bugs that have come to our attention since the last hotfix. The OSX build is still on track for this Thursday.
Thanks for playing!
CARDS
Stone Shill Shot: Calculate modified defend value for card text
Casings: Fix defend text showing as modified by Reckless Idol.
Fix negotiation cards not removing the required money cost from the card text if it is no longer applicable (eg. if you destroy Money Talks)
GAMEPLAY
Fix for temporary locations moving around on the map
Fix for missing patrons occasionally during brawl
MISC
Reset Profile now also clears run history and all save games.
April Hotfix!
Hey Grifters,
This hotfix brings the cumulative fixes from the experimental branch to the main release branch as of April 7th. We're reading feedback, fixing bugs, and working on ports in preparation for our upcoming 1.0 release. The date for that isn't settled yet, but we should be able to tell you all the details next month.
The OSX build of Griftlands will be releasing next week, on April 15th. Linux will follow sometime later in May.
Thanks to everyone who's been playing and providing feedback! It really helps us to improve the quality of the game!
UI
Gamepad: Fix incorrect layout for convo option when entering Boss Rush Daily Challenge. The 'scroll_override' being applied in ConversationScreen:OnGainTop was being applied even though new elements were added since OnLoseTop was called, causing the saved scroll point to be invalid. LayoutBubbles itself should not scroll-to-end, only relevant functions which call it LayoutBubbles.
Fix for re-using a map plax slot that has been taken by another location since a location was last shown.
When upgrading items, the upgraded card should show the same charges as the base card.
Fix negotiation text bubbles from stacking if NegotiationPanel:Dialog was used, as it is with whispered_rumours.
Improve controller navigation between new game screens, and improve overall flow
Fix focus issue after unlocking a perk and returning to loadscreen.
compendium: disable Rstick scrolling
compendium: Snap focus-scroll in scrollpanels
compendium: Fix scroll-up animation
Fix negotiation quips sometimes scrolling to the middle where they are occluded.
Fix Sal brawl unlocked string.
Fix missing FadeIn after awarding an unlock in convo.
Don't count the initial unlocked Outfit towards total progress% in the NewGameScreen.
Prune card tooltip UI from FlourishScreen to reduce occlusion.
DayOverScreen: (A) now continues after the animation completes, instead of (B)
DayOverScreen: Scissor the PeopleListBlockAgent widget so that nav focus works (otherwise the widget has a giant bounding DayOverScreen: box which messes up nav)
DayOverScreen: Permit right-click on graft and people to open their Inspection screens.
DayOverScreen: On gamepad, bind inspection to people, cards, and grafts to the standard (RT)
DayOverScreen: Fix left-clicking anywhere on the screen triggering OnClickContinue.
DayOverScreen: Restore your last focused widget when returning from an inspection screen
DayOverScreen: Fix Clickable eating MENU_ACCEPT inputs if a right-click callback was assigned, but not a left-click callback.
DayOverScreen: Fix card layout not rotating cards if there is just a single card.
Gamepad: Fix right-analog scrolling controlling both sidebar and cardgrid scroll panels while in the Cards compendium.
Clean up focus handling in compendium navigation
Preserve sort order when upgrading cards in the DeckScreen.
screens can restrict reticule bounds (used by the location and travel screens to keep the reticule out of the menu)
Gamepad: Add binding to delete focussed save slot.
Hide notification button in gamepad/touch mode.
Gamepad: While in Big/Bigger mode, inspecting fighters/arguments will lower the cards in hand for better visibility.
Suppress tooltips showing referenced cards while in Big / Bigger UI mode, as they can occlude the UI.
Fade transition when continuing a game from the NewGameScreen.
Fix sliders in the option screen not sinking left/right inputs.
Fix card prepared status being cached in PreReq, which is a no-no because that is called from the UI.
Suppress card tooltips on focus in CardListBlocks (choose flourish, etc.)
Fade out when beginning a standard campaign. Load during the blackout.
Fade out when beginning a daily. Load during the blackout.
restore (A) Select in the CardCompendium to be consistent with the other tabs.
GAMEPLAY
Be the Heavy: Remove superfluous end option after intimidation negotiation
Rare Imports: fix 'mugged_yet' quest parameter not being saved in the right place, allowing the confront to repeat upon saving and returning.
