In this update15
Full notes
Full Glass Hand update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Fixes
- Store
- Events
Glass Hand changes
Hi Team, V0.1.2 is now live for playtesting.
This update focuses on game feel, card readability, clearer terminology, better sound feedback, and the first pass at a cleaner starter deck.
Please use the links below after playing:
Feedback Form:
https://forms.gle/bxAFzkdxwc1m9cYp6
Discord:
-Brief Patch Notes-
Fix card removal softlock
Enable in-game settings
Add Capacity plain text
Improve money/upkeep panel
Remove card pips
Improve rarity/Glass visuals
Replace hover/card/play sounds
Make Execute sequence more weighty
Add boss visual treatment
Add starter module per pack and hide empty module slots
Adjusted starting deck
Adjusted scaling difficulty
Addressed fullscreen resolution scaling issues
Adjusted many UI elements for further clarity
Card packs now start with a module
Enhance clarity of clearing a node and moving to the next one
Many QOL, balancing, UI changes.
The most useful feedback right now is:
Does the new starter deck feel better?
Are Energy, Progress, Nodes, and Glass clear?
Do the new sounds make the game feel more satisfying?
Does the Node clear transition feel clear?
Does the game feel more exciting than the last build?
Tutorial/onboarding is still missing. It is a serious time commitment to build out a tutorial phase, so before committing to that, I want to ensure it scales well into the future of the game. Next update will have a tutorial
If you know anyone else who would like to test, direct them to the google form or me for a steam key, please.
Patch notes below.
Glasshouse V0.1.2 Patch Notes
This update focuses on making the game clearer, punchier, and more satisfying to play. The biggest changes are improved terminology, cleaner cards, better audio feedback, stronger Node completion moments, and the beginning of a cleaner balance direction.
Core terminology update
Several player-facing terms have been updated to better match the game’s current identity.
Contract is now Node. Work is now Progress. Capacity is now Energy. Payout is now Reward.
The goal is to make the game easier to understand and make the run structure feel less businessy and more game-like.
Node and cycle clarity
The game is now being framed more clearly around Cycles and Nodes.
Each cycle is intended to follow this structure:
Normal Node Normal Node Shop Node Boss Node
This should make the overall run flow easier to understand.
Starter deck and card pool rework
The old starter card pool has been reduced and reworked into a smaller, clearer core set. The current Standard deck is built around simple roles:
Advance generates Progress. Invoice generates Money. Glass extends combos. Quick Pass is a free small Progress card. Clean Line gives Progress and Energy. Receipt gives Progress and Money. Deliver is a 2-cost Progress payoff.
The goal is to make the baseline deck easier to understand before adding more complex pack identities.
Card readability pass
Cards have been visually simplified.
Bottom pips and extra visual clutter were removed. Type color is no longer the main visual signal. Rarity is now shown through the outer card border. Card borders are now more readable at a glance.
Rarity colors are:
Common: cyan Uncommon: gold Rare: magenta
Glass card visual redesign
Glass cards now have a much cleaner and more distinct look.
The title box was removed. The cost box was removed. The effect box was removed. The type tag was removed. The card body is more translucent. The border remains clean and glassy.
Glass cards should now feel more like special sequencing pieces instead of normal effect cards.
Combo meter improvements
The combo meter has been made more exciting and noticeable.
The combo text is larger. Higher combo values scale harder. The meter shakes more dramatically. Combo hits punch harder during queue execution.
This should make long queues and big combo moments feel more satisfying.
Node clear transition
Clearing a Node no longer instantly jumps to the reward screen.
Now, when a Node is cleared:
The Node clear sound plays. The Node panel pulses and shakes. The Node panel exits with a short animation. The bottom cycle tracker pulses. The reward screen appears after a short delay.
This should make Node completion much clearer and more satisfying.
Bottom cycle tracker feedback
The bottom tracker now reacts when a Node is cleared.
The active tracker area pulses on Node completion. Boss pulses are stronger. The tracker should better communicate cycle progression.
Boss Node start feedback
Boss Nodes now have a first-pass intro moment.
Boss Nodes get a screen pulse. The boss panel punches in. The bottom tracker reacts. A boss vignette pulse is applied.
This is still a light first pass, but Boss Nodes should now feel more distinct than normal Nodes.
Settings menu improvements
The settings menu has been standardized and expanded.
The settings menu now works in-game. Volume sliders are available. The background distortion slider works dynamically. A fullscreen button exists. Restart Run and Return to Main Menu buttons were added to the in-game settings menu. The main menu settings and quit buttons were fixed.
Main menu tester links
The main menu now supports buttons that open external links, such as the Discord and feedback form.
Audio and game feel improvements
New and updated sounds were added across the main gameplay loop.
Cards now play a sound when added to the queue. Click-to-queue and drag-to-queue both trigger the queue placement sound. Cards now use light, medium, and heavy resolve sounds. Resolve sounds climb in pitch through the queue instead of using random pitch. Progress hitting the Node now has its own impact sound. Normal Node clear and Boss Node clear now use separate sounds. Button hover now uses a quieter, deeper version of the card hover sound with spam protection.
The goal was to make the game feel more tactile, exciting, and responsive.
Money, Upkeep, and Energy UI
The side panel was reworked for readability.
The battery graphic is hidden for now. Energy is displayed as plaintext. Money and Upkeep are clearer and larger. The panel is easier to read against the background.
Module panel layout
Module icons now populate from the left and expand right instead of staying centered. Empty module slots are being hidden so the panel only shows owned modules.
Balance and scaling
General run scaling was increased by roughly 30%.
Node requirements scale harder. Rewards scale moderately. Upkeep scales harder. Shop prices scale slightly.
Bug fixes and cleanup
Fixed or improved several issues:
Card removal crash from invalid button text assignment. Main menu settings button not firing. Main menu quit button not firing. Wrong card script path causing visual changes not to apply. Old card design pass renaming new cards unexpectedly. Invoice not being found in the starter deck. Capacity/Energy text floating unreadably. Old Contract/Work/Capacity wording leaking into UI. Card previews still showing old terminology. Shader distortion slider not affecting the active scene. Settings menu sequencing and load flashing issues.
Known issues
Some old Contract, Work, Capacity, or Risk wording may still exist in unused screens. Boss identity still needs music and stronger presentation. Only the Standard deck is currently being actively balanced. Other packs still need redesigns. Starter modules are not fully implemented yet. Shop balance still needs tuning.
Save state and Continue are not implemented.
Still no tutorial
Source
Changelog.gg summarizes and formats this update. How we read updates.
