In this update12
Full notes
Full Blosharper update
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What changed
- Compatibility
- UI and audio
- Gameplay
- Balance
- Fixes
- Performance
Blosharper changes
Blosharper Early Access v1.0 Beta Update
Hello, Sharpers! With today's update, Blosharper enters its v1.0 beta — the final stretch on the road to release.
This update has one direction: lowering the bar to the table. Newcomers learn each hand the moment they make it, the curious get to watch the game play itself, and long-time Sharpers get their hours back — on the record. And while this beta was being tempered, the table picked up a new sound — the people at it now have voices.
The People at the Table Have Voices
A breath on the speech bubble: as a character's line appears, a short sound of theirs now lands with it — a sigh, a laugh, a grunt. It is not a voice reading the lines; not a single word is spoken. Just a piece of breath laid over the text — and that one piece changes the air at the table.
A first step: not every moment has its sound yet. This is the first batch, and we intend to keep adding and refining — the table will only get more alive from here.
Learn Each Hand the Moment You Make It
The best teacher is the hand you're holding: the first time you complete a scoring hand, a guide appears in a quiet moment — the cards, how to remember them, the score, and how to use it. No separate lessons; you learn at the table you're playing.
Six representative families: Bright, Ribbon, Animal, Monthly Pair, Monthly Set, and Junk — one guide per deal, at most once per round, so the flow of play is never interrupted.
Rain is called out separately: some hands score differently when the Rain cards are involved — one way costs you, the other pays. The two run in opposite directions, so each gets its own note.
Review anytime: every hand you've learned can be revisited from the hand-ranking chart. Seasoned Sharpers can turn Hand Guides off in the settings.
Step Away, and the Table Runs Itself
A real game, live: leave the title screen idle for a while and a game starts on its own. It's not a recording — it's live play on a freshly shuffled deck every time, and the one holding the cards is a relentlessly trained AI card sharp. The fingerwork alone is worth watching.
Learn over its shoulder: watch the AI sharp pick its cards and build its hands, and you'll pick up how to read hands and run a table — the oldest way there is to learn the game.
Watching is free: the showcase never touches your save. No records, no saves, no traces. Touch anything and you're instantly back at the title.
Continue Goes Straight In, New Game Asks Once
No second question: pressing Continue on the main screen now takes you straight to the table, with no confirmation in between. You had already pressed the button that says "continue" — asking again was never good manners.
- The question moved where it belongswhat that confirmation actually protected was your save , not your continue. So it moved to the destructive side — a "New Game" entry appears in the main screen's bottom menu only while a game is in progress, and it tells you plainly that the current game will be lost before starting fresh.
A Summons from the Director
So the big moment isn't missed: some Sharpers cleared their debts and walked right past what came next. Now, when the time comes, the Director asks for you at the pharmacy — decline if you like; the marker on the pharmacy button stays until you're ready.
The Black Bank — a Passbook, and "Settlement Money"
The passbook: if your balance ever looks different than you remembered, you can now ask for the passbook. Deposits, storage fees, every movement — one line each. The ledger doesn't lie.
Your first settlement money: at a certain point in your journey, the back-alley bank opens its doors to you — and what has quietly accumulated is handed over as settlement money. Money that wasn't in your hands yesterday. The exact figure is right there in the passbook.
Laundering was never cheap: putting money away in the back alley has its price — the hotter the cash, the costlier the wash. What's taken is always shown on screen before you commit.
- The more you grow it, the bigger the cutthe laundering fee is not one fixed number — the closer this run's deposits come to the balance you started the run with, the higher the rate climbs, and doubling your money takes it to the ceiling. Splitting the deposit doesn't help; the rate is set by the run's running total. Walking in yourself does: money that drifts in on its own pays full price, while a deposit you make in person is discounted by your Insight — on the base portion only. The part that grows with your growth is discounted for nobody.
Your Hours, On the Record — the Training Journey
Total playtime: the time you've given this journey is now recorded, and you can check it under Achievements in your Collection. Nothing is shown during play — time at the table should slip by unnoticed.
Five cards, face down: five cards now sit face down above those hours. We won't tell you in advance what they're for — reach that moment, and the card turns over and names itself.
The first time only: each record is engraved once per save, at the first moment you reach it — when it happened, and how long it took you to get there.
The road already walked counts: if you passed one of those moments before this update, the card is turned over for you. The exact hour wasn't kept back then, so it simply reads "-".
More room in the details: record details went from three columns to four.
Proper Credits
The end of the long road: after the closing scene, a proper credits roll now plays — the names behind this table, carried on the twelve months of the flower cards.
The time it took to get there: the hours engraved on the closing screen now speak of how long it took to reach that milestone.
