1. Aotenjo: Infinite Hands
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Aotenjo: Infinite Hands News

Patch Note 0.1.13.2

In this version, we've made the following changes:

Game Mechanics:
  • Introduction of the Aotenjo Bonus (High Score Bonus): Players who achieve a score that exceeds a multiple of the target score will receive an additional reward.
  • Skip Bonus is removed
  • Additional Discards for Skipping: 8 -> 10
  • Reward for Every 8 Remaining Discards: $1 -> Reward for Every 5 Remaining Discards: $1
  • The "Malice-Sawmill": The initial price will now increase when the number of remaining tiles in the tile wall drops to 100/70/50.
  • Starting Cost for Store Refresh: $5 -> $4
  • Sold Artifacts now reappear in the Zhou's Store.
  • As the game progresses, the rarity of the Patterns (Yakus) that can be drawn from the Yaku pack will gradually increase.


Game UI:
  • The progress bar now displays the progress to the next stage of Aotenjo Bonus
  • Notification System: Displays unlocks and upgrades for Artifacts and Patterns.
  • Artifacts that have a limit on its uses will have a highlight when they can be used
  • Unfamiliar Artifacts in the Zhou’s Store will now be displayed in grayscale.


Game Content:
  • New Artifacts: Agate Dagger and Identification, 5 brand new instrument artifacts
  • Balance tweaks: Shredder, Sichuan Lian-Pu, Void Teapot, Collector's Amulet, Jade Ring
  • Removed: Crystal Dagger
  • Heartless: Now only corrupts simple tiles.


Bug Fixes:
  • Fixed an issue where Pattern upgrades erroneously increases Fan.
  • Fixed an issue with corruption of tiles abnormally reducing more Fan.
  • Fixed an issue with abnormal overflow of Jade tile values.
  • Fixed an issue where the sizes of hand tiles and scoring tiles were abnormal during scoring.
  • Fixed an issue where Artifacts could not be dragged to switch positions inside Zhou's store.
  • Fixed an issue where tooltips in Boss description were not displaying correctly.







Patch Note 0.1.12.6

Hi everyone, this is the patch note for version 0.1.12.6.
In this version, we:

- Added Animation for drawing tiles
- Detailed Tutorials to introduce the method to Kong
- Added Support for Reading Assistant
- The Wall now displays the sub-totals of each Type of tiles
- Minorly Tweaked Description and Effects of some Artifacts
- Fixed Massive Incorrect Translations and Descriptions
- Tweaked the Fan of Patterns related to Multi-Suits-Hand. They are stronger now.
- Adjustment in UI/UX of main menu
- Fixed the BUG that a run might be ruined by double-clicking mouse
- Fixed the BUG that one cannot press anything due to double-clicking "View Patterns" button
- Fixed the BUG that causes a tutorial screen where tutor should not show up

This new roguelike crosses Balatro with mahjong, and even just the demo is proving a grave threat to my free time




Here’s an idea for you: A single screen roguelike based on an old gambling game where you engineer impossible feats of luck to earn money that you can use to buy items and packs to rocket a point multiplier to obscene heights. Sounds like the kind of pure videogame concept that you could pick up for a few minutes, or an entire day, as if it was lab-grown to release as many endorphins as possible...
Read more.

Patch Note 0.1.12.5

Hi everyone, this is the patch note for version 0.1.12.5.
In this version, we:

- Replay Tutorial is now available. Tutorial is now optional.
- Added 4 New bosses, happy making flushes~
- Whisk can now be applied on Played Tiles.
- Added Artifact: Wind Vane
- Ease some artifacts' unlock requirements. It's a demo so I want people experience with more stuff at a glance.
- It's now possible to hover on keywords to get a tooltip in Zhou's
- SJ6 Stimulant can no longer apply to non-plain tiles.
- Changed the texture of buttons in main menu
- Fixed the issue that 1 Bam is not viewed as a red tile
- Fixed an issue that causes Tiles and Artifacts to unexpectedly become large during scoring
- Fixed issues related to stacking and dragging inside Wan's Shop
- Fixed Majority of localization issues.
- Fixed an issue that cause Loreless to softlock the game.

Q&A:Where we are now and where we are going

This is the main developer and designer of Aotenjo, NonToxicEel, and I’m here to answer some questions you might have:

[h3]Q: Can we play Seven Pairs or Thirteen Orphans?[/h3]
A: Yes, it's possible. Apart from the initial deck, Green Mahjong, the second deck has more available Patterns and special play modes for Seven Pairs and Thirteen Orphans. More special tile patterns and play modes are still under development. Feel free to join the Discord Channel and urge us to update!

[h3]Q: Why does there need to be a Pair for every hand?[/h3]
A: The reason for needing the Pair in the game is that I believe the essence of Mahjong lies in the Pair (also known as the "Head" or "Eyes"). From the Five-Tiles Mahjong to Taiwanese Mahjong (17 tiles), mahjong's gameplay generally requires some number of Sets plus the Pair. Therefore, if a hand lacks the Pair, it is not a valid Mahjong hand, and the Patterns cannot be assessed.

[h3]Q: Why does it resemble Balatro so much?[/h3]
A: The game indeed draws inspiration from many card-based rogue-like games such as Balatro, Luck be a Landlord, Monster Train, and Slay the Spire, and I do admire the scoring-based challenge game loop created by Balatro.

However, I believe Aotenjo has the potential to do even better, as it is rooted in the centuries-old traditional game of Mahjong. The richness and beauty of Mahjong tile patterns are, in my opinion, unmatched by other card games. I want to create a game that not only appeals to mahjong players but also introduces and endears non-mahjong players to the game.

[h3]Q: More Accessibility and Multi-platform support?[/h3]
A: We acknowledge that currently the game has issues about accessibility. We are working on several angles to help non-Mahjong players to understand the mechanism of Aotenjo, which includes more tooltips on terminologies, an in-game dictionary and interactive explanations. We are adding a numeral indicator for all the tiles as well, to help players who are not familiar with Mahjong Tiles to have a firmer grasp on the game.

We also heard a lot from Linux and OS X users. Yes, the game will be available on those systems, but it will take time due to a lack of human resources. Controller support is considered, but its priority might not be as high.

[h3]Q: What new content can we expect in the full version?[/h3]
A: There is a lot! First and foremost are new decks: Bamboo Mahjong (with Dora Tiles) and Rainbow Mahjong (with Flower Tiles). Bamboo Mahjong will feature Japanese terminology and more traditional Japanese Pattern, such as Golden Gate Bridge, Benikujaku, and Kokuiisou. Various flower tiles act like special tiles drawn and played immediately, offering unique passive effects in the game. We also have numerous new mechanisms planned, such as the Voided Suit Mechanism, Foreknowledge Mechanism, and more.

Next steps to that are events. We have designed dozens of different events that can bring unexpected changes during gameplay, including acquiring special artifacts, unique tile augments, or instantly losing half of the tiles in the Wall...

Following that are the Puzzle Mode and Weekly Challenges. In normal mode, we might not have found the optimal solution to activate the highest-scoring patterns... But in Puzzle Mode, the goal of each round is to find how to play the tiles to achieve the highest score and overcome one challenge after another!

Finally, there’s the Creative Workshop! Yes! I am a Minecraft modder! Naturally, my game must support mods and texture packs! Custom tile effects, bosses, custom artifacts, quests, skins... whatever you can think of, I've set up interfaces similar to Forge for it!

If you have any questions, bugs, or feedback, feel free to join the Discord Channel.