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Steam News23 May 20261mo ago

0.6.0 Notes

The first new character has been added!!! I've always loved the idea of wanting to hit mines for some sort of reward but it took me a bit to come up with something rewarding enough. I love deer I love deer!!!

Full notes

Full Minesweeper Ultra Turbo Deluxe update

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

What changed

7 fixes15 additions37 changes3 removals
  • Events
  • Gameplay
  • Balance
  • UI and audio
  • Performance
  • Store
addedThe first new character has been added!!! I've always loved the idea of wanting to hit mines for some sort of reward but it took me a bit to come up with something rewarding enough. I love deer I love deer!!!
addedNew Character: Deer Steam post image
changedThis game is difficult to balance for all kinds of players. I tuned a lot of the games difficulty to be more approachable to all kinds of players, including those who've never played Minesweeper. With this, however, the game felt a little TOO easy. The solution to this is to let you pick how hard the game is, and trust me it can get VERY hard.
addedAdded difficulty augments! These spice up the game and make some elements a bit harder. There are 5 different augments (damage, time, puzzle, boss, and curse) which are unlocked by leveling up Mike.
addedAdded a few new achievements! There's some miscellaneous ones and a few Deer/Augment achievements. Will attach an image of my favorites of the bunch, but there's more!
addedAdded new achievements Steam post image

Minesweeper Ultra Turbo Deluxe changes

addedThe first new character has been added!!! I've always loved the idea of wanting to hit mines for some sort of reward but it took me a bit to come up with something rewarding enough. I love deer I love deer!!!
addedNew Character: Deer Steam post image
changedThis game is difficult to balance for all kinds of players. I tuned a lot of the games difficulty to be more approachable to all kinds of players, including those who've never played Minesweeper. With this, however, the game felt a little TOO easy. The solution to this is to let you pick how hard the game is, and trust me it can get VERY hard.
addedAdded difficulty augments! These spice up the game and make some elements a bit harder. There are 5 different augments (damage, time, puzzle, boss, and curse) which are unlocked by leveling up Mike.
addedAdded a few new achievements! There's some miscellaneous ones and a few Deer/Augment achievements. Will attach an image of my favorites of the bunch, but there's more!

The first new character has been added!!! I've always loved the idea of wanting to hit mines for some sort of reward but it took me a bit to come up with something rewarding enough. I love deer I love deer!!!

  • New Character: Deer Steam post image

This game is difficult to balance for all kinds of players. I tuned a lot of the games difficulty to be more approachable to all kinds of players, including those who've never played Minesweeper. With this, however, the game felt a little TOO easy. The solution to this is to let you pick how hard the game is, and trust me it can get VERY hard.

  • Added difficulty augments! These spice up the game and make some elements a bit harder. There are 5 different augments (damage, time, puzzle, boss, and curse) which are unlocked by leveling up Mike.

Added a few new achievements! There's some miscellaneous ones and a few Deer/Augment achievements. Will attach an image of my favorites of the bunch, but there's more!

  • Added new achievements Steam post image

Some new items, I don't wanna put patches out without at least 1 new item. Water Bowl is super useful for T3 curse augment runs.

  • New Trinket: Sentient Strawberry Steam post image

  • New Trinket: Star of Encouragement Steam post image

  • New Consumable: Water Bowl Steam post image

Sorry it took so long to add this, it should have been in a lot earlier!!! But now you don’t have to kill yourself to get your run exp :D

  • Exiting to the main menu during a run now gives the character your playing as exp as if you died/won.

Deck of Cards was really really strong but it wasn’t very clear, which didn’t make it very appealing. It also was very situational, so I’m reworking it. I tuned a bunch of stats that were kinda absurd and made it so you will more commonly get jokers. I think this makes it more interesting, and being able to actually see exactly what numbers it gives you makes it a more comfortable buy.

  • Deck of Cards reworked, upgrade now increases joker chance rather than raising the minimum rank

  • Deck of Cards now displays exact amount of each stat you gain per rank

  • Deck of Cards joker chance increased 9% ⇒ 20%(+12%)

  • Deck of Cards Diamond gold amp per rank decreased 8% ⇒ 5%

  • Deck of Cards Clubs gold tile time per rank decreased 5s ⇒ 3s

  • Deck of Cards Hearts initial heal per rank increased 1 ⇒ 3

  • Deck of Cards Hearts defense per rank decreased 5 ⇒ 4

  • Deck of Cards now has a trigger sound and a joker sound

There’s a handful of items that get triggered while you are buying items in the shop and it felt weird to just have those triggers do nothing so now they stack! This isn’t a super common thing but this will definitely make a handful of trinkets a lot stronger.