Suppress all brawl rewards after the final boss.
Fix bad credit not applying to Moreef's rare wares.
CARDS
Juicer: Highlight should occur when you have recoverable health, not adrenaline
Legacy Blade: Fix potential crash if it is played without a valid target
Fix Shredded not diminishing bleed damage if discarded by an effect.
Fix text on Regimented.
Spare Magazine: Fix superfluous text
Boulder Stance: don't trigger when playing toolbox cards.
On Your Toes: Fix typo
Fixed bug where "shunned" lasted the entire negotiation instead of just the first turn
Fix card text on Boosted Final Favor
Fix description on Boosted Powder Keg
Fixed incorrect value in desc of Visionary Rubble
Beast of the Bog: use condition name instead of unlocalized text
Distresser is now a Sal-only graft.
MISC
Save profile less often, to reduce redundant saves at startup
do frustum culling per-node in UI mode, to improve performance
March Hotfix!
Hey Grifters,
We've been fixing lots of bugs over on the experimental branch since the last update. This hotfix brings those fixes to release:
GAMEPLAY
add more location restrictions to smith_story_beach_party.lua to fix travel bug if you click relly fast
Added a nil-check in the "Smashing" daily feat
Added an IsActive check in disruptor_field to prevent an infinite loop if the automech dies while the buff is active
Added death loot for the Deltrean Diplomat
Added Shredmaw and Droad to Rook and Sal brawls
Added the mutation card to smith_story_take_a_sample.lua
Added the Shredmaw and Droad to daily_boss_rush.lua
Adjusted the scaling of all flourish related mettle upgrades so they scale to 1x instead of 1.5x
Comedy Club: Fix text showing which cards were upgraded
Deltrean Dignitary now gains Counter from their taunt
Don't give saved life opinion event if your partner is dead on smith day 3.
Exclude Luminari from being targets for side quest: Bounty Hunt.
fix bad transition out of smith event if you decline to lick any goo
Fix followup quest crash if target is dead in side_smith_sponsorship_deal.lua
Fix gaining full flourish amount for attack damage that was partially defended.
Fix Oolo hating you for killing his brother even if you left Foolo alive.
fix timing of fssh askabouts on day 4
Fix tracking of boss defeats on prestige not occurring for certain paired bosses like the Drusk, or the Twins.
Fix warning about redundant ambush_Site casting. Fix a random roll that was locked from a previous debug checkin.
Fixed bug caused by passing a difficulty level higher than 5 to the MONSTER_MASH combat party
Fixed bug where Nadan could summon goons despite being stunned
Fixed bug where reloading could change the boss in smith_story_marriage_contract.lua
Fixed bug where reloading could change the boss in smith_story_tei_day_3.lua
Fixed crash in smith_story_beach_party.lua
Fixed incorrect cast member references in smith_story_beach_party.lua when asking Moreef about certain friends
Fixed missing battle flags in experiment_smith_final_fight.lua
Fixed smith being on the wrong side in side_smith_three_is_a_party.lua
give palamborat the plot armour tag, so that he'll only show up at the end
Mark the oshnu as wanted_alive in sidejobs/SMITH/side_smith_three_is_a_party
minor balance change to the flead queen
Muliffee has a better range of opinion events in her final quest
Mullifee and theroux will help you against vix if they are at least neutral towards you.
Mutant Vix is now mute
Oolo and foolo hate you for killing their sibling
Reassign pre-determined battlefield graft if it is already owned or otherwise invalid.
Regular Vix no longer surrenders after a set number of turns. Increased Vix's panic
Revised Rook slide art
Slightly reduced Mutant Vix's maximum health
The "terror" perk now applies 5 flat morale damage rather than a percentage
the zealots now only incept kunais if their zealot_throw attack is not evaded
Updated behaviour for Regular Vixmalli fight
Updated the boss options in Smith's Brawl since they did not include some of his bosses
Validate OnWin/OnSuccess usage. Unfortunately runtime is the best we can do.
