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Steam News19 December 20258mo ago

Version 142.1

Yesterday we had version 141, but I was too busy editing and tweaking to post an update about it. Et voila, this morning, before the sunrise, version 142.

Full notes

Full Gremlins, Inc. – Cards & Projects update

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

What changed

0 fixes1 addition3 changes0 removals
  • Gameplay
  • UI and audio
  • Server
addedOne of the new features is the ability to reveal your project at will (at the cost of 2 actions). You can see on the screenshot above that the project at the top has an open eye icon – this means that the opponent can see it. Why do you need it? Some projects give +2 score points if they are revealed when they are being completed (but, of course, revealing a project carries the risk that the opponent will try to derail it, since they will see how close you are to completing it).
changedRevealing projects costs 2 actions, thus it is possible only at the start of your turn, and will consume all of your turn's actions. Hence the increased risk of having it exposed to the opponent.
changedOf other news – more UI texts edited, and more sound effects confirmed as they keep coming and most of them fit right in.
changedWe will need to implement better looking selection of resources on the table, and "pay to play" for expensive action cards; we need to set up and test the multiplayer server so that duels are via lobby and matchmaking rather than P2P; and we need the main menu, on which we started working a few days ago.

Gremlins, Inc. – Cards & Projects changes

addedOne of the new features is the ability to reveal your project at will (at the cost of 2 actions). You can see on the screenshot above that the project at the top has an open eye icon – this means that the opponent can see it. Why do you need it? Some projects give +2 score points if they are revealed when they are being completed (but, of course, revealing a project carries the risk that the opponent will try to derail it, since they will see how close you are to completing it).
changedRevealing projects costs 2 actions, thus it is possible only at the start of your turn, and will consume all of your turn's actions. Hence the increased risk of having it exposed to the opponent.
changedOf other news – more UI texts edited, and more sound effects confirmed as they keep coming and most of them fit right in.
changedWe will need to implement better looking selection of resources on the table, and "pay to play" for expensive action cards; we need to set up and test the multiplayer server so that duels are via lobby and matchmaking rather than P2P; and we need the main menu, on which we started working a few days ago.

Yesterday we had version 141, but I was too busy editing and tweaking to post an update about it. Et voila, this morning, before the sunrise, version 142.1 landed –

One of the new features is the ability to reveal your project at will (at the cost of 2 actions). You can see on the screenshot above that the project at the top has an open eye icon – this means that the opponent can see it. Why do you need it? Some projects give +2 score points if they are revealed when they are being completed (but, of course, revealing a project carries the risk that the opponent will try to derail it, since they will see how close you are to completing it).

Revealing projects costs 2 actions, thus it is possible only at the start of your turn, and will consume all of your turn's actions. Hence the increased risk of having it exposed to the opponent.

There is no option to hide a project once it's revealed. Which is important for the cases when the opponent reveals one of your projects in progress. And there is one card in particular (at least one, for now, in the basic deck) where having your project revealed gives you 2 score points less.

Of other news – more UI texts edited, and more sound effects confirmed as they keep coming and most of them fit right in.

At today's session, Standard of Ur and I played for 20 score points *up to* 20 rounds. Which is a format I came to like: you have a limit one way or another, either someone scores high – or the time arrives, and whoever has the highest score, wins.

In today's case, I lagged with 7 behind Standard's 10. Then I made it up with a project that gave me 3, and we were 10:10 at the end of my turn in 20/20 round. He had just 1 turn left. And only 1 project, with only 1 gold resource. So what does he do? Plays a card that opens 4 cards from the deck, and assigns for him any gold that's present; and he hits 4 gold! Then he plays the last card of the session, which costs 3 gold, that gives 1 score for any gold discarded...!! And thus I lost, 12:10, on the very last turn of the very last round.

Current plans, as we move into the second to last weekend of 2025:

We will need to implement better looking selection of resources on the table, and "pay to play" for expensive action cards; we need to set up and test the multiplayer server so that duels are via lobby and matchmaking rather than P2P; and we need the main menu, on which we started working a few days ago.

Have a good one, and we cannot wait to let you try this game – in a few more weeks!

Source

Steam News / 19 December 2025

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