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Card Survival: Fantasy Forest News

Merge Branch, Cabin and Patch Notes #44

Hello everyone!!

Hope you're all well.


[h2]Branch Merge:[/h2]

First, today we're updating the main branch. So a lot of the content that was previously only available in the beta branch should now be available to everyone. :)


[h2]Cabin:[/h2]

A new late game structure that is expensive to build but brings a lot of benefits.
It increases cabin fever at a lower rate, has increased storage space, greater comfort and insulation, takes longer to get dirty and lets you build attic rooms, which are immune to floods.
Cellars and enclosures can also be connected to cabins, just like with mudhuts.
Windows can also be added, which decrease cabin fever rate at the cost of some insulation.


[h2]Morale Tweaks:[/h2]

We have been working on morale and wellbeing. There are a few new stats now which directly affect wellbeing. Namely Comfort (which is now gained through clothes and being at the right temperature mainly), Sanctuary (the old comfort, gained by being in a place that is meaningful and aesthetical), Gratification (gained by eating good food or having fun) and Connection (gained by interacting with people).
These 4 stats will affect wellbeing directly, and morale indirectly.

We have also reactivated Isolation and loneliness, which should start making things a bit harder as time progresses. For now you can talk to the trader to help with your connection and loneliness.

All these things will be tweaked extensively over the following weeks as we prepare for the addition of some new important features. :)



[h2]News and Future Updates:[/h2]

We are approaching an important milestone: our first premade character.
Our original plan was to go with the Witch, but after a few delays and complications, we have decided to go for a different character: the Huntsman.

Releasing a character however, is a big thing, and not something that we can release in our small weekly chunks.
For this reason we have decided that we will be taking a break from our weekly updates while we focus on finishing the character, putting more work into the NPC system, balancing the game, and adding a few other complicated features that wouldn't fit so well with our weekly patches.

We are aiming for a a big patch on the first days of September. So, like in a month and a week from now.
In the meantime, we will of course continue to push hotfixes and make a new branch merge once everything in the beta is stable enough. ;)



[h2]Version EA 049 and hotfixes since the last patch notes:[/h2]

- Spices and flavours will now properly dilute in the stew if you add more water.
- Added Cabins, cabin rooms, attic rooms and windows.
- Added the new House Building quest.
- Reorganized woodworking quests to give easier access to some blueprints.
- Reworked wellbeing stat, adding Comfort, Sanctuary, Connection and Gratification.
- Added Isolation mechanics.
- Gutting fish now takes only a minitick.
- Eating food spiced with sweet spices like saps, musts, syrups and sweet wines now gives sugar saturation.
- Fixed a bug where cards would disappear after being taken from a cooking pot.
- Fixed a bug where going West from Northern Rapids or East from Pine Clearing would lead to Lake Grove instead of Swaying Pines.
- Removed Path Improvements from Lake Island.
- Moving around the Death Crack Caves no longer requires a source of light.
- Added a Help Section to Dried Peas with information for their farming preferences.
- Gutting Fish with workplace bonus now takes 3 minutes instead of 0.



That's all for now.
See you for the big update. ;)




Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/



Lake, Custom Recipes and Patch Notes #43

Hello everyone!

Update time again!

Here are the features for today:


[h2]Metal Revamp:[/h2]

All metal weapons now last considerably longer than before, making them ideal for crafting lasting tools as an investment.
Flint weapons on the other side, are now sharper than the available metals, but break much easier.
It will take better metals to make them obsolete. :)

We have also given a pass to the effects sharpness has on combat, giving sharpness more weight when it comes to determining whether you managed to wound your target.


[h2]Lake:[/h2]

We've added a new lake area with multiple locations, including a lake island and a marsh.
We have also added a new fish (the char), ducks and cattails (a new type of reed that is also edible).

We haven't only added good things though. We've also introduced mosquitoes. These can be a pest in some areas, specially during summer, and can increase infection risk and get you swamp fever, a weaker, nordic variant of malaria (also known as ague).


[h2]Custom Recipes:[/h2]

Plates, bowls, flatbread and bread slices now let you save your favourite recipes. You can give them a name, pick an image for them and autofill them easily when you want to have them.

