HomeGamesUpdatesPricingMethodology
Steam News12 April 20262mo ago

8.0.0

u8.0.0! I've created 13 new Mods. 4 Common / 4 Rare / 5 Pro. Fixes: Now the amount of Mod slots on each Relic will be retained when exiting/entering a run to avoid any kind of bug or exploit.

Full notes

Full TEKO update

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

What changed

0 fixes1 addition2 changes0 removals
  • Security
  • UI and audio
  • Gameplay
changed4 Common / 4 Rare / 5 Pro.Now the amount of Mod slots on each Relic will be retained when exiting/entering a run to avoid any kind of bug or exploit.
changed4 Common / 4 Rare / 5 Pro.Now the description for ultranumber/numberless appears in the Stickers tooltips in the shop and inventory.
added4 Common / 4 Rare / 5 Pro.I have a lot of fun polishing TEKO. It's likely I'll release many small patches, with meticulous fixes. Every time I release new content I have to review the interactions again, this process is a bit slow. So, I know that when I move beyond u10.0 I'm going to have to invest a large chunk of time into pure testing.

u8.0.0!

I've created 13 new Mods.

4 Common / 4 Rare / 5 Pro.

Fixes:

  • Now the amount of Mod slots on each Relic will be retained when exiting/entering a run to avoid any kind of bug or exploit.

  • Ticket (Consumable) won't allow expanding Sinister Cards or Cards with more than 4 slots.

  • Now the description for ultranumber/numberless appears in the Stickers tooltips in the shop and inventory.

It seems like a small patch, especially because I released it fast. But, believe me, it's a major change. With this update, you've witnessed the completion of TEKO's base content.

Obviously, I'm going to keep expanding everything. But for the next patch, I'm going to focus on something I left unfinished: aesthetics. I'm going to be working for a very long time. It'll probably take me several weeks to release u9.0. I'll take the time to leave the game as polished as possible.

Version u10.0 will probably be the "definitive" one; at that point, the game will feel incredibly good. After that, I'll keep releasing expansions with, specifically, more Cards and more Pockets, which are the most relevant content in TEKO.

We aren't close to the end of EA. I'm not going to rush this. It might be months away. I'm saving money to pay for resources and tools to make the game grow, so, don't doubt it: even if everything is finished, I don't plan on leaving EA, because first I have to work more on marketing. I haven't worked on this at all. I don't want to abandon the game or do something half-baked, which is why I've dedicated 95% of my time to programming/designing in-game. I've neglected the other things a lot, so at some point when everything feels stable, I'll need a few months to properly promote the game.

I have a lot of fun polishing TEKO. It's likely I'll release many small patches, with meticulous fixes. Every time I release new content I have to review the interactions again, this process is a bit slow. So, I know that when I move beyond u10.0 I'm going to have to invest a large chunk of time into pure testing.

I'm more ready than ever. Maybe I'm a disaster at marketing and a failure since this isn't succeeding, but my goal is clear: to entertain myself working on this, to create a 100% playable and polished product, and to fulfill my initial promise which was creating the game of my dreams. My favorite genre is Deckbuilders, this is something I do for love rather than money, and that's why I keep going even though I haven't earned anything. Is it a shame? Yes. But there are things you can't control. What can I control? The development. I'm going to be a better version of myself every time I can, don't doubt it. The day I feel TEKO is finished, bug-free, and only lacking optional content expansion, I'll be more than ready for the next step.

Source

Steam News / 12 April 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.