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Dungeons & Degenerate Gamblers News

Now live: v0.20-afd of the demo!

v0.20-afd demo testing…… 3 / 52 tasks failed:
> generate starting decks: 1: hearts, 2: clubs, 3: spades, 4: diamonds, 5: ??? …… fail.
> redact cards…… fail.
> determine counterfeiter valid options…… fail.

Multiple tasks failed, DO NOT UPLOAD!!!

……

Upload complete!

Now live: v0.20 of the demo!

I’ve been pretty happy with how v0.19 shook out, and so this update mostly consists of balance tweaks and improvements.
But don’t fear, there is a lot of work happening on the game at the moment, which I’ll talk about at the end of the update notes!

Balance changes:
- moves Card Shark to Lounge hard encounter pool, increases their chip reward to 70 (from 50), and hp to 40 (from 35)
- moves Luck Pusher to be the first Lounge encounter and reduces hp to 40 (was 55)
- moves Teacher to Lounge easy encounter pool (from hard pool)
- reduce Wizard hp to 55 (was 60)
- decreases Drunk hp to 21 (from 25)
- Drunk now only has one Rules Card
- increases Bard hp to 21 (from 20)
- adds another Victim Card and 2x Carduus Acanthoides to Slime's deck
- removes XIII Death from Witch's deck and adds another 3 Green Cards

Card changes:
- lots of changes to the way damage is calculated - this fixes a lot of places where damage multipliers from cards like Expulsion and XVII The Star were inconsistently applied or didn’t stack correctly
- The effect of Trap Card is now:
While in play: on taking damage that damage is also reflected to the opponent.
- The effect of Carduus Acanthoides is now:
On stand: If you are below your bust limit, increase the value of this card by 1. While in play: on taking damage, reflect damage equal to the value of this card.
IMPORTANT: Note that reflected damage from either of these cards will not trigger ‘on taking damage’ effects!
- The effect of Lockpicking Card is now:
On click: Unlock every locked card in play, then discard them without enacting their 'on discard' effects.
- Yellow Card now adds a Red Card into your draw pile even if there were no cards to target with the Yellow Card
- Glitched Card now unlocks on stand so that it doesn't get stuck as a card that locks on play
- Rules Card no longer burns

Visual and Quality of Life improvements:
- mystery reward card is now locked so that it brings attention to the fact that it costs to unlock
- the hover highlight for draw pile now extends to match the size of the draw pile (instead of just highlighting the top card)
- opponent draw pile is now viewable, navigatable (shortcuts - KB: V/4, GP: R2)
- dialogues and previews can be cleared with the view opponent draw pile shortcut
- moves the input glyphs for opponent draw and discard piles to the right (for better symmetry)
- adds a short delay when Victim Card triggers so that you can see each card that is being affected, and see them being impacted before being discarded at the end of a round
- changes ID Card to allow health to go negative (screenshots of massive damage numbers are much more fun now!)
- speeds up the Counterfeiter event
- changes lots of cards to wait for the lock/unlock animation to complete before progressing, fixing a few strange interactions in the process

Bug fixes:
- fixes a bug where the value of Baseball Card was not showing as 10 in deck/draw pile previews when the Baseball Card had never been played before
- fixes a bug where some event host id cards were hoverable
- fixes bugs with the Counterfeiter event due to being able to select the next card while the change card in deck animation was still completing
- fixes bug where keyboard/controller navigation would be inverted on some choices (like removing a card)
- fixes a bug where Gambler would get two copies of every untaken card from the Memory event
- fixes a bug where score card was sometimes not respecting the impact of The Victim Card
- fixes a bug where if a Negative Ace had its value changed away from -1 it wouldn't be set back to -11 on bust
- fixes a bug caused by manually setting the windowed_multiplier in the settings file to an invalid number
- fixes bugs related to clicking very quickly loading up more than one encounter/event
- fixes a bug where the game would stall if Blood Donor Card was played while Time Card was in play
- fixes a bug where cards could be visually drawn from the discard pile instead of the draw pile
- fixes a bug where the damage sword icon for damage dealt during turn was not correctly centred on the damage text
- fixes a bug where the choices on playing Gerald of Riviera were backwards compared to their positions in the opponent's play pile