  • Items that can be triggered outside of a puzzle but only work during a puzzle now buffer their triggers, and will trigger all of them at the start of the next puzzle

  • Reworked Financial Orb to be a lot simpler, still functions the same

Item tweaks:

  • Broccoli rarity changed Rare ⇒ Common

  • Salt Shaker power increased 20%(+4%) ⇒ 30%(+10%)

  • Car Battery trinket power increased 3% ⇒ 4%

  • All Seeing Chain gold to trigger decreased 20(-2) ⇒ 10(-1)

  • Gold Shovel safe reveals to trigger decreased 25(-2) ⇒ 20(-2)

  • Scissors debuff resist duration increased 30s ⇒ 40s

  • Gacha Machines puzzles completed to open decreased 5 ⇒ 3

  • Frozen clock time gained to trigger increased 20s ⇒ 30s

  • Break room heal increased 25% ⇒ 30%

Boss damage items felt very strange, after I reworked how boss health and damage worked I felt like these items just broke the boss balance. I feel like instead of trying to tune them until I am happy with them I will just remove them. If you liked these items please let me know in the discord!! But I haven’t really seen it in any builds so I’m not sure if they will really be missed.

  • Removed all damage items (swords + whetstone)

T3 Curse Augment is kinda INSANE, and as you stack more and more curses the game becomes a bit too challenging. Instead of heavily nerfing all the curses themselves I thought to make it easier to cleanse them. Some cleanse quests required a bit too much so I tuned their ranges a little bit. Some curses did feel a bit too crippling though so I did also tune them a little.

  • Chance for curses to have cleanse quests increased 50% ⇒ 70%

  • Complete puzzle curse quest range tuned 5-10 ⇒ 3-8

  • Gain gold curse quest range tuned 500-1000 ⇒ 400-800

  • Spend gold curse quest range tuned 300-1000 ⇒ 400-800

  • Reroll curse quest range tuned 3-10 ⇒ 2-6

  • Safe reveals curse quest range tuned 100-200 ⇒ 50-200

  • Gold cap curse range tuned 100,200,300 ⇒ 50,150,200,250,300

  • Spawn more mines curse range tuned 5%-30% ⇒ 5%-15%

  • Buckets now cleanse all curses on an item rather than 1

  • Holding alt now displays your current mine spawn chance multiplier

  • Holding alt now displays your force trigger power if it is above the default

This feels really bad and I wish I didn’t have to do this but if you get too good of a combo the game literally crashes LOL so it must be done. I’ll try to tune it a bit more to see if I can make it feel a little better but this is a very rare thing to happen.

  • Added an anti-infinite-loop-crash mechanic where if a trinket is triggered too many times in a super short amount of time it will be disabled for 0.5s

Some Timekeeper changes I kept putting off for whatever reason. Swapping gold with time in item descriptions makes it a lot clearer that gold items work with Timekeepers passive.

  • Item descriptions while playing Timekeeper now replace all instances of “gold” with “time”

  • Shop prices affordability color now update as Timekeeper

Quality of life changes

  • Damage taken from having 0 time left can no longer be reduced

  • Character quests now display total of the stat rather than capping it at the max

  • Buffs now play a ticking sound when they have 5 seconds or left on their duration

  • Added a heal icon and modified descriptions to use it

  • Added a zone icon and modified descriptions to use it

  • Added a sound effect to indicate when the Guarded status effect blocks damage

  • Updated shop price font

  • Updated drop chance sign font

Bug fixes + tweaks

  • Egg and Gacha Machine curses now transfer to the trinket they give

  • Mike damage taken from mines indicator is now accurate

  • Fixed bug with locked cam where releasing your mouse away from the tile you clicked still revealed that tile

  • Fixed bug where Wire Cutter didn’t work (whoops)

  • Fixed tiles showing missing textures for some solve consumables

  • Fixed burn damage number showing a missing texture

  • Fixed bug where holding alt while hovering an entity wouldn’t update the description viewer

  • Fixed bug where stat stick trinkets wouldn’t scale with increased trinket power

  • Fixed bug on Timekeeper where “Triggering costs gold” curse would give you time

  • Tuned Pirate sound effects

Source

Steam News / 23 May 2026

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