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Steam News18 March 20265mo ago

Version 170.2

I've been traveling for 3 weeks, and in the meantime, the game progressed through 7 versions. The biggest impact is the system of rating for multiplayer and single-player modes, which we are now testing.

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 changes1 removal
  • Gameplay
  • UI and audio
addedVisually, we now have more details in the places where we had placeholders. It is especially obvious when you run out of cards and finish (or did not yet start) your projects, and thus all the internal workings of the mechanism lay exposed.
removedThe extra turn / skipped turn visuals are now in the game, so that you have an easier time tracking the flow: first, you receive the icon on your avatar, when this effect is assigned; and then, when the extra or skipped turn actually happens, you see the larger visual in the middle of the screen. I am no longer puzzled by "why didn't I get to play now" emotion.
changedWe updated the mulligan visual. We still need to ship the solution for confirmations of revealing a project, cancelling a project and paying to prevent bad things from happening (there's a couple of cards where the target has the option of paying 2 score to avoid the negative consequences). All these work in the game, but are kind of ugly, and we're working on a single solution (Do X? Yes/No) for all of them.
changedA big, big thing happened while I was away – the step-by-step highlight of which part of the card mechanics is now in play, is in the game, in English language. I need to check what happens with the Asian languages (maybe we change the color instead of making those sentences bold) as well as non-English European languages. But already in English, it works, and it works effortlessly.
changedWhat's next? More work on the lobby, and tying loose ends in the gameplay (a few options for settings, timer to be fine-tuned, etc.), and then we'll start admitting people to the Playtest, probably at the rate of 100-200 per day – so that we can nail whichever bugs get reported before everyone who signed up, joins.

Gremlins, Inc. – Cards & Projects changes

addedVisually, we now have more details in the places where we had placeholders. It is especially obvious when you run out of cards and finish (or did not yet start) your projects, and thus all the internal workings of the mechanism lay exposed.
removedThe extra turn / skipped turn visuals are now in the game, so that you have an easier time tracking the flow: first, you receive the icon on your avatar, when this effect is assigned; and then, when the extra or skipped turn actually happens, you see the larger visual in the middle of the screen. I am no longer puzzled by "why didn't I get to play now" emotion.
changedWe updated the mulligan visual. We still need to ship the solution for confirmations of revealing a project, cancelling a project and paying to prevent bad things from happening (there's a couple of cards where the target has the option of paying 2 score to avoid the negative consequences). All these work in the game, but are kind of ugly, and we're working on a single solution (Do X? Yes/No) for all of them.
changedA big, big thing happened while I was away – the step-by-step highlight of which part of the card mechanics is now in play, is in the game, in English language. I need to check what happens with the Asian languages (maybe we change the color instead of making those sentences bold) as well as non-English European languages. But already in English, it works, and it works effortlessly.
changedWhat's next? More work on the lobby, and tying loose ends in the gameplay (a few options for settings, timer to be fine-tuned, etc.), and then we'll start admitting people to the Playtest, probably at the rate of 100-200 per day – so that we can nail whichever bugs get reported before everyone who signed up, joins.

I've been traveling for 3 weeks, and in the meantime, the game progressed through 7 versions.

The biggest impact is the system of rating for multiplayer and single-player modes, which we are now testing. Standard of Ur will certainly describe it in more detail when the Playtest starts and you guys have questions... what matters for me now, is that I can see how good I am at this game, in comparison to others in the team, and that promises a lot of fun in the future: finding *your* place on the ladder. So that when I lose to Standard... I don't get sad, since he's such a high-ranking individual.

Visually, we now have more details in the places where we had placeholders. It is especially obvious when you run out of cards and finish (or did not yet start) your projects, and thus all the internal workings of the mechanism lay exposed.

The extra turn / skipped turn visuals are now in the game, so that you have an easier time tracking the flow: first, you receive the icon on your avatar, when this effect is assigned; and then, when the extra or skipped turn actually happens, you see the larger visual in the middle of the screen. I am no longer puzzled by "why didn't I get to play now" emotion.

We updated the mulligan visual. We still need to ship the solution for confirmations of revealing a project, cancelling a project and paying to prevent bad things from happening (there's a couple of cards where the target has the option of paying 2 score to avoid the negative consequences). All these work in the game, but are kind of ugly, and we're working on a single solution (Do X? Yes/No) for all of them.

A big, big thing happened while I was away – the step-by-step highlight of which part of the card mechanics is now in play, is in the game, in English language. I need to check what happens with the Asian languages (maybe we change the color instead of making those sentences bold) as well as non-English European languages. But already in English, it works, and it works effortlessly.

The one thing that we want to update before we start with the Playtest (well, actually two things) is the multiplayer lobby. It works, but it's ugly, and it's P2P still. There is a good visual solution in the works, and it'll take some time to ship it. And the second thing is Gremlinopedia, with the whole deck shown, and available for browsing. It's designed but it's not in the build yet.

What's next? More work on the lobby, and tying loose ends in the gameplay (a few options for settings, timer to be fine-tuned, etc.), and then we'll start admitting people to the Playtest, probably at the rate of 100-200 per day – so that we can nail whichever bugs get reported before everyone who signed up, joins.

Speak soon, and enjoy the upcoming Steam Spring Sale.

Source

Steam News / 18 March 2026

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