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v1.1 is now live: Balancing & Bugfixing!

Happy 21st Tavern Dwellers!

I'm so glad to be bringing you the first update for Dungeons & Degenerate Gamblers, v1.1!

This update is highly focused on improving the balance of the game and reducing some of the parts of the game that were causing frustration. There are also lots of bugs fixed, thank you to everyone that reported these.

This updates aims to address:
- foe decks being too consistently strong compared to the player at the same stage in a run
- foes having the ability to scale out of control too easily, particularly when it comes to shields
- some events being too punishing/not rewarding enough
- it taking too long to start building synergies in your deck
- winning being too reliant on finding healing cards
- each run taking too much time
- fix a number of bugs that weren't caught during testing

I hope you find the game to be much more enjoyable after this update! Thank you again to those that provided feedback, it really helps to make the game better.

Please also check out the newly updated FAQs here.


Here are the update notes for v1.1:

Unique Chips
- increases number of Unique Chips to choose between to 3 (was 2)
- adds the choice to pay 100 chips to reroll Unique Chip choices
- changes starting chips to 250 (was 25)
- Double Down Chipotle Pepper damage reduced to 5 (was 6)
- Double Down Chip Damage damage threshold reduced to 3 (was 5)
- Double Down Chip Off the Old Block starting Advantage increased to -2 Advantage (was -3)

Foil cards
- adds a 1.21% chance that cards rewarded after an encounter will be Foil
- the Foil cards rewarded after defeating Bouncer, Alucard, CEO, or Dracon are now guaranteed to be special cards, so no more disappointing Foil numbered cards

Foe balancing
- foes now hit before player
This increases the strength of a number of cards that would often have no valid targets when drawn first.
This also means the player is less often disrupted by cards like Business Card after they have already stood, especially early in a run when still reliant on standard playing cards.
- adds the condition "you hit first" to ALL IN!
Note that foe foil cards will still be played before the player hits
- increase most bosses to give 100 chips

Note
- some of the below changes to foe's decks only apply at Triple Down and below, so those looking for a challenge will still find it at Quadruple Down or ALL IN!

Tavern
Squire
- max HP to 21 (was 30)
Manager
- removes 1x Business Card

Lounge
Luck Pusher
- swaps 0 The Fool and Terminate the Tower for 2x 8 of Nothings
- removes Social Security Card
Teacher
- changes lots of standard cards to Diamonds instead of Spades
- removes Credit Card and Social Security Card
- max HP to 40 (was 55)
Wizard
- max HP to 35 (was 40)

VIP Area
Mr President
- removes Social Security Card

Head Office
Psychologist
- adds a 2x Zero of each suit to Psychologist's deck
- changes 4x of Psychologist's 10s to 8s, and add a Blank Card
HR Department
- removes Negative 3s
- adds a set of 7s
- removes 1x Queen of the Stone Age
Developer
- adds 2x 5 of Nothing and 2x 9 of Nothing
Legal
- adds a 6, 7, 8 of Nothings
CEO
- removes Expulsion
- removes all but 1 Calamari Game Card
- adds Diamond in the Rough

Hope
Deity of Hope
- complete overhaul of Deity of Hope's deck

Basement
Giant Rat
- removes 4x Cue Card
- adds 2x 9 of Nothings
Decromancer
- max HP to 52 (was 66)
Witch
- max HP to 45 (was 52)

Casino
Dog is now the first encounter in the Casino (was Floorperson)
Floorperson
- removes Jack and the Beanstalk
Pit Boss
- removes The Emperor IV, Carduus Acanthoides, and 5 of Wands

Dungeon
Speedrunner
- removes 1x Glitched Card
- swaps all Clubs for Diamonds
Cultist
- max HP to 52 (was 66)

Despair
Deity of Despair:
- adds a Foil Rules Card
- adds Business Card
- swaps Ace of Spades for Ace of Nothings
- swaps Ace of Clubs for Eleven of Clubs
- these changes should allow for more counterplay chances against Deity of Despair's deck

Final Floor/Boss spoiler warning!
Landlord's Office
Landlord
- remove Foil 21 of Spades, Rorschach, Scratch, Black Aces, and some of the 10s
- replace Carduus with Emperor
- adds Whale Card
- adds 3 synergistic/thematic cards at start of Landlord 2 based on Tarot card stolen