We will make some additional improvements for these in the feature, so they can feature better art and even custom art too.


And now, to the patch notes:

[h2]Version EA_0.48 and Hotfixes since the last update[/h2]

- Added recipe saving system.
- Reworked material sharpness and durabilities.
- Tweaked sharpness effects in combat.
- Added new 8 lake areas.
- Added cattails.
- Added ducks.
- Added char.
- Added mosquito system and Swamp fever.
- Fixed a bug which caused harvested flax stems and seeds to have the wrong quality.
- Fresh Fly Agaric can now be stacked and unstacked.
- Wild Garlic Powder can now be trashed.
- Equipping boiled healers moss onto a wound now counts for Basic Wound Treatment quest.
- Shady Pines, Dead Hollow and Peaceful Grove now have proper Winter art.
- Metal shovel blueprint now requires a long stick instead of wood.

- Fixed a bug that was causing wellbeing to affect morale incorrectly.
- Bear Clawmarks and Bear Bite wounds now accept tourniquets.
- Growing Heather field now properly lists that it requires low to mid hydration.
- Fields which do not recover Yield over time will now allow you to harvest them even when on very low yield.
- Fixed a bug which caused heating up Springberry and Billbery Wine to turn into Birch Syrup.
- Corrected some issues with the metal knife stats.
- Fixed a bug where texts would be invisible in the dialogs and combat logs.


That's all for now. :)
See you for the next update!


Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/

Magic Improvements, New Spirits, Ritual of Awakening and Update #42

Hello everyone!

Hope you're all well.

Today we have a magical update!
Here's the content:


[h2]New Spirits:[/h2]

We have added a bear spirit in case you manage to defeat it. It should help you increase your strength, combat capabilities and immune system.

In addition to this, we have also added a lot of minor spirits. Now basically every animal in the game have spirits. With the exception of the poor minnows.
Trouts help with swimming, perches help with stress, sturgeons with cleaning, pikes with fishing, partridges with partridge farming and alertness, frogs with insect protection (which will come in handy soon), squirrels with foraging acorns and climbing and mice with escaping.



[h2]Magic Improvements[/h2]

[h3]Blessings:[/h3]
Blessings no longer have blueprints and they now cost focus instead. Shrines now have an internal cooldown, which prevents you from overusing blessings.

[h3]Enchantments:[/h3]
Enchantments are now cheaper too (they no longer cost fairyweed) but cost focus instead.
Enchantments now also produce spiritual noise: Wearing too many enchants (more than 7) will limit their maximum strength and drain some of your focus.

[h3]Summonings and Callings:[/h3]
Summons now last only 1 day, but they unlock a new "Calling" blueprint. This ritual allows you to call on a spirit you have previously summoned from anywhere in the forest at a reduced cost all without needing a carcass or shrine. This should make spell casting a lot more practical and accessible.



[h2]Ritual of Awakening:[/h2]

For those of you interested in practising magic more regularly, there is now a secret ritual that can let you awaken your soul and exist in a permanent altered mindstate. Be warned though, there's no way back once you go through it!

If you want a clue on how to discover the ritual you should try to find the Void spirit.



[h2]Version EA_0.47 and hotfixes since the last patch:[/h2]

- Added bear, squirrel, partridge, mouse, perch, trout, sturgeon and pike spirits, blessings and enchants.
- Blessings no longer use blueprints and now cost focus.
- Shrines now have blessing cooldowns.
- Enchant costs changed.
- Spiritual noise mechanic implemented.
- Callings implemented.
- New Void Spirit added.
- Ritual of awakening added.
- Rye Flatbread and Flour can now be added to stew.
- Fixed a bug which caused Crucibles to lose all durability when casting molten metal into molds.
- Fixed a bug which made Sieve made Clay have 0 Quality.
- Fixed a bug where sometimes the "Could Urinate" status appeared a tiny bit before you could actually Urinate.
- Anxiety attack now gets interrupted by low Hydration instead of Low Thirst.
- Drying Cooked Forest caps and Wild Garlic now shows proper message when done.
- Fixed a bug which caused the Snowshoes to not work under some specific circumstances when there's heavy snow.
- Fixed a bug with incorrect feedback on enchanted amulets that would let the player believe they could perform actions that they actually couldn't.