Vix's lumicytes are now slightly weaker
You gain Flourish now for receiving damage, instead of defending damage (which didn't work anyway).
your comrades hate you and leave you if you abandon them in side_smith_seemli_triangular_firing_squad
UI
Add character music system to support multi theme character convos
Add scroll bar if needed to the cards tab of the Compendium
Added missing graft icons to the "Buy Graft" options in sal_story_merchants.lua and smith_party_store.lua
Adjusted the fighter formation in mutant_vix.lua to prevent overlapping
Allow you to preview voices in the compendium using a controller
arrange night quips by character / day ( placeholders for now )
Avoid superfluous calls to UnitFrame:DoLayout. It is called from FightScreen:DoRender once a frame anyways.
Batch NegotiationPanel:RefreshDamagePreview calls
Blacklist will have its pre-requisite hilight if the opponent negotiator's name isn't already on the list.
Buttons with no right-click functionality shouldn't make sounds when you right click them
clear text history and add a little pause after accepting/declining a quest, to improve readability
Disable the lore tab in the compendium (at least for now)
Don't auto-advance selected advancement when a game is won, it will remain at the last level you selected until you manually change it.
Don't show 'playable cards left' warning for Toolbox cards, even if the option is enabled.
don't show agents in plaxes that shouldn't show agents, even when doing a force refresh
Don't upscale card packs in Big/Bigger UI mode, as they don't fit onscreen.
Fade directly from combat to GameOver presentation when completing brawl.
fix (??) for character music resuming after being interrupted by other, noncharacter music
Fix a crash if the deckscreen filter sidebar is open when the deckscreen is closed (eg. due to upgrading a card)
Fix brawl boss icons not showing a tooltip if it is your current node.
Fix cards without hit anims from being cleared from the player preview in combat. (This could result in a lingering incorrect previews, such as playing Portable Bunker followed by RPG, which would indicate you are attacking your ally)
Fix character mettle tooltip in compendium always stating 0/0.
Fix chemist lipsynch
Fix damage arrow previews from being rendered beneath core arguments.
Fix for bad quest layout, if the todo list has already started updated when its contents is changed. (can happen if multiple quests change at a time)
Fix HUD positioning for Mutated Lumicytes.
Fix inaccurate Daily Mode tooltip
Fix redundant hints in Card Compendium to view card info. Only show (RT).
Fix repeating hover sound being triggered when calling TargetArrow:AttachToPosition each frame.
Fix restoring default focus to argument if viewing draw/discard deck from Argument Inspection mode.
fix robotBoss voice actor
Fix string in the compendium when you have beaten a boss as max prestige
Fix the gamepad control hints mentioning shills instead of points for various draft options.
Fix top screen not refreshing in the FE after ChooseCardsPopup changes overlay status on itself.
Fix vix lipsynch
Fix y-offset for ChooseCardsInHand panel.
Fixed incorrect loc key in smith_story_take_a_sample.lua
Fixed innate_instinct using an invalid anim
Fixed missing brawl/daily icons for certain bosses
Fixed missing celebration anim for Lumin Turrets
Fixed missing stage direction in smith_story_take_a_sample.lua
Gamepad: Bind (RT) to Fighter Details, instead of (A) to be consistent with viewing card details.
Gamepad: CardArrangement, ChooseCardsPanel: Don't show tooltips on focus because they are too opaque. This could be overriden on pc using the [gameplay] card_tooltip_on_focus ini setting.
Gamepad: Disable normal menu accept (A) option to draft cards and grafts, to fix accidental picks.
Gamepad: Disallow (A) for drafting card packs, as no such hint is shown.
Gamepad: Don't show Flourishes hint during enemy turn.
Gamepad: Fix targetting arrow sometimes not following focus widget in battle.
Gamepad: Handle but don't show (B) Cancel hint when selecting cards in negotiation.
Gamepad: Handle but don't show (B) Cancel hint when selecting cards.
Gamepad: Map graft draft to (X) so it's consistent with card drafting. Fix 'click' sound playing when pressing (A) even though nothing happens.
Gamepad: move Change Wheel to (RT); (LT) toggles between Inspecting arguments and cards, to be symmetric with battle.
Gamepad: Remap view draws/discards to LB/RB, inspect to LT/RT, Flourish to RS.