Gamblers
- adds more Scratchcards to Gambler decks in later floors

Endless encounters
- adds a method to eventually end endless encounters: after 52 rounds have elapsed the Dealer will appear and unlock every played card, then every round he will add a Scratch to both player's discard piles

Event balancing
- adds healing to Fortune Teller events, 10 HP per card flipped
- reduces Runaway Cart damage to 10
- reduces Surrounded damage to 8
- reduces Card Printer damage to 11
- changes VIP Area Trade Offer to offer any non-foil non-Tarot card, instead of 3 most recently added cards
- increases base healing of VIP Area Trade Offer to 8 (was 3)
- increase number of cards in Lost & Found shop to 8 (was 6)
- decreases Slot Machine shop buy (now 99) and spin costs (now 35)

Other balance changes
- make Triple Down Minor Arcana 5 never roll 5 of Cups on Bartender as this was impossible/frustrating for some decks to overcome
- Negative cards will not show up as encounter rewards in the Tavern to allow for a higher proportion of special cards to be offered
- reduce rounds up count of Jack and the Beanstalk to 2 (was 4)
- swaps King of Gold in Signature Diamonds deck for a King of Diamonds
- changes XV The Devil to no longer damage self on a tied blackjack
- removes Queen of Music
- Queen of Music will be back at some stage with a reworked effect, but right now this card is just causing the game to turn into tedious attrition battles whenever it shows up

Changes to unlocking starting decks
- changes Signature decks to be unlocked by a win with that suit
- changes to show all 18 starting decks after first win with any deck

Other improvements
- reduces the volume and intensity of the damage blocked by shield sfx
- when Glitched Card intensity is 0 the colours of the card will now still be glitched but with no movement so that you can still tell it is a Glitched Card
- changes Hope/Despair bosses to not show card reward when not on ALL IN
- changes X Wheel of Fortune to show the possible gifts as keyword tooltips
- changes Terminate the Tower to show the cards it can create
- slightly widen card hover tooltip sizes
- shorten names of 4 and 8 card shops so they fit on card better
- changes Fingerprint to the more clear "On play and on stand" instead of "On play and stand"
- Dungeon Counterfeiter now more clearly states that it gives a random Minor Arcana 5
- move difficulty chips into place faster
- move cards onto/offscreen faster at start/end of encounter
- Slot Machine Shop animations scale to animation speed setting
- implements lots of community suggestions to the localisation to languages other than English - please continue to give feedback on these in the dedicated threads in the Discord!
- updates roles of some people in credits

Bug fixes
- fixes softlocks caused by Kingmaker and Radiation Detector changing the card that drew them halfway through its effect (i.e. Booster Pack or +2 Card)
- fixes a bug where the starting deck confirm button was still visible and clickable after backing out of selecting the current starting deck
- fixes a bug where the buttons on slot machine would be hidden instead of disabled after buying cards, and then never reshown
- fixes a bug where the price of a Chipcoin in Crypto Bro event wasn't being shown
- fixes a bug where the back button in Collection was not being disabled after being pressed
- fixes a bug where the game could crash when changing Collection pages using the hotkey while hovering a card
- fixes a bug where CEO card rewards weren't Foil cards
- fixes a bug where ID Cards on the Credits screen could be clicked multiple times in a row without having to unhover first
- fixes a bug where it was hard to get to the leftmost or rightmost played cards with KB/controller nav
- fixes Report Card having one random purple pixel on it
- fixes a bug where Rain Man would still discard even if it was locked
- fixes a bug where burning opponent's cards with some cards would not trigger Hot Chip (Red Card, The Lovers VI, The Hermit IX, Insurance Card, King of Kings, King of the Hill)
- fixes a bug where Insurance Card would only burn itself if it was the most recently drawn card (now can also burn the card under it)
- fixes a bug where exploiting a foe's Loyalty Card would set it's value to the value that would give you instant blackjack, not your foe's
- fixes Master of One and RJudgment not triggering Microchip
- fixes a bug where opponent playing a Business Card via an SD Card wouldn't update scores properly after the swap
- fixes a bug where a card added to draw pile could not be placed at the very bottom of the deck
- fixes a bug where Chip Off the Old Block was triggering relics that gained Advantage at the start of the encounter multiple times, meaning you started with more Advantage than expected
- fixes a bug where you could check what your face down cards were while Moon effect active by checking your deck in ID Card
- fixes bug where candles on Birthday Card would glitch when value beyond 21
- fix a crash in Stay a Night when trying to remove a random card when deck size is 0
- fix a crash in Have a Drink when trying to remove a card when deck size is 0
- fixes a bug where a Trump Card that was quick discarded would cause a bust not an instant blackjack due to not resetting its score first
- fixes a bug where Memory Card could crash the game if there were no cards left to remember
- fixes a bug where Dungeon Collector event would bug if the card was a Birthday or Loyalty Card with candles/stamps
- fixes a bug where King Cobra would not make the player take damage if there were no Kings
- fixes a bug where foes would play endless copies of The Fool 0 if another The Fool 0 was the only card available to copy
- fixes a bug where the achievement for winning at least once with every card would only trigger on the next run won, not the one where you actually achieved it
- fixes a bug where the achievement for winning 21 times would trigger on the 22nd win instead
- changes Counterfeiter and Roulette to not count toward favourite card stat
- Report Card and Birthday Card description clarity improvements
- fixes a place where the "Handy card visually moves to play area" bug could potentially occur
- fixes SD Card highlight shape
- fixes a bug where foe played cards that burned cards in your hand (i.e. The Lovers VI) would crash the game
- fixes foil cards not fanning in hand correctly
- fixes some missing characters in French
- fixes music volume being inconsistent between floors
- fix shield text being 1 px too far to the right

