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Steam News9 July 20261mo ago

Demo v1.0.0 - "Opening Day"

Hi everyone! Today's update is a pretty nice milestone patch for the demo, since it's the last one I'll be releasing before the full launch of the game on July 20th!

Full notes

Full Raccoons to Riches update

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

What changed

5 fixes7 additions17 changes0 removals
  • UI and audio
  • Balance
  • Store
  • Gameplay
  • Events
  • Fixes
changedHi everyone! Today's update is a pretty nice milestone patch for the demo, since it's the last one I'll be releasing before the full launch of the game on July 20th! It's been a pretty fun journey making a full game and putting it out into the world, so I hope that you'll all enjoy the latest changes. Today's patch makes a number of changes to the starting stockpiles/decorations for each proprietor, makes a few final stability tweaks to prepare for the full release, and clarifies a few more things in the UI.
changedI think each proprietor should now play a bit more distinctly from each other, at least at the start of each run, though that'll only really be something you'd notice if you got early access to the game for some reason or another. The main change you'll notice this patch in the demo version is the update to the part-timer's starting stockpile, which should make their game plan a bit more flexible and less reliant on big Upsell strategies. It'll be more or less a slightly slimmed down version of the Shopkeeper's stockpile in the full version, which I think makes sense. One nice change you'll probably appreciate is that some of your starting items should now be Restockable, so newer folks get exposed to that keyword earlier, and won't be totally sold out of items to sell if they don't re-stock. I've been making this game since September of 2024, so I'm super happy that I've been able to get the game done! I've learned a ton about game development that I didn't know at the start, and been able to do some pretty cool stuff as a result of taking a chance on it. I might make a longer dev log somewhere about the whole development process, but that's probably meant for an update isn't just patch notes. So yeah, the game comes out real soon! Mark your calendars for the 20th! I'll be closely following any feedback that comes in so the launch goes as (relatively) smoothly as possible. Anyway, here's the patch notes for V. 1.0.0 - "Opening Day":
changedGameplay : Updated the non-demo characters' starting decks for general balance and gameplay diversity.
changedGameplay : The Shopkeeper now starts with 4x of each basic item, and 2x of each common "Convince" tactic. He's a convincing sort of fellow to start with, and is well-rounded.
addedGameplay : The Potion Dealer's starter deck is now built around the Alchemize tactic, and adding the potion type to items, to start with more of a transformation/type manipulation strategy
changedGameplay : Updated the Baker's starter deck to be more focused on convincing customers to like Food with free samples, and card draw

Raccoons to Riches changes

changedHi everyone! Today's update is a pretty nice milestone patch for the demo, since it's the last one I'll be releasing before the full launch of the game on July 20th! It's been a pretty fun journey making a full game and putting it out into the world, so I hope that you'll all enjoy the latest changes. Today's patch makes a number of changes to the starting stockpiles/decorations for each proprietor, makes a few final stability tweaks to prepare for the full release, and clarifies a few more things in the UI.
changedI think each proprietor should now play a bit more distinctly from each other, at least at the start of each run, though that'll only really be something you'd notice if you got early access to the game for some reason or another. The main change you'll notice this patch in the demo version is the update to the part-timer's starting stockpile, which should make their game plan a bit more flexible and less reliant on big Upsell strategies. It'll be more or less a slightly slimmed down version of the Shopkeeper's stockpile in the full version, which I think makes sense. One nice change you'll probably appreciate is that some of your starting items should now be Restockable, so newer folks get exposed to that keyword earlier, and won't be totally sold out of items to sell if they don't re-stock. I've been making this game since September of 2024, so I'm super happy that I've been able to get the game done! I've learned a ton about game development that I didn't know at the start, and been able to do some pretty cool stuff as a result of taking a chance on it. I might make a longer dev log somewhere about the whole development process, but that's probably meant for an update isn't just patch notes. So yeah, the game comes out real soon! Mark your calendars for the 20th! I'll be closely following any feedback that comes in so the launch goes as (relatively) smoothly as possible. Anyway, here's the patch notes for V. 1.0.0 - "Opening Day":
changedGameplay : Updated the non-demo characters' starting decks for general balance and gameplay diversity.
changedGameplay : The Shopkeeper now starts with 4x of each basic item, and 2x of each common "Convince" tactic. He's a convincing sort of fellow to start with, and is well-rounded.
addedGameplay : The Potion Dealer's starter deck is now built around the Alchemize tactic, and adding the potion type to items, to start with more of a transformation/type manipulation strategy

Hi everyone! Today's update is a pretty nice milestone patch for the demo, since it's the last one I'll be releasing before the full launch of the game on July 20th! It's been a pretty fun journey making a full game and putting it out into the world, so I hope that you'll all enjoy the latest changes. Today's patch makes a number of changes to the starting stockpiles/decorations for each proprietor, makes a few final stability tweaks to prepare for the full release, and clarifies a few more things in the UI.