That's all for now!
See you all for the next announcement as usual!

Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/

Q&A #3 and Patch Notes #41

Hello everyone!


This week we are releasing a small update while we work on some important features and try to catch up a bit on some of the things we are behind on. Next week's Update is going to be about magic improvements and will be coming sooner than usual.
By the way, this announcement contains our Q&A #3, so make sure to scroll down if you're interested!

First, here are the Patch Notes:

[h2]Version EA_0.46 and hotfixes since the last announcement:[/h2]

- Slag Recycling: New way to acquire additional greenstone powder out of slag.
- Whetstone: New tool for sharpening more efficiently.
- Pottery Improvements: Pottery now has a skill and clay and some clay objects now have quality (jars and crucibles for now).
- Doors built inside your hut will show different art depending on what type of room they lead to (an indoor room, cellar or enclosure).
- Added some new wound types for the bear.
- Hideout can now be used for sleeping.
- If you max out your rectal pressure while having loose stools you no longer expel solid excrement.
- Clothing Equipment Research now unlocks after making cloth of any size.
- It is now possible to prepare ghost bronze crucibles with ghost bronze nuggets.
- Fixed a bug which let the player mix and match nuggets of different metal types in the same recipe.
- All Path building actions should now reduce sharpness of metal Axe or Shovel used.
- Dying of wolfsbane poisoning now displays the proper message.
- Furnace can now heat up Lumps of Metal.
- It is now possible to use Mortar and Pestle to grind Malted Rye into Rye Grist.
- Fixed Bug which caused Tools and Weapons to lose their enchants when sharpened.
- Metal Shovel blueprint now shows the proper picture.
- Boars should no longer be pushed out of triggered pit traps.
- Typo fixes.
- Fixed a bug which caused 3 minute actions not to spend any ingredients.
- Fixed a bug which would sometimes incorrectly calculate metal nugget and metal lump quality.
- Crucible Research mode unlock condition now has proper text.
- Dead Witch Stone can now be ground into dust.
- Added a Blueprint shortcut for the "Bake a Breadloaf" Quest.
- Flax seeds can now be used as trap bait.
- Dying of Witchstone Poisoning now displays the proper message.
- It is now possible to wash dressings in River Ice Holes.
- Peeling and cutting a fireroot now takes a minimum of 3 minutes.
- Soothing Ointment now displays the correct message when it spoils.
- Fixed dyed underwear's name.
- Building an outside enclosure now also finishes the "Build an Enclosure" quest.


[h2]Q&A #3:[/h2]


1) Will we getting any kind of 'wooly' animal in the future? Like wild sheep/mouflon since FF has much more focus on proper clothing?
Yes we will be adding them along with spinnable wool and clothes. A wild woolly animal is planned for the more mountainous regions of the map and the trader will also be bringing sheep in the future.

2) Will TI cooking pot recipes make a comeback? Or with there be some new system for making new 'special' dishes?
We will be adding more special recipes like the ones in tropical island but it won't be the main system like before. We want these recipes to be mostly used for more specific things like breads, pastries or candy. As we want to give players more creativity and choice when it comes to cooking.
The flavour system is a step in that direction and the cauldron stews are another. We will soon be adding an important feature that lets you create your own recipes from plates. So you can store and name your favourite dishes, and easily access them later.
Oh, and this feature will include customizable pies!

3) How are yall feeling about the games progress so far? So many new things added in such a short while since launch!
We are very happy with our rate of progress so far. It's been intense but very rewarding!
Here are some of the things in the works that will hopefully be released over the next couple of months:
- Magic Improvements: Including spirits for all existing missing animals, rebalancing tweaks for all types of magics and spiritual awakening events and rituals.
- Recipe Making: Giving you the ability to create your own food recipes in plates, bowls, flatbreads and pies.
- Butchering Improvements: introducing a butchering skill, blood, organs and sinew among other things.
- Swamp Areas: Introducing alder trees (red dyes), leeches, peat, mosquitoes, more diseases, paths that flood and freeze and more.
- More Metal Stuff: Tin Bronze, White bronze and Jewelry.
- Cabin: A sturdier, larger and more comfortable home that can support a second floor.
- River Action: Log river transportation, log booms and Water Wheels for automated milling.
- Lake Area: Introducing ducks, cattails and a lake island.


