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Steam News27 March 20263mo ago

Playtest Patch 0.58 "Rarity Shuffle"

Hi folks! Time for another round of balancing tweaks and improvements. 🤖 Patch Notes - 0.

In this update1

Full notes

Full Topdeck Automat update

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

What changed

0 fixes1 addition8 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
  • Workshop
changedHi folks! Time for another round of balancing tweaks and improvements. 🤖
changedGENERAL CHANGESslightly reduced chance of Enhancement drafts (not quite as common as cards anymore)
addedGENERAL CHANGESadded music tracks for run end screen
changedGENERAL CHANGESvarious wording improvements + German translation fixes
changedGENERAL CHANGESvarious bugfixes and minor UI tweaks
changedGENERAL CHANGES🖨️ Dev note: Besides general power balance, the general direction here is trying to make infinite effect loops from Modules harder to put together. Effect convertors like Shield-Sword, Repair Shield or Paladin's Hammer were previously all common and would often push you into crazy effect chain territory early on in a run, making the rest of it more about "enjoying the ride" rather than build-crafting. Now, don't get me wrong, this is neither a multiplayer game nor meant to be the tighest strategy game of all time that harshly punishes non-optimal choices. Broken synergies are part of the fun! That said, if they are too consistent and dominate every single run, things can become a little stale.
Armor Breacher: rare -> epic | Damage1530Armor Breacher: rare -> epic | Damage increased, buffBomb Kit: rare -> common | Damage5030Bomb Kit: rare -> common | Damage decreased, nerf

Topdeck Automat changes

changedHi folks! Time for another round of balancing tweaks and improvements. 🤖
changedslightly reduced chance of Enhancement drafts (not quite as common as cards anymore)
addedadded music tracks for run end screen
changedvarious wording improvements + German translation fixes
changedvarious bugfixes and minor UI tweaks

Hi folks! Time for another round of balancing tweaks and improvements. 🤖

Patch Notes - 0.58 "Rarity Shuffle"

GENERAL CHANGES

  • Lighten Enhancement (-1 Load) now doesn't increase Load via future Enhancements

  • modifications to card Load are now indicated via red / green Load numbers

  • an Enhancement's effect on draw speed is now previewed (for in-deck cards)

  • slightly reduced chance of Enhancement drafts (not quite as common as cards anymore)

  • Wild Hog is now called Kevin (actually always was, but now we know)

  • added music tracks for run end screen

  • various wording improvements + German translation fixes

  • various bugfixes and minor UI tweaks

MODULE CHANGES

🖨️ Dev note: Besides general power balance, the general direction here is trying to make infinite effect loops from Modules harder to put together. Effect convertors like Shield-Sword, Repair Shield or Paladin's Hammer were previously all common and would often push you into crazy effect chain territory early on in a run, making the rest of it more about "enjoying the ride" rather than build-crafting. Now, don't get me wrong, this is neither a multiplayer game nor meant to be the tighest strategy game of all time that harshly punishes non-optimal choices. Broken synergies are part of the fun! That said, if they are too consistent and dominate every single run, things can become a little stale.

  • Armor Breacher: rare -> epic | Damage 15 -> 30

  • Bomb Kit: rare -> common | Damage 50 -> 30

  • Cruelty Remnant: now works on Attack *cards*

  • Energy Drink: rare -> epic

  • Paladin's Hammer: common -> rare

  • Repair Shield: common -> epic | Heal 5 -> 10

  • Shield-Sword: common -> rare

  • Toxic Shield: epic -> legendary

  • Voidstone of Power: rare -> epic

Once again, thank you so much for your feedback! Special shoutout to the Discord! ♥️

Source

Steam News / 27 March 2026

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