The Corpsmen cover
The Corpsmen screenshot
Genre: Strategy, Adventure, Indie

The Corpsmen

The Corpsmen OST released on Spotify

Hey everyone,

Just a quick announcement that The Corpsmen OST by the ever talented Simon Leong is now available over on Spotify!



- Multicell Games Team.

Balance Patch #4



Primarily an update focused on card and upgrade tweaks. Mainly with an eye towards balancing, as well those upgrade combinations that break the game a little too much.

We're also sharing a Google Sheets in the Discord with some raw data on Cards/Upgrades, for the curious and/or for any wiki efforts. You can come check that out and join the community over on the Discord!

Best Regards,

- Multicell Games Team.



[expand type=details expanded=false]
[Features]

[Balancing]
- Buffed Peck's base Vulnerable 1->2
- Reduced Bloody's cost 2->1
- Debuffed one of Seeing Red's AP upgrades
- Slight rework of Wimp's upgrades
- Slight rework of Frenzy's upgrades
- Added missing Daring Ascent's Fly upgrade
- Added Adrenaline's missing convert upgrade
- Added Antivenom's missing trigger down upgrade
- Added Riding the Current's missing Add Card upgrades
- Fixed Tantrum clone upgrade going to Hand instead of Grave, allowing for infinite chaining

[Token/Card Bugs]
- Fixed Air Support's basic upgrade not applying
- Fixed Surprise Attack's convert upgrade not changing the card text unless it was the first upgrade

[Bug Fixes]
- Fixed Tier Up pages not showing for Tier 2 unlocks most of the time
- Potential fix for Tier Up page showing up blank when no tiers are being unlocked

[Minor Audiovisual]
- Scaled Razorback's Open Mind token reflavoured as Panic token

Balance Patch #3



Hey everyone!

This one's more of a regular update. We've improved readability of Token values by having them show up in the tooltip. We've also reworked Flail in to the new Topple Card, which should be a bit more useful. As well as a general fix for stat-based Achievements that were getting stuck just before the Achievement.

We also fixed a somewhat egregious exp share bug that reduced the bonus exp gain that solo and duo teams should have been getting. Solo monsters were gaining 2x instead of 3x the exp of the average monster in a squad, with monsters in Duos hit particular hard, gaining only half the exp that they should.

Check out the various other bugfixes and tweaks below, leave a review if you've been enjoying the game so far, or come join us over in the Discord!

Best Regards,

- Multicell Games Team.



[expand type=details expanded=false]
[Features]
- Added Token Value to Token Tooltips in combat and for passives, for better readability
- Added VSync toggle; disabling VSync also locks fps to 60fps.

[Balancing]
- Replaced Flail Card with new Topple Card
- Fixed exp bug where solo and duo teams gained a reduced exp pool from fights than full squads except in rare cases

[Token/Card Bugs]
- Fixed Vulnerable incorrectly decaying at the End of Turn.
- Shortened Fat description to ensure it fits in the description box.
- Fixed Screech Upgrade's description sounding like it reduces Weak/Vulnerable.

[Bug Fixes]
- Fixed Stat-based Achievements that go over the maximum value not registering
- Fixed Chop Shop sometimes offering duplicate limbs.
- Potential fix for Academy sometimes not immediately applying Card's limb requirement.
- Fixed Dispatch not showing/incrementing only a fixed number of passives per monster
- Fixed Deck View generating in with insufficient background rows when more than one is added at once

[Minor Audiovisual]
- Fixed Academy so when switching monster toggles it switched to Deck View button immediately if the mouse is over the toggle
- Tweaked Tutorial Pages - improved wording, spelling, background texture, and page numbering
- Tweaked Stage Map Tutorial - updating the key and biome name

Balance Patch #2 mini-fix

Just a quick patch, primarily to fix Boss minions in Easy/Normal encounters getting extra starting block, when the Balance Patch was trying to reduce it.


Come join the discussions in the Discord!

[Bug Fixes]
- Fixed Block Reduction for Easy/Normal Boss encounters with minions, that increased block instead of reducing it.
- Added a save point when entering the Town Map
- Potential fix for Bleed Achievement not consistently increasing the Steam Stat

[Token/Card Bugs]
- Fixed upgraded Lash Out freezing the game when cast at low enough Impetus that it attempts to Draw negative cards

The Post-Launch Balance Patch



Hey everyone!

We're back with a more sizeable post-launch Balance Patch. From lowering the difficulty for Easy missions, to significant reworks of certain Bosses. As well as overhauling the Fly Cards to be more viable. We've also slightly increased the limb drop rates some, though we might increase it further pending how things play out.

This should smooth out the new player experience as they find their sea legs, smooth out the variance in Boss difficulty somewhat, while also finally firming up the build viability for Wings which we've had our eye on for some time.

There've also been all sorts of bugfixes since the last patch, as the increase in players has teased out all sorts of bugs from the woodwork that we'll be doing our best to burn through, with some of the more dire or alternatively more easily fixed bugs included down below.