4) Are there any plans to modify the map exploration? Will there be changes to provide higher exploration benefits to encourage players to explore? Exploration in the first game felt more like uncovering a world.
Tropical Island was a relatively small island and used a more conceptual and blurry approach to its different areas. With Fantasy Forest we wanted to capture the feel of an expansive forest that is large enough for one to get lost in. We also wanted a world with NPCs moving around, and proper hunting and tracking.
This meant we had to move away from the more conceptual approach to a more spatial one resembling an actual grid. As a result of these changes, we now have a lot more areas and content is more spread out among them.
In any case, as you know, we've been adding lots of new content and the map is gradually filling out.
Greenstone, Witchstone, different tree types and vegetation, animal territories and the addition of new landmarks have all been helping on this front, and we'll continue to add more and more of them over time.

5) More questions on npcs, will they be able to do most of the things the players will be able to do like tending gardens, cooking, taking care of the animals, etc.?
NPCs have a "duty" system that will let them take care of farming, cooking, animal husbandry, foraging, hunting, cleaning and wood gathering among other things. Provided they're on good terms with you of course. Their traits and relationship with you will determine how effective they are at those tasks.

6) Can NPCs die, either from age, death from animals or other means? It'll be cool if we also have an age stat, to incentivise us to have children with npcs. Once these children grow up, having an option to play as the children may increase the longevity of the game and add some difficulty as everyone eventually dies of old age.
NPCs can die from wounds or disease but death from old age is not planned at the moment.
Can't promise anything here for now, but we'll see. :)

7) Whats your plans for after CSFF is finally finished and satisfied with everything about it, would you create a new game again? there has been rumors and talk about how you guys been wanting to make a arctic survival game and if so will you do something like that in the future projects?
We have a few games in progress that we started after finishing Tropical Island but we had to put on hold to focus on Fantasy Forest. The next title we release is probably going to be one of those. :)
I'm afraid there won't be any artic survival in the foreseeable future though, as the winter survival game we were working on is what gradually mutated into Fantasy Forest!

8) Will we be able to destroy / dismantle a old hut - or rooms inside the hut? To build something better?
Yes, but unfortunately this feature will take some time to implement. It's probably going to be some time until we manage to get it in.

9) How did Gwim and Plissken met / or how Winterspring games was born?
Plissken and I have been friends for approximately 10 years. We met while working at a big mobile game company. I had been trying to go indie for years and failing at it and when Plissken started working with me we instantly realized we had chemistry and started producing game prototypes in our free time.
We slowly worked on developing ways to exploit our strengths and weaknesses and found our own unique way of developing games. Before we knew it we were quitting our jobs and going full time on Card Quest.
While we were happy with the game, it did not make enough money to keep us afloat. Plissken had to go back to live with his parents and I had to stay with a friend, but we were fortunate enough to find jobs again relatively soon. Over the following years we kept our friendship going and we kept working on side projects together until we felt we were ready to give it another try. That's when we went for Card Survival: Tropical Island.
The game did well enough that this time we were able to stay full time, and when our Chinese audience joined, we were surprised to see that suddenly we were now not only able to recoup our costs but also secure our development for the next few years. It was also during this time that Neomare joined us, as he had been supporting the game for a long time and we got along well.

10) What made you jump genre from Card quest to Card Survival? Was Card Survival something you had planned before Card Quest? Or the game idea was born while developing Card Quest?
We have prototyped games of many genres over the years, from shootemups to metroidvanias or first person exploration games so we were never really tied to any particular genre and the transition felt normal to us.
Card Survival's ancestor was one such prototype. A menu-based survival game that had definite Card Survival vibes. The initial idea was abandoned at some point for some new idea that had excited us at the time, but it was later resumed, this time as a "prehistoric" survival card game that eventually turned into Tropical Island.