That’s it for v0.20!
When I started working on this update I intentionally split the development into two branches: one for gameplay which ended up being v0.20, and one for everything else which is v0.21.
The short answer to “what is changing in v0.21?” is YES. The long answer is EVERYTHING. I am so excited about bringing you this update, and can’t wait until people get their hands on it, but it needs more time in the oven! It is going to be so worth it once it is ready though.

Until then, enjoy v0.20 bringing a more refined version of Dungeons & Degenerate Gamblers. Keep your eye out for what is coming next!
Thank you all for the support,
- Purple Moss Collectors

Now live: v0.19 of the demo!

This update is focused on two main areas:
- keyboard/controller support
- quality of life and clarity improvements

Here are the change notes:


Steam Deck and Linux support:
- Steam Deck and Linux versions of the game are now available on Steam!

Keyboard and controller support:
- adds keyboard and controller support
- the game is now fully playable with a keyboard or controller
- input glyphs will appear on screen during encounters or when hovering cards to show you how to use these feature
- lots of changes have been made to support this, far too many to describe here!
- has been tested successfully with: Xbox controller, Playstation controller, and Steam Deck

Event changes:
- adds new animations for adding a card to your deck, permanently burning a card in your deck, and modifying a card in your deck

- changes the mystery card to require spending chips to reveal it. You can then choose between all four reward cards

- Cards with permanent changes (like Loyalty Card and Birthday Card) are now correctly shown in events like Have a Drink, Trade Offer, and Coin Flip
- makes the Four Card Shop and the Eight Card Shop the only shops you can see in the tavern (so that you have more chips built up by the time you see the more expensive shops)
Slot Machine shop:
- now rerolls immediately after buying the three cards
- prevents paying to spin the slot machine if you will not have enough chips to also purchase the 3 cards after spinning
Four Card Shop:
- cards now cost 95 chips (from 115)
Counterfeiter:
- now visually shows the cards value increasing/decreasing

Have a Drink:
- Beer now damages you by 5
- Beer and a Shot now gives a Loyalty Card with 1 stamp
- House Special now damages you by 8 and gives a Loyalty Card with 3 stamps
- Loyalty Card is now visually moved to the ID Card to show that it is being added to your deck
- options in this event that would kill you can now be taken but leave you at 1 health
Card Removal shop:
- now locks the more expensive options until the cheaper options are purchased first
Crypto Bro:
- now shows the value you sold for
- now shows the ATH after you sold so you can see how close you were to the top
- positioning changes to better layout this event
Stay a Night:
- Fancy Room now heals 15
- Cheap Room now heals 8
- the No Sleep option can be taken even if health is below 5, will leave you at 1 hp (to prevent soft locking on this event when low on both chips and health)

Card changes:
- the suit of Loyalty Card is now Hearts
- changes Official Trump Card to take 2x chips and have Nothings as its suit instead of Diamonds. Since most of the time it would be used to create a blackjack it was just adding extra cognitive load to the player to have to work out if the refund was worth it or not.
- Gerald from Riveria now correctly waits until burn animation completed before moving to the next turn
- Negative Clubs and Spades now reduce the number of that suit counted for "on a winning blackjack" bonuses, rather than reducing damage or shields directly
- standardises and improves clarity of the description of Negative cards
- changes the reward pool to only include negative cards of suits the player has standard cards of in their deck
- changes clicking a card to count as taking a turn
- changes Double Back Card's effect to:
On click: has no effect.
- flips the numbers scratched off on Scratchcard by 90degrees so that they are more readable

