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Steam News9 June 202627d ago

NEW Difficulty Modes + Many New Cards + Bullet Fest!

TLDR: New difficulty modes: easy, normal, hard, insane, and nightmare Cards now require gold to add to deck and must be purchased Many new cards (including, but not limited to, melee parry card, melee life drain card, f

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Full Coup d'Koala update

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What changed

0 fixes6 additions0 changes0 removals
  • Gameplay
  • Store
  • Balance
  • Maps
addedNew difficulty modes: easy, normal, hard, insane, and nightmare
addedCards now require gold to add to deck and must be purchased
addedMany new cards (including, but not limited to, melee parry card, melee life drain card, flaming orbitals card)
addedI am happy to announce some major additions to Coup d'Koala's gameplay! First, there are now four new difficulty modes in the game: easy, hard, insane, and nightmare . These modes have different multipliers for how much damage enemies do, how much health enemies have, and how much leaves spell cards cost. Notably, in the nightmare mode, revives are turned off and the acceleration of enemies is increased. The former means if you got the revive perk in the game -- which gives you one free revive if you die to continue your run -- it won't work in nightmare mode! The default mode is normal mode, which is the same difficulty that was active in all previous builds. The easy and normal modes are already unlocked upon opening the game, but to unlock the hard mode, you need to beat normal mode; to unlock insane mode, you need to beat hard mode; and to unlock nightmare mode, you need to beat insane mode.
addedAdditionally, I have also reworked the card add system. After prototyping and getting feedback from playtesters, I have decided to now require cards to be bought using gold rather than card additions be free after each level (which also means that enemies now drop gold in addition to leaves). The reasoning is that this gives each new card added to the player's deck the feeling that the card has been earned, rather than given out for free. To compensate for this new restriction, I have allowed players to buy multiple cards at the shop after completing a level if they have enough gold, rather than being restricted to only getting one card after a level. Overall, I believe this balances the gameplay and makes defeating enemies more impactful in the game.
addedI have also added many new cards into the game! This includes, but is not limited to, a parry card that lets you parry bullets with a melee weapon, a life steal card that lets you steal a little bit of HP upon killing enemies with a melee weapon, and a flaming orbitals card that summons a permanent ring of fireballs orbiting around the player. I'm excited about these new cards and how they impact the gameplay in the desert biome, and I hope you are excited too.

Coup d'Koala changes

addedNew difficulty modes: easy, normal, hard, insane, and nightmare
addedCards now require gold to add to deck and must be purchased
addedMany new cards (including, but not limited to, melee parry card, melee life drain card, flaming orbitals card)
addedI am happy to announce some major additions to Coup d'Koala's gameplay! First, there are now four new difficulty modes in the game: easy, hard, insane, and nightmare . These modes have different multipliers for how much damage enemies do, how much health enemies have, and how much leaves spell cards cost. Notably, in the nightmare mode, revives are turned off and the acceleration of enemies is increased. The former means if you got the revive perk in the game -- which gives you one free revive if you die to continue your run -- it won't work in nightmare mode! The default mode is normal mode, which is the same difficulty that was active in all previous builds. The easy and normal modes are already unlocked upon opening the game, but to unlock the hard mode, you need to beat normal mode; to unlock insane mode, you need to beat hard mode; and to unlock nightmare mode, you need to beat insane mode.
addedAdditionally, I have also reworked the card add system. After prototyping and getting feedback from playtesters, I have decided to now require cards to be bought using gold rather than card additions be free after each level (which also means that enemies now drop gold in addition to leaves). The reasoning is that this gives each new card added to the player's deck the feeling that the card has been earned, rather than given out for free. To compensate for this new restriction, I have allowed players to buy multiple cards at the shop after completing a level if they have enough gold, rather than being restricted to only getting one card after a level. Overall, I believe this balances the gameplay and makes defeating enemies more impactful in the game.

TLDR:

  • New difficulty modes: easy, normal, hard, insane, and nightmare

  • Cards now require gold to add to deck and must be purchased

  • Many new cards (including, but not limited to, melee parry card, melee life drain card, flaming orbitals card)

  • Coup d'Koala is participating in Bullet Fest this week on Steam

Hi everyone,

I am happy to announce some major additions to Coup d'Koala's gameplay! First, there are now four new difficulty modes in the game: easy, hard, insane, and nightmare. These modes have different multipliers for how much damage enemies do, how much health enemies have, and how much leaves spell cards cost. Notably, in the nightmare mode, revives are turned off and the acceleration of enemies is increased. The former means if you got the revive perk in the game -- which gives you one free revive if you die to continue your run -- it won't work in nightmare mode! The default mode is normal mode, which is the same difficulty that was active in all previous builds. The easy and normal modes are already unlocked upon opening the game, but to unlock the hard mode, you need to beat normal mode; to unlock insane mode, you need to beat hard mode; and to unlock nightmare mode, you need to beat insane mode.

Additionally, I have also reworked the card add system. After prototyping and getting feedback from playtesters, I have decided to now require cards to be bought using gold rather than card additions be free after each level (which also means that enemies now drop gold in addition to leaves). The reasoning is that this gives each new card added to the player's deck the feeling that the card has been earned, rather than given out for free. To compensate for this new restriction, I have allowed players to buy multiple cards at the shop after completing a level if they have enough gold, rather than being restricted to only getting one card after a level. Overall, I believe this balances the gameplay and makes defeating enemies more impactful in the game.

I have also added many new cards into the game! This includes, but is not limited to, a parry card that lets you parry bullets with a melee weapon, a life steal card that lets you steal a little bit of HP upon killing enemies with a melee weapon, and a flaming orbitals card that summons a permanent ring of fireballs orbiting around the player. I'm excited about these new cards and how they impact the gameplay in the desert biome, and I hope you are excited too.

Lastly, I'm happy to announce that Coup d'Koala is participating in Bullet Fest on Steam, which is happening this week. Check out Coup d'Koala and all the other cool games in the festival!

Yours truly,

Victor L.

Source

Steam News / 9 June 2026

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