Feel free to check out the nitty gritty details, leave us a positive review on the Steam page, or come join us over in the Discord!

Best Regards,

- Multicell Games Team.

[expand type=details expanded=false][Card/Limb Balancing]
- Slightly Increased limb drop rate
- Changed how Bleed Trigger works so that it triggers even if the card kills the target
- Slightly increased the amount of block given by block upgrades across the board
- Rebalanced the majority of Fly Cards and its upgrades to allow for more viable Fly builds.
- Reworked Feast to be single target and gain strength
- Added more upgrades for Gluttony and Antivenom

[Encounter Balancing]
- Reworked Hiver Queen AI to have less block overall
- Reworked Scaled Razorback so that it will eventually inflict Open Mind and Fear if it sufficiently thins the player's deck, so that it can continue to consume more cards
- Reworked Spider Queen AI removing Stun, reworking Webbed, introducing a new Venomous Token, and having it focus more on Webbing and Poison.
- Spider Queen and Mind Angler base health reduced by around 20%
- 4-stack Mob Encounters further reduced from 3->2 creatures when encountered in Easy, reduced to 3 creatures in Normal
- Single Elites start with reduced health in Easy
- Single and Dual Elites deal reduced damage in Easy and Normal
- 4-stack Bosses start with less block and health in Easy, partially in Normal
- Single Bosses start with less health and reduced base damage in Easy, partially in Normal

[Token/Card Bugs]
- Fixed Enemy Charge Token not clearing properly
- Fixed Attack All not hitting monsters out of Fly, except for the last monster
- Fixed Dive Bomb and Dazzling Display removing Fly from the target enemy instead of itself.
- Fixed Safe Landing targeting the enemy's Fly rather than its own.
- Fixed Coughing Fit randomly consuming from the Hand, instead of from that monster's Cards.
- Fixed Territorial's Counter 3 upgrade being able to be taken more than once.
- Fixed Strike's Draw upgrade being able to be taken thrice.
- Fixed Cannibalism's upgrade that trades card draw for more consuming being able to be taken more than once.
- Fixed Charge!'s Vulnerable upgrade not updating the card description

[Combat Bugs]
- Fixed bug with Dread Condor falling in to a loop that causes uncontrolled block ramping, caused by Charge not clearing once gained.
- Fixed Cards not correctly showing combat-only values in combat, affecting a Grounded upgrade.
- Slightly reduced click area for End Turn Button

[Bug Fixes]
- Fixed being able to click Stage Map nodes through the Retreat and Menu popups.
- Fixed "A Little Much?" Achievement counting only a single monster's cards instead of the entire deck
- Fixed "Social Butterfly" Achievement stopping the count early, and added checks to retroactively meet the town-based npcs based on dialogue triggers.

[Minor Audiovisual]
- Added clamping to the scaling for World Map regions when moused over
- Tweaked grammar in Salvage and End Salvage screens.
- Tweaked Punch description so that taking a certain combination of upgrades would not overflow it.
- Tweaked spelling in Academy Dialogue
- Increased Discord link mouse-over highlight

Early Balance Patch #0.5

Hey everyone!

We're pushing out the first half of our Balance Patch early, mostly to deal with the much maligned Rabid, notorious run-killer that it is, among other tweaks.



We'll also be tackling the somewhat underwhelming Wing cards soon to bring them up to par with everything else. We've been seeing some inventive builds getting shared around in the Discord, as well as the Steam forums, and we're looking to enable even more. So look forward to the second half coming sometime later this week.

- Multicell Games Team.


Come join the discussions in the Discord!

[Balancing]
- Reworked Rabid to be less immediately devastating to decks not built for it. Now starts at only consuming a single card, but keeps duplicating itself.
- Slightly reworked Adrenaline, having the base card Draw Next Turn, so that it no longer triggers longer and longer chained loops, potentially infinite in some cases.
- Seeing Red's impetus gain is now immediate, but consumes itself, to differentiate from Grounded
- Reduced the cost of High Metabolism from 3->1
- Reduced the cost of Relentless March 2->1
- Tail Whip now deals more damage 4->8 to all, and no longer draws
- Baiting now has retain and consume on its base card

[Bug Fixes]
- Fixed Loading Screen bug caused by the launch build, that could happen if you chose a broken upgrade on Warning Signals or Antivenom, due to the save conversion being incorrectly implemented.

[Combat Bugs]
- Cards that are being dragged, that suddenly get consumed, now get released from the drag. Stopping it from sticking to the cursor until end of turn, even after being consumed
- Potential fixes for a racing condition that can happen with Cards that are being consumed due to Death, being interrupted and drawn in to Hand instead, surviving the Death event.