On Click consistency:
- fixes cards with On Click effects to be more consistent when they are clicked while in the opponent’s play pile:
Dark Flower
- Now correctly discards and adds Halves to the card owner’s play pile
Credit Card Knife
- Now damages the card owner’s opponent
Transit Card
- Now correctly discards and moves card from card owner’s draw pile to the other draw pile
Insurance Card
- Now correctly burns the card owner’s card and takes card owner’s chips

Encounter changes:
- Bard now gives 49 chips (from 50)

Sound changes:
- adds a sound effect to the card fan animation when choosing a starting suit
- fixes a bug where highlighting a card while one was burning would cut off the burn sound effect

Clarity and QoL improvements:
- adds future rooms to the event/encounter choice screen so that you see how far through the floor you are
- speeds up the animation of the cards being dealt in the event/encounter choice screen
- the player now starts with 25 chips to match the dealer's 25
- improve the wording of the Coin Flip event to make it clear what you are betting on before committing a card
- changes ‘skip’ event button and ‘done shopping’ shop button to say ‘leave’ instead
- standardises the location of the ‘leave’ buttons
- changes ‘skip’ card reward button to say ‘skip rewards’ instead
- changes the hoverable elements (like Chips, Advantage) to use a consistent position for their explanation text, rather than wherever the mouse was when it entered them
- moves the lock icon so that it is partially visible even when other cards are covering the locked card in a pile

Bug fixes:
- caps Advantage at a maximum of 999
- fixes a bug where Sofa Sleeper event Give a Card option choice text was being set incorrectly
- fixes a bug where a card played directly by Booster Pack whose on play effect meant that card was worth 11 or more did not trigger the Big Blind Chip
- fixes a bug where cards in hand while having no Advantage would show up as grey when making a choice
- fixes a bug where cards that had been burned during this encounter would be invisible when previewing deck
- fixes a bug where the 8 card shop would not show the "not enough chips" error message
- fixes a bug where Unique Chips were hoverable after being chosen in the Unique Chip Reward screen
- fixes a bug where you could pay for an event that then required a choice (like counterfeiter or card removal shop) and then click the 'leave' button
- fixes a couple of bugs to do with whether discard pile, draw pile, score card, and id card were being considered hoverable or navigatable while peeking
- fixes a bug where clicking the land card with the mouse then clearing the pause menu meant it wasn't clickable again until some other action was taken (i.e. hitting, standing, playing a card)
- fixes a bug where using a Credit Card Knife on a Trap Card would freeze the game
- fixes a bug where bust limit exceeded effects weren't being triggered by cards like Jack in the Box and Flash Card
- fixes a bug where the card art of Jack in the Box would not change for this encounter when changed to a Jack of All Trades by VIII Justice
- fixes a bug where cards moved into play pile by opponent played that would usually go to hand were not clickable (i.e. played by SD Card or Booster Pack)
- fixes a bug where the untraded cards from Trade Offer and the unchosen cards from Memory were not being added to The Collector/Gambler deck for the encounter afterwards
- fixes a bug where the text on the sell choice on Charred Lizard still said 10 chips
- fixes some issues where player settings files could get corrupted and have invalid sound and music volume settings
- fixes a bug where clicking very quickly on the Memory event could cause strange behaviour
- some minor performance improvements

Now live: v0.18 of the demo!

Happy New Year!

At long last, I’ve finally finished working on the v0.18 update to the demo. This is by far the biggest update I’ve ever worked on for Dungeons & Degenerate Gamblers and I am so excited to see you all enjoy it!

