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Steam News4 June 20261mo ago

Demo v0.26.0 - The Supply Shoppe Update!

Hi everyone! I've been busy since last week's update with some nice updates to the Supply Shoppe, as well as a number of pretty nice quality of life changes, clarifications, and tweaks suggested by the community.

In this update1

Full notes

Full Raccoons to Riches update

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

What changed

2 fixes4 additions16 changes1 removal
  • UI and audio
  • Gameplay
  • Balance
  • Store
  • Compatibility
changedHi everyone! I've been busy since last week's update with some nice updates to the Supply Shoppe, as well as a number of pretty nice quality of life changes, clarifications, and tweaks suggested by the community. For a while now, the Supply Shoppe has been a bit of a confusing screen to look at if you're not intimately familiar with all the game's mechanics. I had initially modelled it to look like a medieval version of a newpaper flyer, but while that works well thematically, it was kind of a lot to look at. So, to make the UI a bit cleaner there, I've totally reworked that screen to be a tabbed set of menus. There's now one for each "section"/category of stuff for sale. This should hopefully lessen the general mental load of trying to visually parse like 20+ different choices at once. Check out this little before/after:
changedPretty nice, eh? At the very least, you'll need to squint a lot less. This also has some less visually noisy tooltip zones, fun tab animations, and improved controller usability. And that's not all, since there are a bunch of other little tweaks and fixes I snuck into today's update. Some of them came about as a direct result of community feedback, so keep that coming in the community discord ! I find it really motivating. Anyway, that's enough blabber from me, here's the full set of patch notes for v0.26.0. Notes with a * are a result of community feedback:
changedDemo v0.26.0Gameplay : If crafting an item would produce the same item as one of the craft's ingredients, the resulting item will be upgraded with an extra $20 of base value. This should prevent some feelbads from "useless" crafts, and open up some interesting gameplay strategies around "going tall" on a single big item.
addedDemo v0.26.0Gameplay : You now have a 3rd Decoration choice in the supply shoppe, but the initial reroll cost is higher (6 -> 9 Influence)
changedDemo v0.26.0Gameplay* : Hot Item and Price Hike now Exhaust. (Apologies to any small-deck billionaires - this should improve build diversity in the demo somewhat)
changedDemo v0.26.0Compendium : Improved the initial load time of the compendium significantly.

Raccoons to Riches changes

changedHi everyone! I've been busy since last week's update with some nice updates to the Supply Shoppe, as well as a number of pretty nice quality of life changes, clarifications, and tweaks suggested by the community. For a while now, the Supply Shoppe has been a bit of a confusing screen to look at if you're not intimately familiar with all the game's mechanics. I had initially modelled it to look like a medieval version of a newpaper flyer, but while that works well thematically, it was kind of a lot to look at. So, to make the UI a bit cleaner there, I've totally reworked that screen to be a tabbed set of menus. There's now one for each "section"/category of stuff for sale. This should hopefully lessen the general mental load of trying to visually parse like 20+ different choices at once. Check out this little before/after:
changedPretty nice, eh? At the very least, you'll need to squint a lot less. This also has some less visually noisy tooltip zones, fun tab animations, and improved controller usability. And that's not all, since there are a bunch of other little tweaks and fixes I snuck into today's update. Some of them came about as a direct result of community feedback, so keep that coming in the community discord ! I find it really motivating. Anyway, that's enough blabber from me, here's the full set of patch notes for v0.26.0. Notes with a * are a result of community feedback:
changedGameplay : If crafting an item would produce the same item as one of the craft's ingredients, the resulting item will be upgraded with an extra $20 of base value. This should prevent some feelbads from "useless" crafts, and open up some interesting gameplay strategies around "going tall" on a single big item.
addedGameplay : You now have a 3rd Decoration choice in the supply shoppe, but the initial reroll cost is higher (6 -> 9 Influence)
changedGameplay* : Hot Item and Price Hike now Exhaust. (Apologies to any small-deck billionaires - this should improve build diversity in the demo somewhat)