Gamepad: Suppress card details hint for CardArrangements, since it conflicts with viewing Discards.
Gamepad: Suppress End Turn / Run while inspecting fighters or arguments.
Gamepad: suppress show focus on cards in general.
Give moreef a sad bonus string in smith's brawl
GraftsCompendiumDetailsPopup now shows whether you have seen and installed the graft
Hook up happy_call_pet quips
hook up new music for mullifee
In Bigger ui mode, set focus dir on the small_screen_focus_card so that left/right navigation always works.
Initialize gamepad reticule when showing the TravelScreen to the player location.
Loadout screen no longer indicates you have perk points to spend if you've unlocked all perks.
make question go away after it is asked in dangerous_goods_seller.lua
mettle upgrades are presented in a sorted order
nil-check source_widget when updating targetting arrows. Not sure how this can happen however, but it seems to be a rare potential crash.
only assign default focus when restoring the ChooseCardsPopup in gamepad mode.
Only emote "injured" when being removed from an encounter at the end of combat if you are an active speaker (prevents talking animals in rare cases)
Play acquired_flourish sound when choosing a Flourish from the popup.
play character flourish sounds when you unlock flourish in negotiation
play notification sfx with panning
Pressing (B) while previewing a card in battle or negotiation will unfocus any currently selected card for easier viewing of the battlefield.
refresh music when starting a negotiation, and favour the negotiation music over character music
Remove an extra transition to the location screen between negotiating for a boss ally and fighting the boss.
Restore last focus when viewing details on card/graft from DraftChoicePopup, PickGraftScreen, and CardShopScreen
Roaloch: Fix spelling.
Selecting combat/negotiation using gamepad will first invoke the preview panel, and only then engage. This prevents the preview panel from automatically showing up and obscuring dialog.
Show cosmic grafts in the compendium
ShowToolTipOnFocus for cards in the ChooseCardsPopup and ChooseFlourishPopup.
Skip mouse-only hit testing in combat while using gamepad that was causing occasional fighter info popups to appear.
Smooth over transitions to the bar after completing brawl side jobs.
So. Many. Typos.
Suppress (Y) View Hand hint when choosing a card from your hand. On M&B this is the "Hide Panel" button, which still exists, but in M&B you can still tooltip fighters etc. so it has some use. Not so on gamepad.
The new game progress widget can be focused via gamepad to show the details tooltip indicating various contributions to character progress.
timing fix for opinion event when you betray foolo
Unlock the neural_braid in the compendium when you get the upgraded version in event_merchant_startup
Use Bloom instead of Tint to indicate Turbo Cursor is activated.
CARDS
Added a mutator that lets you draft two Cosmic grafts at the start of the game
Added missing debuff flag for the drone goon's rifle butt attack
Added missing upgrade highlight on Boosted Blood Flow
Added the Duck! and Center of Attention cards
Added unique icon and text colour for the Cosmic grafts
Clarified desc of Double Down
Fix card text consistency for upgrades to Fan the Hammer.
Fix potential crash negotiating vs. Oshnus
Fix the Handy perk restoring charges to negotiation item cards.
Fixed bug where brain_harp was reducing, not increasing, overflow damage
Fixed bug where declining boss grafts didn't grant the correct amount of shills
Fixed bug where Doubt could target Levy
Fixed bug where Greedy could be targeted by Doubt
Fixed bug where pursue was increasing the damage of cards by 4 instead of 2
Fixed bug where Sapping Bile blocked its own power removal
Fixed bug where Vix's Prickly applied a non-int amount of composure
Fixed crash caused by Vix not having any targets to shield
Fixed desc of Battle Stein (amount of adrenaline was missing)
Fixed missing upgrade highlight for Boosted Refusal
Fixed missing upgrade highlight on Wide Do Over
Flame Cannon: hilight Burn keyword.
Gave the old brawl grafts their own rarity, Cosmic
Increased cost of Overdrive and gave it Burnout. Enduring upgrade replaced by Stable.
Klipper no longer shows a condition icon
Mark Hanbi's Hilt Slam as a debuff.