Without further ado, here are the change notes:

Advantage:
- adds a new resource: Advantage
- Advantage is required to play cards from your hand or to enact ‘on click’ effects
- Advantage is earned and spent during encounters, and resets to 0 at the end of each encounter

Unique Chips:
- After the Bartender encounter you will choose between one of two random Unique Chips. The Unique Chip chosen determines the way that you will earn Advantage for the current run:
- Bargaining Chip
On click: lose 10 chips and gain 1 Advantage.
- Dealer Chip
On stand: if you have a score of at least 17, gain 1 Advantage.
- Chipotle Pepper
On click: take 4 damage and gain 1 Advantage.
- Chip On Your Shoulder
On hit: if you already have a score of at least 12, gain 1 Advantage.
- Blue Chip
Start each encounter with 1 Advantage. On winning a round: gain 1 Advantage.
- Big Blind Chip
When you play a card that has a value of at least 11, gain 1 Advantage.



Encounter and Event randomisation:
- After each event/encounter you now choose your next encounter/event between two randomly selected encounters/events
- Shows the history of the current floor so you can see quickly how far through the floor you are
- Spreads the lore/story across the floor rather than having it all on a big wall of text at the start of each floor



New Encounters and Events: Tavern:
- Event: Counterfeiter
Pay chips to increase or decrease the value of standard, non-face cards
- Encounter: Knight of Cardonia
- Encounter: Bard

Basement:
- Event: Crypto Bro
Buy a Chipcoin, and attempt to sell it for a profit
- Encounter: Witch

Lounge:
- Event: Coin Flip
Choose a card to wager, then flip a coin to see if you get to keep it or not
- Encounter: Wizard

Shops:
- Shop: Four Card
this shop has only four cards to choose from, but they are all special cards, and are priced appropriately.
- Shop: Slot Machine
this shop has only three cards, and you have to buy all three at once, or none at all. But you can also spin to reroll and get three different cards...



Chip values:
- rebalances lot of chip costs and rewards (this makes Diamonds a fair amount stronger)

New cards:
- Cardiovascular Exercise:
On play: take 2 damage, gain 5 shield.
- Lockpicking Card:
On click: Unlock every card in play.
- Credit Card Knife:
On click: Lose 5 chips. Deal 5 damage. Increase the chip cost of this card by 5 for the rest of this encounter.
- Cardecu:
On play: gain 25 chips.
- Carduus Acanthoides
While in play: on taking 2 or more damage, deal 1 damage.
- Transit Card
On click: choose a card from your draw pile to put into your opponent’s draw pile, then discard this card.



Card reworks:
- IV The Emperor:
On play: Locks. On bust limit exceeded: deal damage equal to the amount bust limit exceeded by.
- V The Hierophant:
On play: Locks. On bust limit exceeded: heal equal to the amount bust limit exceeded by.
- IX The Hermit:
On play: gain 1 chip, heal 1 hp, gain 1 shield, gain 1 Advantage, deal 1 damage.
- Insurance Card:
On click: lose 21 chips, burn your most recently played card and this card.
- Dark Flower:
On click: Choose a suit and add three Halves of that suit into play, then discard this card. Halves created this way burn on discard.
- Birthday Card:
On play: permanently increase this card's value by 1. Once its permanent value reaches 21 its 'on play' effect becomes: Burn this card and put 5 Booster Packs in your hand.
- Calamari Game Card:
On play: Deal 3 damage to both players. While in play: if the opponent is defeated gain 100 chips.
- Jack in a Box:
On click: Open the box, randomly selecting a suit for this card and setting this card's value to 10. If the box is already open, close the box, setting this card's value to 0.

Card buffs:
- Old Baseball Card:
On play: gain 10 Advantage
- The Victim Card
Now triggers on any damage taken, not just damage that lead to a loss of health
- Official Trump Card
now takes chips at 3x value instead of 5x value
- Memory Card
now creates a copy of the card on 1st play as well
- III The Empress
now locks an Ace of Hearts rather than an Eleven of Hearts - this reduces the chance of a Break Limits or a second III The Empress instantly ending your run

Card nerfs:
- changes the value of Memory Card to 8 (was 0)
- reduces Charred Lizard sell value to 10 chips
- I The Magician:
On play: Puts cards into your draw pile: 2x magic trick card, 1x ace up your sleeve. On discard: burns.
- changes Break Limits to not be able to be used on a card with a value of 0