- Where silence is the pointremoved the typewriter beeps from the lines engraved on the closing screen. That screen is meant to be quiet.
The names are on the roll: since the closed-test days, a handful of players have kept catching this table's flaws, testing what came next, and pointing out the way this table should go. Their names now ride in the credits under Special Thanks — this table was never built by the developers alone. Who is on it, we will let the roll say.
Found, once again, by you: a good share of the fixes in this note began as reports from Sharpers — including problems that had quietly slipped past many versions until your eyes caught them. The names that kept this table honest are on the roll as well.
What Made It Grow, Not Just How Much
The reason comes first: the growth notice used to say how much a stat rose and never what caused it. Now a single cause leads the line, and when several stack, they are grouped by family.
- Numbers correctedfixed some effects displaying a larger cumulative multiplier than they actually granted. Nothing about the table changed — the display finally tells the truth about it.
- Kept on screenfixed the notice spilling off both sides of the screen in some languages.
Back-Alley Flavor
The collector calls on empty vaults too: even with nothing on deposit, the collector no longer passes in silence. Whether it's sympathy or a sneer depends on how you got there.
Winning on the edge of getting caught: what happens when you win with the suspicion gauge maxed out — see for yourself.
Balance
Seals now seal: some skills were quietly leaking their stat bonuses even while sealed. Opponents who seal your tricks are now exactly as threatening as they were meant to be.
- As described, so it worksskills whose descriptions and behavior had drifted apart have been audited and corrected.
The deck is a runway, not a purse: scores swollen by deck power still win the match — but the swelling no longer converts into money. The deck remains what carries you into deeper rounds, while your wallet is filled by how well you actually play. And so it never comes as a surprise at settlement, the deck screen tells you this rule up front.
The gamble was too cheap: the back-alley master's Skill Training comes cheap because you don't know what you're getting. It had become so cheap that leaving it to luck beat picking your own bonus offer after a match. That isn't a gamble — that's just the correct answer.
The fee is now five times higher: the base training fee rises from 5,000 to 25,000, putting the price in line with what comes out of it. Luck, which had been lifting training results hard enough to walk straight past that price wall, has had its pull on the master's roll cut sharply as well.
The jackpot stays: a formidable skill can still fall out for a pittance. Training is still a back-alley gamble — it's just a gamble you pay for now. The quality of the bonus choices you pick from after a match is exactly as it was.
Bug Fixes & Stability
- Four achievements that could not be earnedfour Steam achievements would not unlock no matter how fairly their conditions were met — one had been that way since the day the table first opened. 📚 Know-It-All still demanded old items that no longer exist, so a complete collection never counted; 🔄 Double or Nothing and 🔥 God of Streaks happened right there on the table, but no record of it was ever kept; and 🃏 Leave Nothing Behind checked its condition at a moment when it could not be true. All four are fixed.
If you already qualify: there is nothing to redo, and your saves are untouched. Know-It-All unlocks on your next launch; Double or Nothing and God of Streaks unlock the next time that moment comes around.
Achievements now speak the game's language: achievement names and descriptions had drifted from the words the game actually uses — in all seven languages. They now ask for things by their in-game names.
- No more winning empty-handedyou could win a match, with earnings plainly on the table, and still walk away with nothing — when several cuts stacked up, each was measured against the full amount, and once their sum passed the total there was nothing left. Each cut is now taken from what remains after the one before it. The rates themselves have not changed — only the part where everything vanished. If this ever happened to you: it was never your mistake.
- One card out, two cards gonefixed Entrust removals taking a second card with them — pull one Pi of a given month out of the deck, and that month's other Pi could quietly go with it, never to show up in later removal choices again. Nothing was wrong with the display; the deck really was getting thinner. We found it thanks to a Sharper who kept reporting until it was pinned down. Saves already caught by this heal themselves — the lost cards return to the deck on the next round.
A Double-Pi is not a Pi
a few features had been treating the two as the same card.
Entrust
Add Pi and Entrust: Remove Pi now do exactly what their names say — they touch neither Double-Pi nor the Chrysanthemum cup. The 🧹 Junk Purge achievement carried the opposite flaw — it could unlock whether or not its condition was met. Its judgment now reads the very same rule.
Nothing to remove, nothing for sale: a removal Entrust could sit on the shelf even when the deck held nothing it could take — costing you the money and the pick while doing nothing at all. It now appears only when there is truly something to remove, and returns the moment you acquire a qualifying card again.
Not one card leaves the deck in silence: three more problems of the same grain, found and blocked — buying a card you already owned a copy of from an Entrust took your money without the card ever joining the deck; a card returning from a lifted seal vanished on the next round; and when a card-holding skill left the table, the hand refilled itself with more than it had actually lost, quietly thinning the deck. The cards you paid for, and the cards you got back, now stay in your deck.
