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Deck of Haunts News

Huge Demo Update!

Open the gates of your eerie domain and prepare yourself to haunt a fresh batch of unfortunate humans!

While working on the full game, we've also completed a huge update to our demo, with the key points being:
  • 5 New cards to haunt with
  • 2 New rooms to torment with
  • 2 Extra nights
  • A complete overhaul of the day/building-phase

You can find a full list below.

[previewyoutube][/previewyoutube]

We at Mantis Games cannot wait to see what configurations you can come up with, so feel free to post them here on the Steam Hub, on our Discord server or on our Socials!

And of course, if you like the demo, don't forget to wishlist, as this helps us enormously!



FULL CHANGELOG

Changes

Building:
- Changed “Upkeep” to “Sustain” and updated building system with expanded Sustain to encourage building closer to the heart and discourage clustering small rooms.
- Added an Undo button for all building actions.
- Made rooms movable even if they break the critical path to the heart for some rooms. This includes the entrance room.
- Remove Room card is free in the shop.
Humans:
- Added staggered waves so not all humans arrive at the same time.
- Added pathfinder trait. These humans will enter through a backdoor.
- Increased font size for traits in the portrait.
Cards:
- Added new cards:
- Killing Spree
- Marked by the House
- Unending Madness
- Manifest Fears
- Recurring Demise
- Increased cost for Move cards (Shifting Hallways, Compel, Collapsing Spaces).
- Added an animation when cards are played, Discarded and Banished.
- Gave Hidden Corpse trap a separate VFX.
- Added VFX for Coiling Madness.
- Added VFX for Gathering Miasma.
- Added VFX for Body and Soul.
- Updated card arts.
Rooms:
- Added new rooms:
- Mechanical Room: Reduces Sustain cost of adjacent rooms.
- Weapon Room: Doubles the damage you do to humans inside.
- Phobia Room now does Sanity drain based on the amount of adjacent rooms.
- Descriptions and formatting have been improved.
Controller Support
- Added hover for Humans, Rooms and Nightlong effect icons.
- Added Controller prompts for PlayStation controller.
- Added Controller support for the settings screen.
- Added 2 extra nights.
- Added a Glossary in the pause menu.
- Balanced Essence gain and costs.
- Immediately reflect gained Essence in UI.
- Added a custom tooltip visual override.
- Added stack amounts to the Nightlong effects icons.
- Added Keyboard shortcuts:
- Undo: “Ctrl“ + “Z”
- End Turn: “Enter “or “E”
- Added the option to disable the tutorial popups.
- Added the option to add a list of custom names for the Humans.
- Added Credits screen.
- More UI VFX.
- Azrael roaming.

Fixed Bugs

- False Lead Idle turn is no longer ignored due to grouping behavior.
- Fixed Room based VFX not triggering when played via a Human target in the room.
- Fixed Collapsing spaces VFX.
- Target Room door now highlights consistently for all Humans when hovered.
- Settings menu adjusts to language setting.
- All sounds are now affected by the sound settings.
- Fixed the harvest being ignored when the last human is driven insane AND harvested with Consume.
- Fixed Compel moving an insane Human, but their mesh stays in place. It now no longer affects Insane Humans though it can still be played on them.
- Dead and Insane Humans no longer show a highlighted door when hovered.
- Fixed VFX not despawning and retriggering when changing effects quality setting.
- Fixed Pin Pricks cost not resetting when it was in hand at the end of the night.
- It’s no longer possible to click end building while moving a room.
- Fixed grouping behavior causing Humans not to act if the leader was interrupted.
- Fixed grouping behavior causing Humans to move twice if they follow a leader into a room with another leader.
- Fixed Window Mode resetting between menu and game scenes.
- Fixed a calculation mistake in the shortest path to the heart.
- Fixed escaping warning message not disappearing when the Human has escaped and not updating to the shorter path if another Human panics closer to the exit.
- Updated Nav Mesh generation to avoid Humans getting stuck inside objects.
- Fixed spawning of doors on rooms consisting of multiple merged tiles. These doors would not open or highlight when explorers wanted to use them.
- Fixed Phobia room triggering.
- Fix being able to press confirm discard with a controller without having the required amount of cards selected.
- Fixed Stone Masons skipping a turn after being moved with From The Cracks
- Fixed Weapon room not being loaded on the second save file load.
- Fixed Confirm Discard working with controller if not enough cards are selected.

As always, thank you very much for the support!

Deck of Haunts Demo - Fixes V1.06

  • Fixed a fatal error that caused a crash when trying to load a single tile build card held in hand during the last round.
  • Fixed loading a layout with single tile rooms not loading these rooms and potentially soft-locking the demo when the valid path to the heart room goes through a single tile room.
  • Fixed cards becoming playable after a trap causes the night to end. Allowing the player to “double dip” and gain more essence during the transition to the end screen.
  • Fixed Collapsing Spaces affecting insane explorers causing their location in code and the location of their visual representation to be desynched.

Deck of Haunts - Performance Fix V1.05

As some people had some heating problems, we've capped the framerate to 60fps instead of unlimited to smooth out performance/hardware-heating.

Also, Happy New Year!

It's the time of the year where we take a moment to be thankful for each other.
This year has been crazy for the Mantis team, it's the year we started production on Deck of Haunts.
We're working hard on this game that we believe in so much and we were finally able to share a taste of it with you all through our demo.

The reception has been heartwarming and we would like to thank you.
Thank you for joining our community, for playing our demo and for giving us your much appreciated feedback and kind words.

You're great! 💜

Play as a haunted survival horror mansion in Deck of Haunts, demo out now

If you've ever stumbled through a spooky survival horror mansion and wished you were the one inflicting the scares, Deck of Haunts is for you. This turn-based strategy game from Mantis casts you not as some hapless everyman, but as a haunted mansion, charged with devouring the souls of anyone who passes through your doors.


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Deck of Haunts - Major Demo Update V1.04

This will be our biggest update to the Deck of Haunts demo!
Most likely also the last one for this year.

We've seen some of your haunted houses screenshots fly by on video's and socials. Keep them coming and tagging us, we get a lot of energy from them!

And if you like playing as a haunted house, make sure to leave a review, it's worth more than you think 👻

Enjoy the end of year festivities, and of course, make sure your mansion visitors won't!

Changes
  • Added a reset button to the main menu to start the demo over.
  • Added Sanity and Health multiplier sliders in the settings to increase the difficulty.
  • Added Chinese translations.
  • Updated Japanese translations.
Fixed Bugs
  • Fixed localization and color coding of the Stone Mason Damage/Drain/Tension popups.
  • Fixed UI Icon for Altar and Sacrificial Room not disappearing when investigated and no longer available.
  • Fixed Sacrificial Room cooldown not resetting between rounds.
  • Fixed trap visual staying active in the next rounds despite the trap effect being removed.
  • Fixed a round ending harvest skipping a round.
  • Fixed card queue discard bug.