Dungeons and Degenerate Gamblers update makes the new roguelike easier

If you enjoyed Balatro, then there's a good chance you've already tried - or at least have eyes on - new Steam roguelike Dungeons and Degenerate Gamblers. The indie deckbuilder has been affectionately described as 'Blackjack Balatro' (although Balatro creator 'LocalThunk' is quick to remind people that DnDG was actually playable first, and that they highly endorse it). While it's a ton of fun and has received mostly positive reviews, the most common complaints at launch center on it feeling a little too tough, with some opponents feeling unfairly strong or having too much potential to scale out of control.


Read the rest of the story...


RELATED LINKS:

Shuffle Balatro into blackjack as this new roguelike game hits Steam

New deckbuilding roguelike is blackjack Balatro, and it has a demo

Dungeons & Degenerate Gamblers Update now live for public beta testing

Hello Tavern Dwellers!

It's been just over a week since the Tavern opened, and it's been amazing to see you all enjoying your time with the game so far!

There has been lots of feedback coming through about every aspect of Dungeons & Degenerate Gamblers, and this update addresses a big chunk of them. A big area of feedback has been to do with the balance, which has been significantly overhauled in this update.

This updates aims to address:
  • foe decks being too consistently strong compared to the player at the same stage in a run
  • foes having the ability to scale out of control too easily, particularly when it comes to shields
  • some events being too punishing / not rewarding enough
  • it taking too long to start building synergies in your deck
  • winning being too reliant on finding healing cards
  • each run taking too much time
  • bug fixes

If you wish to join our public Beta to test the upcoming changes and provide feedback, you can do so by right clicking on the game in your Steam library, going to Properties, then Betas, then selecting "public_beta" from the dropdown menu.

If you have feedback or encounter any issues on the public beta, please do visit us on DISCORD, as we would love to hear your feedback to help improve the game.

We hope you enjoy the changes!


Here are the changes that are currently being tested:
Unique Chips
- increases number of Unique Chips to choose between to 3 (was 2)
- adds the choice to pay 100 chips to reroll Unique Chip choices
- changes starting chips to 250 (was 25)
- Double Down Chipotle Pepper damage reduced to 5 (was 6)
- Double Down Chip Damage damage threshold reduced to 3 (was 5)
- Double Down Chip Off the Old Block starting Advantage increased to -2 Advantage (was -3)

Foil cards
- adds a 1.21% chance that cards rewarded after an encounter will be Foil
- the Foil cards rewarded after defeating Bouncer, Alucard, CEO, or Dracon are now guaranteed to be special cards, so no more disappointing Foil numbered cards