Hi everyone! I've been busy since last week's update with some nice updates to the Supply Shoppe, as well as a number of pretty nice quality of life changes, clarifications, and tweaks suggested by the community. For a while now, the Supply Shoppe has been a bit of a confusing screen to look at if you're not intimately familiar with all the game's mechanics. I had initially modelled it to look like a medieval version of a newpaper flyer, but while that works well thematically, it was kind of a lot to look at. So, to make the UI a bit cleaner there, I've totally reworked that screen to be a tabbed set of menus. There's now one for each "section"/category of stuff for sale. This should hopefully lessen the general mental load of trying to visually parse like 20+ different choices at once. Check out this little before/after:

Pretty nice, eh? At the very least, you'll need to squint a lot less. This also has some less visually noisy tooltip zones, fun tab animations, and improved controller usability. And that's not all, since there are a bunch of other little tweaks and fixes I snuck into today's update. Some of them came about as a direct result of community feedback, so keep that coming in the community discord! I find it really motivating. Anyway, that's enough blabber from me, here's the full set of patch notes for v0.26.0. Notes with a * are a result of community feedback:

Demo v0.26.0

---------

  • Gameplay: If crafting an item would produce the same item as one of the craft's ingredients, the resulting item will be upgraded with an extra $20 of base value. This should prevent some feelbads from "useless" crafts, and open up some interesting gameplay strategies around "going tall" on a single big item.

  • Gameplay: You now have a 3rd Decoration choice in the supply shoppe, but the initial reroll cost is higher (6 -> 9 Influence)

  • Gameplay*: Hot Item and Price Hike now Exhaust. (Apologies to any small-deck billionaires - this should improve build diversity in the demo somewhat)

  • CompendiumImproved the initial load time of the compendium significantly.
  • Daily Wrapup*: Renamed Items Sold/Purchased lines to Revenue and Expenses. The wrapup now takes other expenses such as tax bills into account when calculating expenses.

  • Supply Shoppe*: Totally re-vamped the Supply Shoppe UI to be less of an information overload, and generally look a bit nicer. The shoppe is now a tabbed menu that shows you one "section" at a time.

  • UI: Re-designed the way item packs look, to be item crates, and have a bit more of an indication they give you 3 items.

  • UI: The supply shoppe now shows tooltip information in a more consistent, less visually noisy way

  • UI: The supply shoppe now displays possible contents of item crates when you hover/focus one of them in the Wholesale Items tab.

  • UI/ArtAdded new icons for the Buy, Combine, Play, Restock, Rummage, and Sell actions
  • UI: When hiding sidequest choices, the background dimmer is now clear instead of darkened

  • UI: Customer tooltips now show when hovering over their textbox instead of anywhere on the customer

  • UIRemoved the Redecorate Button from the Day Planner, since it was a bit confusing. You can still always redecorate via the top bar Decoration Inventory screen.
  • UI*Added some bounce to the Side Quest area in the top bar if you haven't picked a side-quest yet. (This system might get reworked, but now you'll miss it less often maybe!)
  • UIAdded some basic animation to the Today icon/selector/text on the calendar to make the current day a little clearer
  • UI*: When Items have their base price modified, the price will now be displayed in a different colour, depending on the modification. More negative -> More towards Red along the rainbow, More positive -> More towards Purple along the rainbow.

  • Text: Clarified some text on the Day Planner.

  • Controller Support: Using a controller in the supply shoppe should be a lot less generally weird with respect to controller cursor pathing

  • BugfixAdded/fixed a few missing/incorrect tooltips to some tactics and decorations
  • BugfixFixed some unlock info tooltips appearing blank briefly
  • Misc: Some minor art placement adjustments for a few cards

  • Misc: Standardized some item rarities (1 types -> common, 2 types -> uncommon. 3+ -> rare)

See you all in the shop!

Source

Steam News / 4 June 2026

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