HomeGamesUpdatesPricingMethodology
Steam News25 March 20263mo ago

Playtest Patch 0.57 "Apocalypse"

Hi folks! Thank you so much for participating in this playtest. The feedback I've received within the first 24 hours has already been invaluable. If you want to jump in after the first big patch, now is the time!

Full notes

Full Topdeck Automat update

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

What changed

0 fixes2 additions8 changes1 removal
  • Gameplay
  • Balance
  • UI and audio
changedPatch Notes - 0.57 "Apocalypse"Dev note: After seeing some pretty clear patterns in early feedback, I wanted to get these changes out quickly to experiment especially with Enhancement-stacking and drop rarities. I'd like to iterate quickly during this first playtest to learn as much as possible about the game. So if something doesn't work out, it'll be tweaked again or rolled back. More substantial core-game reworks and features will go on the list of things to work on for following tests or demos. In any case, your feedback and suggestions will always help guide this process. So thank you very much for your input! ♥️
addedPatch Notes - 0.57 "Apocalypse"added Apocalypse difficulty (while deliberating a larger rework of difficulties for later)
changedPatch Notes - 0.57 "Apocalypse"reduced chance of high-rarity drops (esp. on later days they were too abundant)
changedPatch Notes - 0.57 "Apocalypse"Triggers are now capped at the Answer to the Ultimate Question to not break game or UI
changedPatch Notes - 0.57 "Apocalypse"various wording improvements
addedPatch Notes - 0.57 "Apocalypse""Office" is now "Original" A.C.E. and Strength-based to give new players a little more direction
Attack Buddy: cooldown54Attack Buddy: cooldown decreased, buffPiercing Buddy: cooldown54Piercing Buddy: cooldown decreased, buffShield Buddy: cooldown43Shield Buddy: cooldown decreased, buffWrist Blade:52Wrist Blade: decreased, nerf

Topdeck Automat changes

changedDev note: After seeing some pretty clear patterns in early feedback, I wanted to get these changes out quickly to experiment especially with Enhancement-stacking and drop rarities. I'd like to iterate quickly during this first playtest to learn as much as possible about the game. So if something doesn't work out, it'll be tweaked again or rolled back. More substantial core-game reworks and features will go on the list of things to work on for following tests or demos. In any case, your feedback and suggestions will always help guide this process. So thank you very much for your input! ♥️
addedadded Apocalypse difficulty (while deliberating a larger rework of difficulties for later)
changedreduced chance of high-rarity drops (esp. on later days they were too abundant)
changedTriggers are now capped at the Answer to the Ultimate Question to not break game or UI
changedvarious wording improvements

Hi folks! Thank you so much for participating in this playtest. The feedback I've received within the first 24 hours has already been invaluable. If you want to jump in after the first big patch, now is the time! The best places to provide feedback are still the Steam forums or the dev Discord.

Patch Notes - 0.57 "Apocalypse"

Dev note: After seeing some pretty clear patterns in early feedback, I wanted to get these changes out quickly to experiment especially with Enhancement-stacking and drop rarities. I'd like to iterate quickly during this first playtest to learn as much as possible about the game. So if something doesn't work out, it'll be tweaked again or rolled back. More substantial core-game reworks and features will go on the list of things to work on for following tests or demos. In any case, your feedback and suggestions will always help guide this process. So thank you very much for your input! ♥️

General changes:

  • starting with the 2nd Enhancement on a card, the card's Load now increases (+1, +2...)

  • Enhancement-stacking is fun, but was too dominant without any drawbacks

  • added Apocalypse difficulty (while deliberating a larger rework of difficulties for later)

  • Win a run on Anomaly or higher to unlock it!

  • reduced chance of high-rarity drops (esp. on later days they were too abundant)

  • Triggers are now capped at the Answer to the Ultimate Question to not break game or UI

  • hovering an enhancement now highlights applicable cards in your deck

  • Scrap now counts faster when gaining high values quickly

  • various wording improvements

  • various bugfixes

Character changes:

  • "Office" is now "Original" A.C.E. and Strength-based to give new players a little more direction

  • Lee Ray A.C.E. now works on removed Triggers (trigger becomes scrap; but if it stays in play, it won't)

Module changes:

  • Attack Buddy: cooldown 5 -> 4

  • Piercing Buddy: cooldown 5 -> 4

  • Repair Buddy: 3 -> 4 Heal

  • Shield Buddy: cooldown 4 -> 3

  • Mark of the Lizard: 5 -> 3 Corrosion

Card changes:

  • Tinkerer's Shell: repeats per *2* enhanced cards | Load 2 -> 3

  • Finders Keepers: Load 1 -> 2

  • Wrist Blade: 5 -> 2 Damage | Load 2 -> 3

  • Duplicate Enhancement: epic -> legendary

All the best and thank you again,

Fabian

Source

Steam News / 25 March 2026

Open original post

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