[Token/Card Bugs]
- Fixed attack momentum and block momentum upgrades in some cases being unable to increase the amount
- Fixed Charge!'s convert upgrade only removing attack momentum from the description, but leaving in the effect
- Added in missing Pursuit upgrade

[Minor Audiovisual]
- Scout tooltip no longer shows up for cards that have yet to be upgraded with Scout

Full Release (mini)Patch #2

Just a mini-patch. Including the silently patched bug introduced last patch that had some player's endlessly loading in at the landing page. That only affected saves that had monsters with passives on them. Other than that, fixed up a couple of card bugs that have cropped up.


Come join the discussions in the Discord!

[Bug Fixes]
- Fixed save loading bug introduced by previous Dispatch/Preserve crash fix

[Token/Card Bugs]
- Second fix for Next Turn Fly token required by Soft Landing's upgrade
- Fixed Poisonous Touch's block upgrade not updating its card description
- Fixed Lash Out's draw upgrade

Full Release Patch #1

A quick patch coming off the full release. Though we silently patched in the fix for the Dispatch/Preserve a bit earlier. This patch mostly deals with some of the more prominent/easy to fix bugs that have popped up as the game gets in to more peoples' hands. We'll be continuing to fix up these bugs as we go along.

And likely continue doing more balancing for the sfx, as it turns out the team may not have the most sensitive ears for this haha (sorry!).


Come join the discussions in the Discord!

[Features]
- Tweaked down default SFX volume, and further reduced Monster and Electricity sfx specifically
- Moved tooltips to be above the cursor for readability
- Added Leg size to limb type description in Chop Shop

[Bug Fixes]
- Fixed Dispatch/Preserve crash caused by an Event that gave a misconfigured passive token
- Fixed bug that didn't fully remove 626 from the roster after returning them at the Preserve
- Fixed bug where spamming Confirm when choosing Starter Cards allowed you to gain multiples of that card

[Token/Card Bugs]
- Fixed Shall Not Pass upgrade's drawback that gave Apply Weak instead of Gain

[Minor Audiovisual]
- Added back in some of the passive token art that was mistakenly removed
- Fixed minor typo in Blue Nosed Bog Deer name in Chop Shop

The Corpsmen has Officially Launched! Full Release now Available!


The Corpsmen - the Frankensteinian Deckbuilder is now out of Early Access!


Grab it now with the 25% Launch Discount.






The Corpsmen is a Deck-builder Roguelite Card Battler where you fight and harvest monster parts to build your own frankensteinian creatures for deadly battle.

With 66 monsters, and 178 harvestable limbs you can mix and match, to gain access to an eclectic mix of 176 Cards with countless upgrades and unique interplay; Journey out to defeat the 23 Elite and Boss monsters roaming the Wilds.

We've added Achievements for the Full Release build, and we'll continue to improve on the game going forward. Come join us in the Steam Discussions, or over on our Discord. A positive review would mean the world to us. And we hope you enjoy your time, braving the Wilds.

- Multicell Games Team

https://store.steampowered.com/app/1571960/The_Corpsmen/

[expand type=details expanded=true]
Patch Notes

[Features]
- Added Steam Achievements

[Bug Fixes]
- Fixed Combat UI Tutorial pages now showing up
- Fixed Alluring Mushroom event softlock
- Fixed Tutorial Dialogue mistakenly thinking the player had lost a creature when they haven't
- Changed game icon to Corpsmen logo

[Balance Changes]
- Slight increase in chance for uncommon and rare Cards to pop up in Rewards
- Fixed Tail Spring base cost from 2->0

[Combat Bugs]
- Fixed incorrect Hand Panel placement in very specific cases

[Token/Card Bugs]
- Fixed Next Turn Fly token required by Soft Landing's upgrade
- Fixed racing condition where Soft Landing would still cause Stun
- Fixed Warning Signals getting locked upgrades early making it seem like the upgrade did nothing
- Fixed Antivenom getting locked upgrades early creating incomplete upgrades
- Fixed broken Plotting upgrades including a softlock
- Fixed Soaring Ascent's Fly+ upgrade not showing up
- Fixed HealthPredict for Just a Flesh Wound and Mobile that had been switched
- Fixed Just a Flesh Wound and Trample from including themselves when counting Played Cards for damage calculation

The Corpsmen is leaving Early Access on 6th September


The Corpsmen, the Frankensteinian Deckbuilder, will finally be releasing out of Early Access on the 6th of September.








It's been a long journey, but after the latest Update, we're finally happy with where The Corpsmen is as a game. We've overhauled the card mechanics and gameflow throughout Early Access to achieve the sweet spot in gameplay. Which means we'll be transitioning over in to Full Release in just 10 days.

With 66 monsters and 178 harvestable limbs you can mix and match, to gain access to an eclectic mix of 176 Cards with countless upgrades and unique interplay; Journey out to defeat the 23 Elite and Boss monsters roaming the Wilds.

We'd like to thank all the people who supported us getting to this point. We'll continue supporting The Corpsmen post-launch, and look forward to seeing you all exploring the Wilds.

Thank you!!
Multicell Games Team

https://store.steampowered.com/app/1571960/The_Corpsmen/