ID Card Improvements:
- total rework of the ID Card to improve clarity on gaining/losing health, shield, and chips, and to make room for Advantage
- animations for gaining/losing health/shield/chips/Advantage
- health, shield, chips, and Advantage are now hoverable to help explain how they work
- ID Card now gives better visual feedback on taking damage to shields
- changes hp and shield change labels to be created as needed so that when multiple instances of damage land at the same time multiple labels can be created



Peeking:
- reworks the way that peeking while making a choice (the eye icon button) works
— you can now hover cards in play to see what their effects are while peeking
— you can now check what is in your draw pile, discard pile, or deck while peeking
— this also fixes a bug where the game could lock up after clicking the peek button
- moves the back/peek button when making choices to be closer to the choices



Balance changes:
- adds Jack of Diamonds, Queen of Diamonds, King of Diamonds to the Bartender’s deck
- adds ‘One of’ cards to the standard reward pool (this removes them from the mystery reward pool)
- tweaks to the balance of a few encounters to bring them to a similar difficulty level now that they are randomised instead of in a set order
- Drunk now stands at 13

Sound changes:
- adds new sounds for card value increase and decrease
- adds new sound for hit and stand button pressed
- changes to the volume balancing between the different sounds

Starting Suit Selection Screen:
- simplifies suit selection screen descriptions and make them state their difficulty level
- adds a new animation that plays when selecting starting suit to show which cards have been added to your deck



General improvements:
- massively increase the areas of the screen that can be used to dismiss a preview
- if you don’t have enough chips for an event or to trigger Bargaining Chip a sound and visual effect will tell you
- Dis-card will now not allow choosing a card that is locked (since locked cards can’t discarded)
- Dis-card, Key Card, Break Limits, and Yellow Card will now show cards from opponent in the same order that they are in the opponent's play pile (they were previously reversed)
- Cards that were created by another card now have a small icon showing which card created them so that you can make more informed decisions about those cards
- Library Card, Memory Card, and SD Card descriptions now list out the card that was borrowed/remember/linked
- certain cards now won't show their value on hover (title, settings, land, action, etc.)
- standardises the position that cards are dealt from during events
- improves clarity of the message shown on previews where the cards are not shown in the order of the pile being previewed
- tweaks to hovering tooltip and value badge position so that more of the card is visible when hovering, and so that it better handles very long card descriptions at the edge of the screen
- white text is now slightly off-white to make it a little easier on the eyes
- tweaks to lots of dialogues and lore to use fewer words to say the same thing
- slight tweak to cursor click animation to remove a hanging pixel
- standardises language in card effects and event outcomes for healing (heal X HP), damage dealing (deal X damage), and taking damage (take X damage)
- adds a red edge to the burn visual effect
- tweaks to lots of portrait art
- changes player ID Card name to "YOU" instead of "PLAYER"

Bug fixes:
- fixes a bug where the choice count label was behind the dark background and therefore less visible than it should have been
- fixes a bug where settings cards weren't being moved to their position on loading the settings screen
- fixes a bug where card description would get stuck on the right of the card hover bubble if the card hovered was near the right of the screen and had a very long name
- fixes a bug where the card hover bubble size would get stuck as the old size when moving from hovering one card to another
- fixes a bug where Baseball Card would not burn properly after reaching 0 value
- fixes a bug where healing from Get Well Soon Card and Valentines Card came from the top left corner of the card instead of the centre
- fixes a bug where chips from Calamari Game Card came from the corner of the card not the centre
- fixes a bug where damage sound wouldn't play if damage was fully absorbed by a shield
- fixes a bug where touchscreen inputs would be counted multiple times on some devices
- fixes bugs where the damage sword and text (used by things like Trap Card) were overlapping and not facing the correct direction in some cases
- fixes a bug where the change indicator label (+1 that pops up above cards) could show up behind the intent indicator or score card
- fixes a bug where hit and stand buttons could be clicked while in the pause menu or while making a choice
- fixes bugs with Glitched Card where the wrong helper text would be displayed when Glitched Card rolled a card that required a choice to be made
- fixes a bug where hit and stand button sounds would play on click even if the button was not clickable
- fixes a bug where the opponent intent indicator had a "-" at the start of the encounter instead of being empty
- fixes a bug where cards with on click effects couldn’t be clicked if they had been put into play by the +2 Card
- fixes the vertical alignment of windowed/fullscreen label being wrong in settings
- fixes the Fortune Teller ID Card being 2 pixels too low
- fixes a bug where the game would get stuck if a card was attempted to be removed in Card Removal shop with an empty deck
- fixes a bug where Official Trump Card had no choice helper text
- fixes a bug where Hearts picked directly by Booster Pack were not being triggering Blood Donor Card
- fixes a bug where card hover tooltip could get stuck on screen when hovering a card that was burning
- fixes a bug where multiple sources of damage from cards would not show multiple flying damage sword animations

