In this update8
Full notes
Full Lucky Punk: a push your luck Deckbuilder update
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What changed
- Gameplay
- UI and audio
- Store
- Events
- Maps
- Balance
Lucky Punk: a push your luck Deckbuilder changes
What's up punks! 👋🏽
It's Brenden and we're releasing a new trailer and demo as part of the Women Led Games showcase! That's on June 4th 2026, 4pm Pacific Time or June 5th 2026 at 1am here in Germany.
Since you might be here because of that and won't know anything about us... Hi there, nice to meet you! I'm gonna focus on talking about new things, but you can find out a bit more about us three in our first devlog where I first introduced us.
To update you, it's been only a few weeks since the last playtest, but we've been busy. We talked about showcasing the game at A Maze in Berlin in our last devlog, but we also were gathering feedback at DoKomi in Düsseldorf! Pictured here is Sarah, the Artist & co-founder of the Green Parrot Games trio, giving off Siouxsie Sioux vibes while showing off the game to a cosplayer.
Like the last playtest, there's tons of different ways for you to give us your bug reports and feedback. Use our in-game bug reporter (Press the button or [F8] to pull it up), make a new post in our steam forums, chat to us in our Discord, or fill out our playtest form. We'd love your feedback, feel free to hit us up however you prefer.
What's in this demo?
The list of what's in this demo is:
2 characters, 1 to unlock. (Lucky Punk & Prophet)
39 cards (4 with card art), with 6 basic strategies
4 different type of card shops
4 consumables
2 different type of consumable shops
4 areas, split between 2 acts (now with art! like The Jam, we're going underground)
5 basic enemy types (Tank, Defensive, Normal, Offensive, Glass Cannon) that with a basic scaling that depends on area
12 bosses, 3 per area.
7 events
Basic VFX/SFX
Basic run structure
Basic Quality of Life options
Basic tutorialisation
- Languages availableEnglish, German, Simplified Chinese (more languages will be available on release.)
Basically, you can play the game and get to the end of act 2. That means in one run, you'll fight up to 4 bosses, you'll get to deckbuild and try out a strategy and feel the rhythm of the game and hopefully, win or fail spectacularly, having a lot of fun as you play.
What's changed from the May Playtest?
Here's the low down for the folks who played the last playtest.
We've added consumables and consumable shops, changed how overkill works (you can now get 1-4 gold in a fight, which works by comparing your overkill amount to your potential deck damage), changed the basic run structure so that there's now always shops after a boss. There's also lots of little balancing changes and some UI changes to make things be a bit more smooth. We added card tooltips too. You can now hover over text that refers to cards, and in general, right click to open a card and read their texts.
Important thing, we've changed the character's deck/playstyles! Lucky Punk has Prophet's deck and Prophet has the previous Little Witch deck. We wanted to have a third deck like last time, but we decided to cut it for now to ensure that this demo is as bug free as possible. We've also added more art. 2nd act now has it's own map art, 2 more enemy art for the 2nd area, 3 more card art, etc.
What will you add or change later?
I talked already about what I wanted to add in this steam news, so I don't really want to repeat myself too much, but let's just be super clear:
Metaprogression
The metaprogression is still noticeably missing. All the cards start unlocked, and the other character you can unlock only requires 3 Supply just so you can try out a different playstyle.
I've already started designing what kind of metaprogression we'll be adding, how I want to allow you to remove cards, and how to always modify your run in the beginning. Just gotta find time to actually add that in!
Infinite Run Structure
The run structure is still the very basic one in the last playtest and the randomisation is now slightly better, but it's still mostly the same. You just defeat two bosses and are asked, do you want to continue or not? Do you want to push your luck?
We're looking forward to making the map feel even better and want to to scale the run into forever. Obviously at some point, it's just a victory lap where you see how far you go, but that's also fun.
Weirder Card & Consumable Mechanics
The cards we have are too normal.
I want you to gain "Debt" counters and then you play Borrowing from Yourself so you gain "Underkill" equal to your debt, and then you File for Bankruptcy so you lose all your Debt and deal damage equal to the Debt lost, ending the fight and getting enough cash via Overkill that you still make sweet profit.
We now know that the core game works, and I can't wait to find some time to sink my teeth in and start making some wilder stuff.
Way More Content and Polish
More cards, more enemies, more bosses, more events, more art, more visual and audio feedback... A glossary to look through all of the stuff you've unlocked, more quality of life features, so many little things...
I'm planning to completely rework the main match screen. Right now, I'd say it's passable but I don't think it's good enough, which was made very clear from everyone's fantastic feedback.
But we know the game works, and it's still fun, so we wanted to show it off, whet your appetite on the amuse-bouche as we work on the full course and you can give us more feedback to already work from.
Have fun with the demo, give us feedback via the form, Discord, steam forum, whatever's good for you.
Peace out, ✌🏽
Brenden
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