- Records at the very toppast a very high score, every finished game announced a new record while the record itself never moved, and different best records displayed as the same number. Fixed — the ledger near the summit is honest again.
- First steps, unblockedfixed a freeze that could occur during the tutorial's skill-learning step.
- A stopped road, reopenedfixed a situation in which the game could go no further. Saves already caught in that state free themselves on the next launch.
- However it closes, the run still wraps upfixed the confirmation that appears at the end of a run being force-closed by a screen change — after which every later end of a run was silently skipped.
- No lessons you already knowfixed a prompt offering to teach a technique you had already learned. Techniques you have not learned yet will keep finding their way to you.
- The winner's last wordfixed the opponent's line at the end of a match being lost before it reached the screen, and gave that line about a second more room before the settlement pushes it aside.
- Time to read what you're owedfixed collection amounts and storage fees being covered by the next scene before they could be read.
Leave the shop, and the counter closes too: in languages where the teller's line runs long, walking out of the shop before it finished could leave the withdrawal window floating alone over an empty table. What a visit opened now closes with it.
- The passbook is introduced by its ownerfixed the wrong voice doing the honors when you looked over the passbook in the shop. The ledger's keeper — the Director — now speaks for his own book.
- Even failure deserves a momentfixed the result screen closing almost instantly when every awakening attempt ended in failure. It now stays long enough to be read and set down.
- The menu that opened underneathfixed the game menu opening beneath a story scene when the menu key (F10 / gamepad Options) was pressed — it made a sound and then nothing was clickable. It is now quietly ignored while a scene is playing.
- While a scene plays, Escape belongs to the scenefixed the cancel key (Escape / gamepad B) going to the shop still sitting behind a scene the shop itself had started, instead of to the scene. Nothing appeared to happen on screen, while behind it the game quietly came back to life — and you needed a second press to reach the scene at all. Keyboard and gamepad navigation no longer wanders onto invisible buttons on the covered screen either.
- Step out, come back, nothing movedfixed cards you had just played ending up pinned to the top of the screen after a trip to the settings, help, or Collection screen mid-game. Full-screen menus now hold the table still while you're away.
- Notices, every timefixed the auto-repayment and rescue notices at the end of a run only appearing the first time.
- Honest exit promptsfixed the exit prompt promising "save and quit" in special games that do not save.
- The game you continue is the same gamefixed a save resuming into a hand — or a turn of events — that wasn't the one you had actually played. The rolls that decide a run now all belong to that run.
- A seeded game stays a seeded gamefixed seeded runs reaching into your save — the tutorial reward being marked as claimed without ever being received, and the save slot and its backup being overwritten. Seed links now actually start on the seed they carry, and they ask before discarding a game in progress.
- Old demo savesfixed an old demo save showing your debt as fully cleared and lighting up a path that only continues in the full game. Affected saves put themselves right the moment they are loaded.
- Timing correctionsfixed a few scenes appearing at moments that didn't match the situation.
- No fanfare for zerofixed the Go presentation running in full — flashes and all — on a round whose earnings had fallen to zero, celebrating nothing nine times over. It read as mockery. The breakdown still reveals in full, so you can still read why the number is zero; only the fanfare goes quiet.
- The hand-ranking chart, drawn properlyfixed the chart's borders not being drawn at all, and the description column — the one meant to sit quietly behind the hand names — coming out exactly as bright as they were.
- Broken glyphsfixed characters appearing as boxes (□) on certain screens in some languages, and long words breaking out of the record cards.
- Russian screens, tidiedfixed buttons and labels overflowing their boxes and breaking the layout on some Russian screens.
- Six languages, re-read line by lineevery string added since the last full review was re-checked against the source in all six translated languages — 186 fixes in all: unified terminology, corrected mistranslations, grammar and punctuation set right. In English, the game now says Double-Pi wherever it means one, the awakening tutorial names the button actually on your screen, and the loan shark keeps calling you "Brother" the way he always meant to. A few lines that could fall back to Korean are properly localized as well.
- Fullscreen stays fullscreenfixed the fullscreen setting quietly reverting to a window on the next launch.
- The window stays within reachfixed the game window being restored to an off-screen position after a change in monitor setup, leaving the game invisible.
- The tail of the first credits trackfixed a faint pop heard as the first song of the credits roll came to an end.
Settings, tidied: reordered the entries on the settings screen.
Plus a re-picked background track for one of the scenes, and a number of smaller presentation and display fixes.
The road to 1.0 is nearly walked. To every Sharper who has stayed at the table with us — thank you. May sharp fingers and good fortune find you beyond the lowered bar!
Source
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