11) While drawing the maps I do see a lot of "Aha, this makes a lot of sense" or "This fits perfectly", How do you design the maps? You draw them? Create each area on the go? How do you determine where each resource is placed? I picture in my mind Gwim in a room with hanging papers and colored twine connecting them.
Haha. Close enough! :P I usually keep a big graph with lots of interconnected areas. I try to make it make sense and situate things where they would naturally fit, while also trying to keep gameplay in mind.

12) Do you devs have real life survival knowledge or you research something before implementing? Did you really had to google "How to make home-made dynamite" at some point?
I'm afraid we don't have much practical survival knowledge, only theoretical!
I personally don't have any real life experience in these things, besides some silly experiments trying to start fires with hand drills or some basic camping experience.
The content you can find in our games is mostly the result of lots of hours of internet research. I do put special attention in trying to make sure things feel deep and realistic within the constraints of our game.

13) Are there any HUD changes planned or more or less what we see is what we have? What is the locked icon on the right side?
We are currently experimenting with an improved HUD with an artist friend. So it is possible that we will be releasing more aesthetically pleasing and readable UI in the future. Nothing too crazy, just overall prettier and clearer.
The locked icon on the right side is the zoom out/in button. It toggles between smaller and bigger cards. The feature is quite buggy however so we currently have it disabled.

14) Is there any chance for the popular QoL mods to be implemented? I see the mini-cards and the detailed number mod images in discord and I wish they were in the game.
The mini-cards mod is technically already implemented (the zoom feature), we just need to fix a few bugs before we are comfortable releasing it, so that one's definitely going in.
Regarding detailed numbers, we don't have any plans to implement that at the moment.
What we do have plans for is to setup steam workshop so that people can more easily publish and install mods. :)

15) Will there be any possibility for including controller support/mouse and keyboard shortcuts?
Keyboard shortcuts definitely. Controller support is less likely. Maybe if enough people want it?

16) Will there be animal riding like boar/wolf as a mount?
There's definitely going to be animal riding. There are no ridable boars/wolves planned at the moment, but we could look into it. Maybe if you find a large enough animal, or if your character is small enough. :)

17) What do merchants expect to sell? More animals, such as cats, dogs, sheep, cows? Or plants, such as onions, peppers, chili peppers, rice and wheat? Or blueprints, such as weapons, water wheels, automatic sprinklers, automatic fertilizer spreaders, people (slaves), robots?
We have plans to improve the trader system considerably. Here are some of the things you can expect.
- Trader wealth will increase as you trade and fulfill special requests, unlocking new content and options.
- Eventually trader will start coming with additional more specialized traders, unlocking more content and eventually turning into a caravan and trading outpost.
- Farm animals (cows, sheep, chicken) and pets (dogs, cats) will eventually be available.
- Prospective husbands, wives, friends or workers can also sometimes comes with the traders and can also be requested. (the system will generate them randomly or allow you to create them through perks, like when you create your own character).

18) Are sometimes seasons particular harsh or dry, and does the game communicate that to the player afterwards? (Brain is bad in statistics). Is it just statistical weather, or are there some small differences in other details or mechanics too?
At the moment seasons are quite regular when it comes to temperature and most of the random aspects comes from cloud formation and rain. Our weather system has the capacity to be a lot more complicated though. The game has a feature that allows different winds to interact with each other, moving temperature, humidity and clouds around. Unfortunately we had to temporarily disable it as it was just too chaotic and impossible to predict. Hopefully we can switch it back on before too long.

19) Will there be a way to use the river to move stuff - like floating logs (or big carcasses?) downwards?
We have plans to use the river for transportation. It's actually going to be the main automated way for transporting large amounts of cargo.
Here are some examples of the river transportation things we'll be introducing:
- Logs: Logs placed in the river currents will gradually travel downwards.
- Rafts: Mobile structures that can carry cargo or the player, and also flow downriver like logs.
- Boat: Sturdier than rafts, they serve the same purpose but can travel faster than rafts.
- Oars: Will allow you to go upriver with rafts and boats (not through rapids or waterfalls though!)
- Log Booms: Chained logs that help catch any log, raft or boat floating downriver.

