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Steam News8 July 20261mo ago

Room size impacting humans and more. We need you as tester!

After a lot of player feedback, design discussions, and internal testing, we believe we’ve finally landed on a system that gives larger rooms a meaningful purpose without forcing us to rebalance the entire game.

In this update3

Full notes

Full Deck of Haunts update

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

What changed

0 fixes4 additions5 changes1 removal
  • Balance
  • UI and audio
  • Gameplay
  • Performance
addedAfter a lot of player feedback, design discussions, and internal testing, we believe we’ve finally landed on a system that gives larger rooms a meaningful purpose without forcing us to rebalance the entire game.With this new approach, bigger rooms will cause humans to spend more turns inside them, making room size a much more important strategic choice. It should also address one of the last major pain points we’ve seen from the community around mansion layout and room-building.
changedAfter a lot of player feedback, design discussions, and internal testing, we believe we’ve finally landed on a system that gives larger rooms a meaningful purpose without forcing us to rebalance the entire game.But, as we don't just want to release this system into the wild, as we -know- it will haunt people, we would love some community feedback!
changedAfter a lot of player feedback, design discussions, and internal testing, we believe we’ve finally landed on a system that gives larger rooms a meaningful purpose without forcing us to rebalance the entire game.Instructions as to how you can become a community play tester are located below all of these changes:
changedAfter a lot of player feedback, design discussions, and internal testing, we believe we’ve finally landed on a system that gives larger rooms a meaningful purpose without forcing us to rebalance the entire game.Changes
changedAfter a lot of player feedback, design discussions, and internal testing, we believe we’ve finally landed on a system that gives larger rooms a meaningful purpose without forcing us to rebalance the entire game.Changes to Human behavior: The Exploring intent (green walking icon) has been split into: Exploring Room : The Human will stay in the room this turn and wander around. Using Door : The explorer will move to the next room using the highlighted door. Steam post image Humans will enter the Exploring Room state for one turn per 8 tiles in the room. In rooms with < 8 tiles they will go straight to the Using Door state. Steam post image Spill mechanic: Rooms have a maximum capacity of one Human per tile in the room. If this capacity is exceeded at start turn, all Humans exceeding the capacity will move to the next room. (You can disable this through a Totem) Skip single tile room: Humans will skip the next room if it only has one tile. They will not trigger traps. (You can disable this through a Totem)
removedAfter a lot of player feedback, design discussions, and internal testing, we believe we’ve finally landed on a system that gives larger rooms a meaningful purpose without forcing us to rebalance the entire game.Changes to Rooms: The cost of building tiles will increase per 10 tiles already in the room: 1-10 tiles: 5 essence per tile 10-20 tiles: 50 essence per tile 20-30 tiles: 100 essence per tile (keeps increasing by 50 per 10 tiles) Steam post image Rooms with <4 tiles are no longer valid targets for room targeting cards.

Deck of Haunts changes

addedWith this new approach, bigger rooms will cause humans to spend more turns inside them, making room size a much more important strategic choice. It should also address one of the last major pain points we’ve seen from the community around mansion layout and room-building.
changedBut, as we don't just want to release this system into the wild, as we -know- it will haunt people, we would love some community feedback!
changedInstructions as to how you can become a community play tester are located below all of these changes:
changedChanges
changedChanges to Human behavior: The Exploring intent (green walking icon) has been split into: Exploring Room : The Human will stay in the room this turn and wander around. Using Door : The explorer will move to the next room using the highlighted door. Steam post image Humans will enter the Exploring Room state for one turn per 8 tiles in the room. In rooms with < 8 tiles they will go straight to the Using Door state. Steam post image Spill mechanic: Rooms have a maximum capacity of one Human per tile in the room. If this capacity is exceeded at start turn, all Humans exceeding the capacity will move to the next room. (You can disable this through a Totem) Skip single tile room: Humans will skip the next room if it only has one tile. They will not trigger traps. (You can disable this through a Totem)

After a lot of player feedback, design discussions, and internal testing, we believe we’ve finally landed on a system that gives larger rooms a meaningful purpose without forcing us to rebalance the entire game.

With this new approach, bigger rooms will cause humans to spend more turns inside them, making room size a much more important strategic choice. It should also address one of the last major pain points we’ve seen from the community around mansion layout and room-building.

But, as we don't just want to release this system into the wild, as we -know- it will haunt people, we would love some community feedback!

Instructions as to how you can become a community play tester are located below all of these changes:

Changes

  • Changes to Human behavior:

    • The Exploring intent (green walking icon) has been split into:

      • Exploring Room: The Human will stay in the room this turn and wander around.

      • Using Door: The explorer will move to the next room using the highlighted door. Steam post image

      • Humans will enter the Exploring Room state for one turn per 8 tiles in the room. In rooms with < 8 tiles they will go straight to the Using Door state. Steam post image

    • Spill mechanic: Rooms have a maximum capacity of one Human per tile in the room. If this capacity is exceeded at start turn, all Humans exceeding the capacity will move to the next room. (You can disable this through a Totem)

    • Skip single tile room: Humans will skip the next room if it only has one tile. They will not trigger traps. (You can disable this through a Totem)

  • Changes to Rooms:

    • The cost of building tiles will increase per 10 tiles already in the room:

      • 1-10 tiles: 5 essence per tile

      • 10-20 tiles: 50 essence per tile

      • 20-30 tiles: 100 essence per tile (keeps increasing by 50 per 10 tiles) Steam post image

    • Rooms with <4 tiles are no longer valid targets for room targeting cards.

DISCLAIMER: The new system testing is only available in English, no localization has yet been done!

How to become a community tester?

The best way is to join our Discord: https://discord.gg/MhcDeypzne

Second best way: You'll have to go to Steam, navigate to Deck of Haunts and then right click --> Properties --> Betas --> And then enter the code "devtesting666".

In this build, you can also access the dev console with CTRL+ALT+D when in-game. There you can unlock everything, add essence, skip through nights, add specific cards to test, ...

You can report any feedback and bugs on the new changes mentioned above in this Google Sheet: https://docs.google.com/spreadsheets/d/1H2a9xg41ES9FoV2akU6XFV4UESdL1YQD4gly-cOENYU/edit?usp=sharing (Under Room size impact General Feedback and Room size impact Bugs)

If you have crashes and/or bugs you can replicate, feel free to upload your savefile here: https://drive.google.com/drive/folders/1qVODes5sDyVMPITvGhGZGVvN8KWaW-uw?usp=drive_link You can find it here: C:\\Users[USERNAME]\\AppData\\Local\\DeckOfHaunts\\Saved\\SaveGames

To all of you that take part in shaping the future of the game, thank you ❤️

Source

Steam News / 8 July 2026

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