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Steam News2 April 20263mo ago

Playtest Patch 0.60 "In This Economy"

Hi folks! Hold on to your scrap! 🤖 Patch Notes - 0.60 "In This Economy" 🖨️ Dev Notes I think the recent changes to the draw speed calculations went well and were received positively.

In this update2

Full notes

Full Topdeck Automat update

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

What changed

0 fixes6 additions6 changes1 removal
  • Balance
  • Gameplay
  • UI and audio
  • Maps
added🖨️ Dev NotesI think the recent changes to the draw speed calculations went well and were received positively. But they also buffed players somewhat. Decks now have more room to stay at a 2s cooldown and between 2s and 3s the speed penalty per additional Load is a bit lower. Therefore I think it's only fair to give the alien side a bit of a general buff this patch. Also it's not like most of them were super scary before.
removed🖨️ Dev NotesNow, buffing enemies might take a Core more from you here and there, but if you have a run that gets to a broken synergy state, it won't really stop you. So to make things harder on higher difficulty, I need to come at it from the other side and cut down on player power gain too. Instead of outright removing broken synergies, I instead want to make it a bit harder to become broken in the first place. There should still be the same satisfying payoff when you do, it just shouldn't be guaranteed every run.
changed🖨️ Dev NotesThis is the reason why many pieces of this patch are focused on keeping the player economy , and thereby the number of additional cards and Modules you get per run, in check. This should make it more challenging (or luck-requiring) to put together super broken builds early into a run and, hopefully, introduce some tougher choices on what to get when. Of course, tuning the balance of this is an ongoing process, so let me know how it goes! 🙏
changedChangestweaked (mostly buffed) enemy stats across the board
addedChangesWeather effects can now be active on day 10 (watch your boss fights!)
changedChangesreduced Scrap gain from skipping cards (5 -> 2)
Scrap gain from skipping cards (52Scrap gain from skipping cards ( decreased, nerfScrap gain from skipping Enhancements (53Scrap gain from skipping Enhancements ( decreased, nerfJagged Torus: epic -> common | Scrap10Jagged Torus: epic -> common | Scrap decreased, nerf

Topdeck Automat changes

addedI think the recent changes to the draw speed calculations went well and were received positively. But they also buffed players somewhat. Decks now have more room to stay at a 2s cooldown and between 2s and 3s the speed penalty per additional Load is a bit lower. Therefore I think it's only fair to give the alien side a bit of a general buff this patch. Also it's not like most of them were super scary before.
removedNow, buffing enemies might take a Core more from you here and there, but if you have a run that gets to a broken synergy state, it won't really stop you. So to make things harder on higher difficulty, I need to come at it from the other side and cut down on player power gain too. Instead of outright removing broken synergies, I instead want to make it a bit harder to become broken in the first place. There should still be the same satisfying payoff when you do, it just shouldn't be guaranteed every run.
changedThis is the reason why many pieces of this patch are focused on keeping the player economy , and thereby the number of additional cards and Modules you get per run, in check. This should make it more challenging (or luck-requiring) to put together super broken builds early into a run and, hopefully, introduce some tougher choices on what to get when. Of course, tuning the balance of this is an ongoing process, so let me know how it goes! 🙏
changedtweaked (mostly buffed) enemy stats across the board
addedWeather effects can now be active on day 10 (watch your boss fights!)

Hi folks! Hold on to your scrap! 🤖

Patch Notes - 0.60 "In This Economy"

🖨️ Dev Notes

I think the recent changes to the draw speed calculations went well and were received positively. But they also buffed players somewhat. Decks now have more room to stay at a 2s cooldown and between 2s and 3s the speed penalty per additional Load is a bit lower. Therefore I think it's only fair to give the alien side a bit of a general buff this patch. Also it's not like most of them were super scary before.

Now, buffing enemies might take a Core more from you here and there, but if you have a run that gets to a broken synergy state, it won't really stop you. So to make things harder on higher difficulty, I need to come at it from the other side and cut down on player power gain too. Instead of outright removing broken synergies, I instead want to make it a bit harder to become broken in the first place. There should still be the same satisfying payoff when you do, it just shouldn't be guaranteed every run.

This is the reason why many pieces of this patch are focused on keeping the player economy, and thereby the number of additional cards and Modules you get per run, in check. This should make it more challenging (or luck-requiring) to put together super broken builds early into a run and, hopefully, introduce some tougher choices on what to get when. Of course, tuning the balance of this is an ongoing process, so let me know how it goes! 🙏

Changes

  • tweaked (mostly buffed) enemy stats across the board

  • Weather effects can now be active on day 10 (watch your boss fights!)

  • reduced Scrap gain from skipping cards (5 -> 2)

  • reduced Scrap gain from skipping Enhancements (5 -> 3)

  • Power Bracer: 1 -> 2 Strength

  • Core Splinter: gained Consume

  • Finders Keepers: gained Consume | Load 2 -> 1

  • Makeshift Shield: Shield loss 2 -> 1 | Scrap 2 -> 1 | Load 2 -> 3

  • Jagged Torus: epic -> common | Scrap 1 -> 0 | Damage based on total deck Load

  • QOLadded "Load Gauge" element to the deckbuilding UI for easier Load management
  • QOLadded Curse indicator to cards in the deck list
  • QOLadded flying robo helper as a reminder to check the boss tooltip
  • renamed Corrosion to Infection (cause it works for both bots and organic actors)

  • added new card art

  • various fixes

Thank you!

I once again want to thank everyone who participated in the playtest and gave feedback via the forums, email and the constantly active Discord group. We've also had a few more creators (like the German "Frohnatur"Malterus or FaintlySaintly) pick up the game, which is so great to see at this early stage. ♥️

All the best, Fabian

Source

Steam News / 2 April 2026

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