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Steam News14 June 202622d ago

Dev talk - 6/13 & Big demo update v1.674

Hey everyone, I intended to have this dev talk earlier this week, but did not have all the pieces together back then. I am happy to say that the commissioned artwork is finished!

In this update2

Full notes

Full Friend and foe update

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

Repeated intro

Hey everyone, I intended to have this dev talk earlier this week, but did not have all the pieces together back then.

What changed

2 fixes1 addition7 changes0 removals
  • Gameplay
  • Fixes
  • UI and audio
  • Server
  • Events
  • Balance
changedPvP development went better than I thought, so it is live in the demo build now, with a toggle for Co-op and dedicated PvP lobbies. Player can customize their build freely. The PvP lobby supports up to 4v4, and also includes bot support.
fixedThanks to the release of Fable 5, I was able to do a general audit of the game this week and fixed numerous bugs, unfortunately it is taken away yesterday... Oh well.
addedMajor arcsReworked Shield Warden, Core Sentinel (two-mode flip), Data Tyrant; added Cipher Lock elite + Data Warden duo; F3 boss pass (Crimson Archon, Nexus Omnirange). New Tier IV ANCIENT rarity + ~8 schematic cards traded at the Engineering Bay.
fixedMajor arcsFixed autoplay desync, zombie CardUI, hand-sync on move broadcasts; correlation IDs for autoplay requests; Deck-as-sole-writer for hand mutations.
changedMajor arcsMP client-UI test harness (v1.538–v1.559)
changedMajor arcsBig multi-version effort: real-BattleScene 2-process loopback, five invariant categories, ACK correlation, chaos (--drop-prob/latency), reconnect E2E, up to 8-peer N-client mode.

Friend and foe changes

changedPvP development went better than I thought, so it is live in the demo build now, with a toggle for Co-op and dedicated PvP lobbies. Player can customize their build freely. The PvP lobby supports up to 4v4, and also includes bot support.
fixedThanks to the release of Fable 5, I was able to do a general audit of the game this week and fixed numerous bugs, unfortunately it is taken away yesterday... Oh well.
addedReworked Shield Warden, Core Sentinel (two-mode flip), Data Tyrant; added Cipher Lock elite + Data Warden duo; F3 boss pass (Crimson Archon, Nexus Omnirange). New Tier IV ANCIENT rarity + ~8 schematic cards traded at the Engineering Bay.
fixedFixed autoplay desync, zombie CardUI, hand-sync on move broadcasts; correlation IDs for autoplay requests; Deck-as-sole-writer for hand mutations.
changedMP client-UI test harness (v1.538–v1.559)
  1. I am happy to say that the commissioned artwork is finished! I have replaced the AI-generated capsule with the artwork, and did the cropping for all the variations.

  2. I have made a ton of updates to the demo, which I will attach as a brief changelog.

  3. PvP development went better than I thought, so it is live in the demo build now, with a toggle for Co-op and dedicated PvP lobbies. Player can customize their build freely. The PvP lobby supports up to 4v4, and also includes bot support.

  4. Thanks to the release of Fable 5, I was able to do a general audit of the game this week and fixed numerous bugs, unfortunately it is taken away yesterday... Oh well.

Demo update: v1.503 -> v1.674

Major arcs

Chaos-sim & test scaffolding (v1.503–v1.509)

Enemy reworks + Ancient Schematics (v1.510–v1.519)

Reworked Shield Warden, Core Sentinel (two-mode flip), Data Tyrant; added Cipher Lock elite + Data Warden duo; F3 boss pass (Crimson Archon, Nexus Omnirange). New Tier IV ANCIENT rarity + ~8 schematic cards traded at the Engineering Bay.

MP-client autoplay/sync hardening (v1.520–v1.537)

Fixed autoplay desync, zombie CardUI, hand-sync on move broadcasts; correlation IDs for autoplay requests; Deck-as-sole-writer for hand mutations.

MP client-UI test harness (v1.538–v1.559)

Big multi-version effort: real-BattleScene 2-process loopback, five invariant categories, ACK correlation, chaos (--drop-prob/latency), reconnect E2E, up to 8-peer N-client mode.

PvP rebuild (v1.566–v1.620)

Host-authoritative live-duel engine from the ground up: 1v1 → NvN team duels, lobby team selection, loadout presets/builder, bot opponents, best-of-N scoring, reconnect/resume, spectator rendering, coop-event duels (Standoff/Bounty/Mutiny). Plus extensive audit fixes (wrong-side FX, status mirroring, Thorns/Backfire credit, turn-handoff, the per-duelist-turns systemic bug).

Audit sweeps & difficulty (v1.621–v1.661)

Bug-report/claim sweeps (drone-split stacking, kill-credit unification, power leaks), F2/F3 difficulty (boss opening pressure + elite/setpiece ladder), save/load audit, parallel 16-worker SP sim, implant faucet trim, event-text honesty pass.

Card-balance batches (v1.662–v1.674)

Per-class rework clusters reworking duplicate cards into real gaps: sabotage batch, Infiltrator (Backfire/converters/teleport-finishers), Striker (Execute pillar), Vanguard (reactive-AP/Thorns→block), Technician (offensive-drone synergy + Full Cover); shared deck-tech cards; Ancient Schematic rarity pass

Source

Steam News / 14 June 2026

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