Foe balancing
- foes now hit before player
- this increases the strength of a number of cards that would often have no valid targets when drawn first
- this also means the player is less often disrupted by cards like Business Card after they have already stood, especially early in a run when still reliant on standard playing cards
- adds the condition "you hit first" to ALL IN!
- note that foe foil cards will still be played before the player hits
- increase most bosses to give 100 chips

Tavern
Squire
- max HP to 21 (was 30)
Manager:
- removes 1x Business Card from Manager's deck

Lounge
Luck Pusher
- swaps 0 The Fool and Terminate the Tower for 2x 8 of Nothings
- removes Social Security Card
Teacher
- changes lots of standard cards to Diamonds instead of Spades
- removes Credit Card and Social Security Card
- max HP to 40 (was 55)
Wizard
- max HP to 35 (was 40)

VIP Area
Mr President
- removes Social Security Card

Head Office
Psychologist
- adds a 2x Zero of each suit to Psychologist's deck
- changes 4x of Psychologist's 10s to 8s, and add a Blank Card
HR Department
- removes Negative 3s
- adds a set of 7s
- removes 1x Queen of the Stone Age
Developer
- adds 2x 5 of Nothing and 2x 9 of Nothing
Legal
- adds a 6, 7, 8 of Nothings
CEO
- removes Expulsion
- removes Calamari Game Cards
- adds Diamond in the Rough

Basement
Giant Rat
- removes 4x Cue Card
- adds 2x 9 of Nothings
Decromancer
- max HP to 52 (was 66)
Witch
- max HP to 45 (was 52)

Casino
- Dog is now the first encounter in the Casino (was Floorperson)
Floorperson
- removes Jack and the Beanstalk from Floorperson's deck
Pit Boss
- removes The Emperor IV, Carduus Acanthoides, and 5 of Wands from Pit Boss deck

Dungeon
Speedrunner
- removes 1x Glitched Card
- swaps all Clubs for Diamonds
Cultist
- max HP to 52 (was 66)

Despair
Deity of Despair
- adds a Foil Rules Card
- adds Business Card
- swaps Ace of Spades for Ace of Nothings
- swaps Ace of Clubs for Eleven of Clubs
- these changes should allow for more counterplay chances against Deity of Despair's deck

Gamblers
- adds more Scratchcards to Gambler decks in later floors

Endless encounters
- adds a method to eventually end endless encounters
- after 21 rounds have elapsed the Dealer will appear and add a Scratch to both player's discard piles every other round

Note
- some of the above changes to foe's decks only apply at Triple Down and below, so those looking for a challenge will still find it at Quadruple Down or ALL IN!

Event balancing
- adds healing to Fortune Teller events, 10 HP per card flipped
- reduces Runaway Cart damage to 10
- reduces Surrounded damage to 8
- reduces Card Printer damage to 11
- changes VIP Area Trade Offer to offer any non-foil non-Tarot card, instead of 3 most recently added cards
- increases base healing of VIP Area Trade Offer to 8 (was 3)
- increase number of cards in Lost & Found shop to 8 (was 6)
- decreases Slot Machine shop buy (now 99) and spin costs (now 35)

Other balance changes
- Negative cards will not show up as encounter rewards in the Tavern to allow for a higher proportion of special cards to be offered
- swaps King of Gold in Signature Diamonds deck for a King of Diamonds
- changes XV The Devil to no longer damage self on a tied blackjack
- removes Queen of Music
- Queen of Music will be back at some stage with a reworked effect, but right now this card is just causing the game to turn into tedious attrition battles whenever it shows up

Changes to unlocking starting decks
- changes Signature decks to be unlocked by a win with that suit
- changes to show all 18 starting decks after first win with any deck

Other improvements
- reduces the volume and intensity of the damage blocked by shield sfx
- when Glitched Card intensity is 0 the colours of the card will now still be glitched but with no movement so that you can still tell it is a Glitched Card
- changes Hope/Despair bosses to not show card reward when not on ALL IN
- changes X Wheel of Fortune to show the possible gifts as keyword tooltips
- changes Terminate the Tower to show the cards it can create
- slightly widen card hover tooltip sizes
- shorten names of 4 and 8 card shops so they fit on card better
- changes Fingerprint to the more clear "On play and on stand" instead of "On play and stand"
- Dungeon Counterfeiter now more clearly states that it gives a random Minor Arcana 5
- move difficulty chips into place faster
- move cards onto/offscreen faster at start/end of encounter
- Slot Machine Shop animations scale to animation speed setting
- updates roles of some people in credits