Protect against nil card.threshold value in Card:CalculateThresholdText. This should never be the case (only cards with defined thresholds ever make this call), but mods may tinker with a card's values.
Rescind can now be played without renown
Shifting Mutation: Fix infinite loop in confront.
Shifting Mutation: Fix wrong combat patrol and OnWin specifier when failing negotiation.
Weezil's Conditioning now uses its own stacks to show how much more power can be removed
PERFORMANCE
Avoid full hand refresh when processing DELTA_ACTION_COUNT, CONDITION_ADDED, CONDITION_REMOVED. It's only necessary for debug commands which modify state outside the normal course of the card sim.
clean up cardwidget:SetOutline to do less redundant work
don't double-layout tooltip widgets
don't refresh new card widgets twice when adding to hand
fightscreen can preload defs, which can preload defs
Keep fightarrow.tex, negotiationarrow.tex loaded
make cardwidget:refreshcard cheaper by not recalculating everything every time
Remove potentially superfluous Refresh cards.
void_chain preloads the anims for the monster it wants to spawn
This update focuses on bugs and balance. You can see a list of changes on our forum here.
We launched the Griftlands Alpha build in July 2019, and entered Early Access in June 2020. We've released regular updates once or twice per month during development, and used your feedback to make the game better each time.
This update will be the last regularly scheduled one until the launch release this summer. We need to freeze things for a couple of months in order to stabilize the game and finish our ports and translations. You may see the odd hotfix here or there to address critical issues during this time, but there won’t be any new content.
Griftlands will launch this summer, and will include the conclusion of Smith's story. We haven't nailed down an exact release date yet, but will announce one in May. If you are curious and want a sneak-peek, Smith's complete story is available on the experimental branch as we finish it - we'd love to hear your thoughts!
Thank you very much to all of our players, and especially to anyone who's ever submitted feedback, a bug report, or a suggestion. Griftlands is the game it is today because of the enthusiasm and support of the community.
We're looking forward to everyone getting to experience the full release this summer.
Roadmap:
March 4th:
Last update of Early Access
April:
OSX support
May:
Linux support
Launch Date Announcement
Summer 2021:
Full launch on PC!
Nintendo Switch launch!
Hotfix 452585
Hey Grifters,
This is a quick hotfix that addresses some issues that were brought up in crash reports and feedback today. Thanks for playing!
Don't use location popup mode for big/bigger UI mode on the TravelScreen.
Fixed bug where persuasion labels on your arguments were not updated in the same way as your opponent's
Add gamepad button to inspect the conversation agent.
Fixed bug where the informant boon applied to the wrong person
Update Muddler description to reflect it only applies to enemy targets
Fix 0 stacks showing up sometimes in combat keyword tooltips.
Fix hatched cards not having the correct owner.
Hatch-ready cards don't show up in upgrade remainders, and shouldn't be upgradeable from the DeckScreen.
Fix potential crash with Truncheon if a Bleed condition has no specific applicator.
Boosting the infinite loop op threshold to avoid potential false positives
Add post_load handler to battlefield oppo in case no items/grafts were assigned to params (compatability for old save games)
Call SetStacks only after ApplyCondition, as some handlers require battle to be assigned first.
Fix crash removing card widget after HandleChooseCardsFromDeck
Griftlands: Update Available Now!
This update adds two new character types: The Rise Valet, and the Admiralty Investigator.
We have been busy fixing bugs and balancing. Smith's negotiation and battle cards both got a full balance pass, and a lot of the item cards were re-worked. We also added a bunch more boss grafts, and now give them out to all three characters during their campaigns.
Our next update will be on March 4th. This will be a smaller update, which also focuses on stability and balance as we work towards releasing version 1.0. We don't have an official date for that yet, but it will include the official release of Smith's finale.
Happy Grifting, everyone! As always, you can get more frequent updates on the experimental branch, and see what we are working on day-to-day. A beta version of Smith's finale will be playable there in the coming weeks, if you don't mind the spoilers!
Please keep that feedback coming! Every f8 helps, especially as we get closer to release!
Griftlands: Smith Day 3 Available Now!
This update adds a third day to Smith's campaign!