I think each proprietor should now play a bit more distinctly from each other, at least at the start of each run, though that'll only really be something you'd notice if you got early access to the game for some reason or another. The main change you'll notice this patch in the demo version is the update to the part-timer's starting stockpile, which should make their game plan a bit more flexible and less reliant on big Upsell strategies. It'll be more or less a slightly slimmed down version of the Shopkeeper's stockpile in the full version, which I think makes sense. One nice change you'll probably appreciate is that some of your starting items should now be Restockable, so newer folks get exposed to that keyword earlier, and won't be totally sold out of items to sell if they don't re-stock. I've been making this game since September of 2024, so I'm super happy that I've been able to get the game done! I've learned a ton about game development that I didn't know at the start, and been able to do some pretty cool stuff as a result of taking a chance on it. I might make a longer dev log somewhere about the whole development process, but that's probably meant for an update isn't just patch notes. So yeah, the game comes out real soon! Mark your calendars for the 20th! I'll be closely following any feedback that comes in so the launch goes as (relatively) smoothly as possible. Anyway, here's the patch notes for V. 1.0.0 - "Opening Day":

  • GameplayUpdated the non-demo characters' starting decks for general balance and gameplay diversity.
  • Gameplay: The Shopkeeper now starts with 4x of each basic item, and 2x of each common "Convince" tactic. He's a convincing sort of fellow to start with, and is well-rounded.

  • Gameplay: The Potion Dealer's starter deck is now built around the Alchemize tactic, and adding the potion type to items, to start with more of a transformation/type manipulation strategy

  • GameplayUpdated the Baker's starter deck to be more focused on convincing customers to like Food with free samples, and card draw
  • GameplayUpdated the Baker's starter decoration: Baker's Rack -> Spice Rack (A bit of a nerf, baker's rack was really strong with the new consistent starter deck)
  • Gameplay: All proprietors now start with 4 restockable items in their stockpile, so that you never really run out of items to sell. (You can still be pretty low on items, and have trouble due to it, but you'll never feel totally soft-locked by poor decision-making now)

  • Gameplay: Buffed Mimic Merch (Now adds the mimicked Item to your Hand instead of Today's Goods. The Upgraded version adds 2 copies.)

  • Gameplay: Buffed the Recycle tactic. Now uses any 2 random Items in hand, instead of only Trash

  • GameplayUpdated the starting deck for the Part-Timer: Now 3x each basic item, 2x Upsell, 1x of each common Convince tactic. 1x of each item is Restockable)
  • QuestsAdded a number of new quests to go and unlock, check the quests and stats menu to see the new quests!
  • ArtAdded new art for the Tax Bill complication
  • Art/UIAdded a new cursor icon when something can be inspected in the UI
  • UI: Cards in your hand now show tooltips for their keywords when hovered/focused

  • UI: Minor tweaks to some text and banner positioning for sidequests and quests

  • UI: Wishlist button now only appears in the demo version of the game

  • RNGAdded a separate RNG seed for day off events
  • Controllers: The Home button and disconnecting an active controller now pauses the game.

  • BugfixFixed a pretty serious profile issue where user profiles might get lost (but not actually deleted) in some cases. Now, there's a fallback to restore any lost profiles (so long as they're not so old as to be corrupt in some way)
  • BugfixFixed a mouse deadzone on decoration cards
  • BugfixFixed the stockpile viewer preventing you from viewing individual cards in your stockpile after attempting to downsize or upgrade a card via the supply shoppe
  • BugfixFixed the "View Upgrade" button closing the whole card popup view in some cases
  • BugfixFixed some strange controller focus pathing in the supply shoppe when trying to go to the finish shopping button
  • TextRenamed "Inventory" to "Today's Goods" for improved clarity
  • TextRenamed "Daily Inventory" to "Stockpile" for improved clarity
  • Text: A couple more tooltip text clarifications

  • TextUpdated the proprietor descriptions to be a bit more descriptive of each character's gameplay style.
  • Engine: Migrated to Godot v4.7 - this mostly had the effect of allowing some extra standardization of icon sizes in card texts, so if something looks weird there, please report it!

  • Misc: The feedback/bug report button now falls back to trying to open discord if the mailto link fails to open

Source

Steam News / 9 July 2026

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