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Steam News8 May 20261mo ago

Playtest Coup d'Koala! (and small patches)

Hi everyone! I'd like to make an official call for playtesters for Coup d'Koala. In preparation for this call for playtesters, I've made a few minor patches to the game, but the focus of this playtest is mostly to infor

Full notes

Full Coup d'Koala update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions2 changes0 removals
  • Gameplay
  • Maps
  • Balance
  • UI and audio
addedWhat weapon + card synergies would you like to see in the game? (this can be with new cards/weapons or existing cards/weapons!)
addedOne card per EXP level or one card per stage level? The current system for deckbuilding is the ability to choose a single card to add to your deck after each stage level. Would the game feel more fun (more dopamine??) if there was instead an EXP system where you can quickly level up your koala and have the ability to choose one of three cards every time your koala levels up instead? Enemies would give a lot of EXP when killed, allowing for effectively quick leveling and quick card additions to your deck (at the very least, quicker than the current system).
changedReduced the amount of enemies in levels 1 and 2 to balance the beginning of the game
addedAdded ability for players to toggle tutorials on/off at any point during their run
changedMinor UI/UX changes

Coup d'Koala changes

addedWhat weapon + card synergies would you like to see in the game? (this can be with new cards/weapons or existing cards/weapons!)
addedOne card per EXP level or one card per stage level? The current system for deckbuilding is the ability to choose a single card to add to your deck after each stage level. Would the game feel more fun (more dopamine??) if there was instead an EXP system where you can quickly level up your koala and have the ability to choose one of three cards every time your koala levels up instead? Enemies would give a lot of EXP when killed, allowing for effectively quick leveling and quick card additions to your deck (at the very least, quicker than the current system).
changedReduced the amount of enemies in levels 1 and 2 to balance the beginning of the game
addedAdded ability for players to toggle tutorials on/off at any point during their run
changedMinor UI/UX changes

Hi everyone!

I'd like to make an official call for playtesters for Coup d'Koala. In preparation for this call for playtesters, I've made a few minor patches to the game, but the focus of this playtest is mostly to inform me what you think should be included in the game! You can leave feedback through this two-question Google form (https://forms.gle/nm4q1J1wJgHKHMh79).

Two general questions that I'm curious to hear the players' opinions on:

  • What weapon + card synergies would you like to see in the game? (this can be with new cards/weapons or existing cards/weapons!)

  • One card per EXP level or one card per stage level?

    • The current system for deckbuilding is the ability to choose a single card to add to your deck after each stage level. Would the game feel more fun (more dopamine??) if there was instead an EXP system where you can quickly level up your koala and have the ability to choose one of three cards every time your koala levels up instead? Enemies would give a lot of EXP when killed, allowing for effectively quick leveling and quick card additions to your deck (at the very least, quicker than the current system).

May 8th Patch Notes:

  • Reduced the amount of enemies in levels 1 and 2 to balance the beginning of the game

  • Added ability for players to toggle tutorials on/off at any point during their run

  • Minor UI/UX changes

P.S. Coup d'Koala has also been participating in Steam's Deckbuilders Fest this week! Wishlist the game and share with your friends to support.

Best,

Victor L.

Source

Steam News / 8 May 2026

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