In day three, your sister Mulifee has you working for Eden, an ambitious Admiralty officer, or Seemli, the leader of the the Pearl's small Rise contingent. Choose your alliances carefully - the choices you make will impact the finale that you will eventually face!
Day three also wraps up Tei the Luminari's arc. Depending upon how you play your cards you'll end up going toe-to-toe with one or more of these characters:
Based on playtesting and user feedback, we've done a broad pass on both Sal and Rook's combat and negotiation cards. We've also added a bunch of new cards and grafts to Smith's arsenal.
We've also fixed a lot of bugs, improved the UI, and generally brightened the corners. You can read the full details here on the forum, or you can just jump in and play!
Happy Grifting, everyone! Smith's story is almost complete - all that's left is the climactic confrontation with his brother, Vixmalli. There will be a couple more balancing and quality-of-life updates to go before we get there, but you'll be able to see previews soon on the experimental branch.
Please keep that feedback coming! We read and appreciate every piece of feedback that you F8 our way, and it really does help us improve the game.
Griftlands: Flourish and Mettle Update Available Now!
This update adds new permanent progression mechanics, new content, UI enhancements, and a whole lot of balance changes.
Flourishes
Flourishes are super-powered moves that you can trigger at-will, once you've filled your flourish meter. You fill the meter by playing cards and dealing/mitigating damage in both negotiations and battles. Each of the three player characters starts off with a single battle and negotiation flourish, but you can unlock more in-game by defeating bosses at higher prestige levels and selecting them in a mysterious in-game shop.
Mettle
Mettle is a new meta-currency that you gain in the game by completing quests, winning battles and negotiations, and through various opportunities as the story progresses. Once you've met a special shopkeeper in-game, you can permanently upgrade each character with it.
Achievements
You're going to need all of the advantages you can get to complete a new set of 11 achievements. These were designed to be challenging, and to make you think outside of the your usual grifiting box.
New people to meet (and to grift):
Fralx
Fralx is an alternate boss for Rook's first day. He's Rooks old protégé, and he has a score to settle.
Pearlies
Pearlies are the well-off residents of Pearl-on-Foam.
Lumin Turret
The Cult uses Lumin Turrets to enforce their will in the Pearl.
New Promotions
You'll find promoted Luminitiates and Wealthy Merchants in the world, starting at prestige level 1!
Tuning
Sal's campaign got a big tuning pass. Player reports and data were showing us that most of the bosses were too easy, except for Kashio, who was surprising a lot of players with a big difficulty jump. We've adjusted a lot of small things that should work together to smooth out the curve, training players to build better decks before getting to the end of the story:
Bosses:
Most Rook and Sal bosses got specific changes to make them more difficult - more health, more damage, different numbers. The exceptions where the Flead Queen, and Kashio. Kashio was left the same, and the Flead Queen's chitinous levels were dropped at lower prestiges. The goal is to provide a nice, smoothly escalating challenge, rather than a plateau with a brick wall at the end.
Sal's Story:
Sal was getting too many draft opportunities early in her runs, so we reduced the number of encounters on some of her early days. This should push your deck completion out a bit, and force you to make difficult decisions later in your run.
NPC Health / Party Composition:
Previously the game used a bit of auto-balancing to adjust enemy health values depending upon when in a run you meet them. This made reasoning about the difficulty of a given fight quite difficult, and frankly wasn't necessary any more, as we have added many new enemy types since that system was first implemented. NPCs now have consistent HP values, and we've gone through them all and re-assessed their combat strength as seen by the enemy encounter creator. TLDR; health should make more sense now, and you should see more appropriate enemy parties.
Sal Cards:
Finally, we revamped a bunch of Sal's cards, to make them more pickable. Here are some highlights - you can pore over the patch notes for full details.
In addition to all of these changes, there a loads of fixes, balance tweaks, UI improvements, and more. Full details are on the forum, or you can just jump in and play!
Happy Grifting, everyone! We're taking a short break for the holidays, and then our next update will be coming out on January 28. This update is scheduled to have the next day of Smith's story, and I'm sure some other fun stuff will make it in there, too. As always, you can follow along in real-time as we develop it in the Experimental build. We read and appreciate every piece of feedback that you F8 our way, so keep them coming!