20) Do you plan to have any trans-gender specific plans? Like NPCs with their opinion on the matter of your character not fitting into the expected range, or them having different organs than what they present? I also am curious if queer people and relationships will be present or included in the “relationships” that are planned with npc’s. Will NPCs be playersexual?
NPC's will not be playersexual as they are systems with their own likes and dislikes, dictated by their own specific traits.
That said, most NPCs will be introduced into the game through a character creator screen giving players the ability to shape what they like or dislike.
You could make NPCs that would really be attracted to your character's every trait, or indifferent to them, or even repelled by them. The choice is yours. :)


That's all for now.
See you on the next announcement!


Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/

Metal Casting, Alloys and Patch Notes #40

Hello everyone!

I hope you are well.

Today we are releasing the following features:


[h2]Metal Casting:[/h2]

You can now build crucibles to alloy metals and cast them into molds.
Metal casting is more practical and efficient than simply forging tools from lumps of metal and can save you a good amount of time and calories.

The metal system has also received some improvements under the hood with regards to sharpness, and some other features that will become more relevant in future updates (metal beauty, malleability and weight).

Oh, and you can now also craft metal shovels!


[h2]Alloys:[/h2]

We have implemented the alloy system. For now there's only one copper alloy, but 2 more bronze types will become available once tin is introduced.

In the end we decided not to go with a completely free system as we had originally planned, as that would have mostly led to the creation of useless alloys and the loss of valuable materials that can't be recovered. Instead, new alloys will be unlocked with the acquisition of new materials or at higher skill levels.


[h2]Witchstone and Ghost Bronze:[/h2]

We have a added a few new areas to the northwest region of the map. These areas include a sterile clearing with a new toxic cave which contains a poisonous material called witchstone (In-game name for realgar).

Witchstone is highly toxic, and becomes more so when exposed to sunlight. It can be mined from this new cave, and used to create a copper alloy called ghost bronze.

You should be very careful when working with witchstone (or when mining it) as it can seriously poison you. It is recommended that you take breaks and wait until your toxicity levels have dropped before continuing with your work. Otherwise you could very well die!

Ghost bronze is harder than copper, which gives it greater durability and sharpness, but also makes it harder to work.


[h2]Version EA_0.45 + Hotfixes since the last patch:[/h2]

- Added Metal Shovel.
- Added 4 new pine areas to the north west region of the map.
- Added a new cave with witchstone veins.
- Added metal casting system.
- Added alloy system.
- Metal system overhaul.
- Added medium and large sized crucibles.
- Added witchstone, witchstone poisoning and ghost bronze tools and weapons.
- Eating feedback now takes the "Visual Effects" option into account and doesn't show flashes when the option is ticked off.
- Fixed some bugs with the new construction menu (overlap between cards).
- Added a button to cancel the construction of new room/cellar/enclosures.
- All animals now heal over time and most show tired behaviours when appropriate.
- Peas can now be planted in gardens.
- Fixed a bug which turned Berries milled in Quern into their fermenting version instead of Pulp.
- Reed Tunic now increases Stealth Profile.
- "Build a Hideout" quest now displays a proper message when completed.
- Fixed a bug which prevented the building of a nesting box inside enclosures built outside of a Mud Hut.
- Crafting Wooden Plates now properly gives Woodworking Skill.
- Green Tangle Flora section now properly lists Springberries.
- Large cloth now drops the appropriate amounts of materials when ripped apart.
- Milling Rye Grains in Querns now properly calculates the Flour Quality.
- Fixed a bug which allowed the player to urinate with too little vesical pressure.
- Simple bow can now be trashed.
- Washing yourself with unsafe water leaves you a bit dirty, just like washing in Pond does.
- Fixed Fresh Rye Stalks durability and icon not properly representing Hydration/Wetness.
- Frostleaf powder can now be added to stews.


That is all for now!
As usual we'll be fixing any issues we find and tweak things throughout the week. ;)

See you all next week!


Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/