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Steam News9 June 20251y ago

Palette: Cards & Chaos is entering Next Fest!

Hey everyone, we're entering Next Fest tomorrow! As you may have seen, the demo for Palette: Cards & Chaos has been out for two weeks already.

Full notes

Full Palette: Cards & Chaos update

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

Repeated intro

Hey everyone, we're entering Next Fest tomorrow!

What changed

0 fixes2 additions3 changes0 removals
  • Maps
  • Gameplay
  • Performance
changedEndless stages - venture as deep into the labyrinth as you can! You'll be able to continue collecting cards and scaling, however enemies will scale too.
addedMore builds - we'll be adding more cards, with a focus on player freedom. The goal is for nearly any kind of build to be viable, whether that be fully honing in on one modifier, or throwing tons of different cards together.
changedBalance tweaks - with the rollout of endless stages, card numbers will have to be reigned in and refined. Since many cards currently scale exponentially, things get out of hand a bit too quickly.
changedOn a similar note, if you get lucky with chests and stack a ton of multishot cards in the demo, it's pretty easy to end up shooting thousands of projectiles at a time. It gets a bit laggy, but it's really funny, you should try it ;). We'll be working on building systems to alleviate the performance hit, while still making multishot stacking worthwhile.
addedThose are our main focuses for now, but we're constantly looking for different perspectives on the game. So if we come up with any cool new ideas, things may change.

Palette: Cards & Chaos changes

changedEndless stages - venture as deep into the labyrinth as you can! You'll be able to continue collecting cards and scaling, however enemies will scale too.
addedMore builds - we'll be adding more cards, with a focus on player freedom. The goal is for nearly any kind of build to be viable, whether that be fully honing in on one modifier, or throwing tons of different cards together.
changedBalance tweaks - with the rollout of endless stages, card numbers will have to be reigned in and refined. Since many cards currently scale exponentially, things get out of hand a bit too quickly.
changedOn a similar note, if you get lucky with chests and stack a ton of multishot cards in the demo, it's pretty easy to end up shooting thousands of projectiles at a time. It gets a bit laggy, but it's really funny, you should try it ;). We'll be working on building systems to alleviate the performance hit, while still making multishot stacking worthwhile.
addedThose are our main focuses for now, but we're constantly looking for different perspectives on the game. So if we come up with any cool new ideas, things may change.

As you may have seen, the demo for Palette: Cards & Chaos has been out for two weeks already. In that time, we've received a lot of great feedback from players and shipped out a few patches.

However, there's still a lot of work left to do. For those who are curious, here are some of the key features we're focusing on as we approach the full release in August:

  • Endless stages - venture as deep into the labyrinth as you can! You'll be able to continue collecting cards and scaling, however enemies will scale too.

  • More builds - we'll be adding more cards, with a focus on player freedom. The goal is for nearly any kind of build to be viable, whether that be fully honing in on one modifier, or throwing tons of different cards together.

  • More variety - several more room types, enemies, and bosses are planned. This will hopefully keep replayability high.

  • Balance tweaks - with the rollout of endless stages, card numbers will have to be reigned in and refined. Since many cards currently scale exponentially, things get out of hand a bit too quickly.

  • On a similar note, if you get lucky with chests and stack a ton of multishot cards in the demo, it's pretty easy to end up shooting thousands of projectiles at a time. It gets a bit laggy, but it's really funny, you should try it ;). We'll be working on building systems to alleviate the performance hit, while still making multishot stacking worthwhile.

  • Polishing everything up a bit, and making it look nice

Those are our main focuses for now, but we're constantly looking for different perspectives on the game. So if we come up with any cool new ideas, things may change.

In the meantime, check the demo out if you haven't already! And if it looks promising, make sure to wishlist. Leaving a review on the demo page also helps a ton, we're always looking for more feedback. Take care!

Source

Steam News / 9 June 2025

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