Bug fixes
- fixes softlocks caused by Kingmaker and Radiation Detector changing the card that drew them halfway through its effect (i.e. Booster Pack or +2 Card)
- fixes a bug where the starting deck confirm button was still visible and clickable after backing out of selecting the current starting deck
- fixes a bug where the buttons on slot machine would be hidden instead of disabled after buying cards, and then never reshown
- fixes a bug where the price of a Chipcoin in Crypto Bro event wasn't being shown
- fixes a bug where the back button in Collection was not being disabled after being pressed
- fixes a bug where the game could crash when changing Collection pages using the hotkey while hovering a card
- fixes a bug where CEO card rewards weren't Foil cards
- fixes a bug where ID Cards on the Credits screen could be clicked multiple times in a row without having to unhover first
- fixes a bug where it was hard to get to the leftmost or rightmost played cards with KB/controller nav
- fixes Report Card having one random purple pixel on it
- fixes a bug where Rain Man would still discard even if it was locked
- fixes a bug where burning opponent's cards with some cards would not trigger Hot Chip:
- Red Card
- The Lovers VI
- The Hermit IX
- Insurance Card
- King of Kings
- King of the Hill
- fixes a bug where Insurance Card would only burn itself if it was the most recently drawn card (now can also burn the card under it)
- fixes a bug where exploiting a foe's Loyalty Card would set it's value to the value that would give you instant blackjack, not your foe's
- fixes Master of One and RJudgment not triggering Microchip
- fixes a bug where opponent playing a Business Card via an SD Card wouldn't update scores properly after the swap
- fixes a bug where a card added to draw pile could not be placed at the very bottom of the deck
- fixes a bug where Chip Off the Old Block was triggering relics that gained Advantage at the start of the encounter multiple times, meaning you started with more Advantage than expected
- fixes a bug where you could check what your face down cards were while Moon effect active by checking your deck in ID Card
- fixes bug where candles on Birthday Card would glitch when value beyond 21
- fix a crash in Stay a Night when trying to remove a random card when deck size is 0
- fix a crash in Have a Drink when trying to remove a card when deck size is 0
- fixes a bug where a Trump Card that was quick discarded would cause a bust not an instant blackjack due to not resetting its score first
- fixes a bug where Memory Card could crash the game if there were no cards left to remember
- fixes a place where the "Handy card visually moves to play area" bug could potentially occur
- fixes foil cards not fanning in hand correctly

A big thank you to everyone! - A list of things to come!

Hello Tavern Dwellers,

We just wanted to start by saying a huge thank you to you all! We are blown away by how many of you have purchased the game and spent countless hours battling your way through the tavern in just a few days!

We thought we would take this opportunity to tell you a few of our short term plans for Dungeons & Degenerate Gamblers.

While reception to the game has been incredible, there is always room for improvement. Firstly, we have been hard at work fixing critical bugs and will continue to do so. Secondly, we want to do some considerable work on the balance of the game. We hear your feedback that a few of the early encounters can be rather punishing, and this is causing some fights that should be straight forward to swing in the favour of the opponent. We also want to give players earlier access to more impactful cards that will allow for better deck manipulation. Finally, we will be making some adjustments to a few problematic encounters that appear later in the game too. Some of these encounters were resulting in the opponent building up too many shields and other issues which were turning some fights into much longer encounters than anticipated—our balance changes will make a big difference here!

If you have enjoyed the game so far, we would love for you to leave a review, this helps us out a lot! And remember, the launch discount will be ending soon so if you have not picked the game up yet, be sure to take advantage of the current price promotion.

If you are new to the tavern and want to stay up to date with all the latest news and info, join us on Discord here to become part of the community! We currently have a community design challenge ongoing, where you can submit ideas or art for new card back designs to be added to the game, and we have some more community activities coming up soon too!

Blackjack roguelike adventure Dungeons & Degenerate Gamblers is out now

Ready to break Blackjack? Dungeons & Degenerate Gamblers has you battle your way through a seedy tavern filled with gambling addicted townspeople in this Blackjack roguelike adventure.

Read the full article here: https://www.gamingonlinux.com/2024/08/blackjack-roguelike-adventure-dungeons-degenerate-gamblers-is-out-now