In this update5
Full notes
Full CyberJoker update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings, Resistance Fighters of the Rust Belt!
What changed
- Balance
- Fixes
- Gameplay
- Performance
- UI and audio
CyberJoker changes
Thank you for all your frontline feedback in our fight against the Machine Regime. This update delivers a complete overhaul of our three core card VFX suites, fixes legacy visual bugs, and doubles down on the gritty, neon-drenched aesthetic of 2077’s cyberpunk wasteland. All parameters are fully exposed for designer tuning, and every effect maintains consistent playback speeds even at 4x game velocity.
✨ Core Optimizations
🔹 Tech Cards – Data-Flow Light VFX
Fixed stretching artifacts on 168×196 rectangular card assets, replacing them with wave-edged, short-form data-flowing light strips that mimic ocular scanner pulses
Eliminated visible seams along flow edges for smoother, non-distracting transitions that never obscure core card text
Exposed independent tunable parameters: [c]Flow Speed[/c], [c]Glow Intensity[/c], [c]Scanline Density[/c](Tech Cards only, no cross-effect interference)
🔹 Weapon Cards – Energy Shield Ripple VFX
Reduced ripple density and added edge falloff logic to prevent water-like distortions from obscuring card text or numeric values
Decoupled ripple animation speed from card rarity tiers – visual behavior is now controlled exclusively by dedicated parameters
Exposed independent tunable parameters: [c]Ripple Speed[/c], [c]Ripple Strength[/c], [c]Scanline Density[/c](Weapon Cards only)
🔹 Crystal Cards – Quantum Refraction VFX
Added a new [c]Refraction Strength[/c]parameter to dramatically increase screen distortion, simulating the light-warping properties of quantum crystals
Increased refraction animation speed by 60%+ to eliminate the previously sluggish, barely noticeable effect
Fixed a bug causing sparkles to render as harsh white squares – replaced with soft, circular quantum highlights with no hard edges
Exposed independent tunable parameters: [c]Refraction Speed[/c], [c]Refraction Strength[/c], [c]Sparkle Density[/c], [c]Sparkle Brightness[/c](Crystal Cards only)
🛠️ Additional Improvements
Reorganized material parameter UI into collapsible, card-type-specific sections for faster designer iteration
Fixed an issue where the global time uniform was overridden by material default values, ensuring all VFX remain synced to unscaled delta time even at 4x game speed
Decoupled glow intensity from card rarity tiers – rarity now only affects glow tint, while brightness is controlled exclusively by the dedicated glow parameter
Source
Changelog.gg summarizes and formats this update. How we read updates.