Now live: v0.17 of the demo!

This update brings a huge number of clarity and quality-of-life improvements, as well as loads of bug fixes!

New stuff:
- you can now change how large the game is when playing in windowed mode
- changes to windowed resolution or fullscreen mode now have a 10s reversion timer

Clarity and visual improvements:
- the following things now highlight when hovered:
-- hit and stand buttons
-- Player’s ID Card
-- Score Cards
-- Land Card (aka pause menu card)
-- draw pile top card
-- small buttons (like back, peek, and swap)
- hovering is now a bit juicier, cards will move up and highlight quicker than they move down
- hit and stand buttons now have a sound effect
- viewing your deck out of combat will now show the state of cards that have persistence between encounters - i.e. Loyalty Card stamps, Baseball Card value
- chip text now changes over a short period so you can see it changing
- adds a specific animation for spending/losing chips
- chip text now turns red while you are spending/losing chips and when chips are 0 or less
- hit and stand buttons now pulse their highlight slightly
-- hit button: when there are no cards in play
-- stand button: when score is equal to bust limit
- adds a damage animation for when damage is dealt by cards such as Scratch and Trap Card
- adds a sound effect that plays when a card's value changes
- cursor now correctly scales to resolution, and is correctly set on start up too
- background now fades between the old and new floor on floor transition

Bug fixes:
- rebalances the volumes of some of the music and sound effects
- default volume is now 2 instead of 5
- ensures that if you have no cards in play pile, discard pile, draw pile, or hand you may still stand
prevents interaction with cards during the damage animation
- Glitched Card now lists what the on play effect it copied did
- Glitched Card can now get any obtainable card (i.e. its pool now includes Tarot cards)
- reworks the way that mystery card reward works, now includes a wider pool of cards
- fixes a bug where the card description would get stuck on screen when hovering a card created by another card that was being moved into the draw pile
- fixes a bug where the opponent would hit once more time after being defeated by damage dealt by a Scratch or X Wheel of Fortune
- fixes a bug where card would briefly appear on top of the draw pile when moving to the player's hand
- fixes a bug where playing a card that was put into your hand by SD Card could cause a second hit
- fixes a bug where Glitched Card copying a Scratch would not result in 3 damage being dealt
- changes the descriptions of VII The Chariot and XI Strength to make it clear that they force the opponent to stand
- fixes a bug where Glitched Cards would keep art overlays (such as Loyalty Card stamps, Birthday Card candles, etc.) even after switching to a different card
- fixes a bug where choosing the colour of the Birthday Card candle would affect the state of the RNG
- fixes a bug where Birthday Card candles would be granted for playing the card, rather than according to the value of the card after being played (have fun limit breakers!)
- Scratchcard no longer sets its value to 0 on discard
- fixes a bug where Gravecard on click effect could be triggered multiple times in some cases
- some further performance improvements to do with hovering cards and previewing/choosing from very large piles