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Steam News28 October 20258mo ago

Charcuter Clash!

Hey! I’m Craig—solo dev, long-time coder turned charcuterie nerd. Charcuterie Clash is my labor-of-love roguelike deckbuilder where you balance salt/pH/aW gauges while trying to run a wildly questionable cured-meat empi

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Full Charcuterie Clash update

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Repeated intro

Hey! I’m Craig—solo dev, long-time coder turned charcuterie nerd. Charcuterie Clash is my labor-of-love roguelike deckbuilder where you balance salt/pH/aW gauges while trying to run a wildly questionable cured-meat empire. It’s strategic, a bit silly, and yes: you can absolutely lose a run to salt.

What changed

0 fixes1 addition3 changes0 removals
  • Balance
  • UI and audio
  • Gameplay
changedHey! I’m Craig—solo dev, long-time coder turned charcuterie nerd. Charcuterie Clash is my labor-of-love roguelike deckbuilder where you balance salt/pH/aW gauges while trying to run a wildly questionable cured-meat empire. It’s strategic, a bit silly, and yes: you can absolutely lose a run to salt.
changedWhat Is This?It's been a labor of love over the past few months, and I'm not to the point where the core game play loop is solid. There is still much UI polishing, SFX additions, and general tweaking of all of the cards, seals and bosses you can expect to see.
addedThe PlanBut even with release, I don't want to end Charcuterie Clash there. My goal is to create a roadmap of quarterly content drops that will expand the deck potential, seals, combos, bosses and more. There might even be the introduction of new mechanics based on feedback. And of course, small adjustments to the balance are going to be crucial. Even with all the testing and help of friends and family, some elements are going to slip by as either way too easy, or just not satisfying.
changedThe PlanStay tuned for more, and in the meantime, a wishlist would mean the world!

Charcuterie Clash changes

changedHey! I’m Craig—solo dev, long-time coder turned charcuterie nerd. Charcuterie Clash is my labor-of-love roguelike deckbuilder where you balance salt/pH/aW gauges while trying to run a wildly questionable cured-meat empire. It’s strategic, a bit silly, and yes: you can absolutely lose a run to salt.
changedIt's been a labor of love over the past few months, and I'm not to the point where the core game play loop is solid. There is still much UI polishing, SFX additions, and general tweaking of all of the cards, seals and bosses you can expect to see.
addedBut even with release, I don't want to end Charcuterie Clash there. My goal is to create a roadmap of quarterly content drops that will expand the deck potential, seals, combos, bosses and more. There might even be the introduction of new mechanics based on feedback. And of course, small adjustments to the balance are going to be crucial. Even with all the testing and help of friends and family, some elements are going to slip by as either way too easy, or just not satisfying.
changedStay tuned for more, and in the meantime, a wishlist would mean the world!

What Is This?

Charcuterie Clash is at its heart a Balatro style game about racking up big numbers, injecting a sense of humor and meat related puns, all wrapped in the delicious casing of creating salami. It's what I've done the past four years of my life, and I thought I'd bring it into an amusing game format.

It's been a labor of love over the past few months, and I'm not to the point where the core game play loop is solid. There is still much UI polishing, SFX additions, and general tweaking of all of the cards, seals and bosses you can expect to see.

The Plan

My plan for Charcuterie Clash isn't a path of early access. While I can appreciate it for many styles of games, for me? I'd rather have a polished product that is ready to eat. Demo's are currently being run, and the next few months will see additional polish. I'll be sharing game play loops as they come together in look and functionality, offering shows of some of the amusing cards you can expect, and detailing just how one can build their deck to get that big payoff in the end.

But even with release, I don't want to end Charcuterie Clash there. My goal is to create a roadmap of quarterly content drops that will expand the deck potential, seals, combos, bosses and more. There might even be the introduction of new mechanics based on feedback. And of course, small adjustments to the balance are going to be crucial. Even with all the testing and help of friends and family, some elements are going to slip by as either way too easy, or just not satisfying.

Stay tuned for more, and in the meantime, a wishlist would mean the world!

Source

Steam News / 28 October 2025

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