1. Deck of Haunts
  2. News

Deck of Haunts News

Update V1.14: Vastly improved load time of complex house layouts

[p]This week we're mainly working to improve some UX/UI aspects.[/p][p]While we're working on that, we already give you a small post-weekend patch.[/p][p]Changes[/p]
  • [p]Vastly improved load time of complex house layouts.[/p]
  • [p]Prevent the Crypt Card from showing up after the Crypt was already built.[/p]
[p]Fixed Bugs[/p]
  • [p]Fixed End Building button being interactable without the entrance room built when starting a Nightmare.[/p]
  • [p]Fixed the Card Upgrade SFX not being effected by the volume settings.[/p]
  • [p]Fixed unlocking of the Crypt as a Legendary Room after completing a run below Nightmare 13.[/p]
[p]If you've encountered any other bugs or crashes, you're always welcome to log them in the Steam Discussions, we'll have a look at them.[/p][p]If you like the game and the direction we're headed in, feel free to leave a review, as this helps us more than you think!👻[/p][p]And again, a big thank you for playing and all your feedback ❤️[/p][p][/p][p][/p]

Update V1.13: More stability for your haunted domain, probably not your visitors

[p]We've been hard at work this week squashing all the bugs you've been throwing at us, and adding some changes.[/p][p]Next week, we'll focus on UX/UI to make some things clearer & shinier![/p][p]
Thanks for all your feedback, if you like the game feel free to leave a review, as this helps us -a lot-!👻[/p][p][/p][p]Changes[/p]
  • [p]Stone Masons and Master Stone Masons can no longer have the Destined trait.[/p]
  • [p]Pressure Haunts[/p]
    • [p]Damage now depends on the Multiplier (x1, x2, x4, x6) form Tension, not just Tension itself.[/p]
    • [p]Base Damage reduced from 3 → 2[/p]
    • [p]Upgrade base Damage reduced from 4 → 3[/p]
  • [p]Added SFX:[/p]
    • [p]Cards:[/p]
      • [p]Blood Moon & Blue Moon[/p]
      • [p]Deja Vu[/p]
      • [p]Vision Of Blood And Bone[/p]
    • [p]Card Upgrading[/p]
[p]Fixed Bugs[/p]
  • [p]Fixed default frame rate cap being skipped and causing the old issue of very high frame rates creating high CPU demand/heating up on the main menu.[/p]
  • [p]Fixed Altar Room and Black Legendary Room not altering card draw when The Sphinx Totem is active.[/p]
  • [p]Fixed traps triggering in Echo rooms counting as played cards for effects like Spiteful Remembrance.[/p]
  • [p]Fixed the amount of turns for Midnight’s Strike changing on the card and copying between Humans.[/p]
  • [p]Fixed the cursor being locked in place when trying to drag a card after switching input to controller and back to mouse and keyboard.[/p]
  • [p]Fixed Anti Aliasing setting not saving.[/p]
  • [p]Fixed escape turn counter not taking Compass Trait or Dark Rooms into account.[/p]
  • [p]Fixed interaction with the cards during the Pick a card screen stopped working if the Draw or Discard Pile content screen was open when the night ended.[/p]
[p][/p][p]If you've missed the previous patches this week, these are the changes and fixes that we've implemented since last week in V1.11 and V1.12:[/p][p]Changes[/p]
  • [p]Human movement improvements to reduce time between turns in large rooms:[/p]
    • [p]Humans will now roam to and then near the door they intend to take.[/p]
    • [p]Increase walking speed by 50% while roaming in a room.[/p]
    • [p]Increase walking speed by 20% if the path they need to travel between turns is long.[/p]
  • [p]Humans spawned by the Helpline trait can no longer have the Helpline trait.[/p]
  • [p]Collective Toll now correctly updates damage and drain according to the amount of traps in the room description.[/p]
  • [p]Deafening Silence now also applies to Humans that spawn after playing it.[/p]
  • [p]Mind Wipe interrupts the investigation of a Human with the Investigator trait.[/p]
  • [p]Add VFX to the counter for Nightmare 10+.[/p]
  • [p]Harvesting a Human with the Martyr trait does not give a Rotting Beams card anymore.[/p]
  • [p]Veiled cards can no longer be removed from the deck during card removal.[/p]
[p]Fixed Bugs[/p]
  • [p]Fixed Totem selection with controller for Easy, Normal, and Hard difficulties.[/p]
  • [p]Fixed the Heal Heart option of the boss reward screen not working with controller.[/p]
  • [p]Fixed moving upgraded Rooms causing negative Essence values.[/p]
  • [p]Fixed Crypt not showing up in card discovery after unlocking it by completing Nightmare 13.[/p]
  • [p]Fixed Killing Spree not rewarding AP and Draw when multiplied (through Encore for example) and lethal on an extra trigger.[/p]
  • [p]Fixed Relentless doing more damage than displayed by counting itself as a played card.[/p]
  • [p]Fixed a crash when moving or removing rooms with the controller and then trying to target the (re)moved room.[/p]
  • [p]Fixed Crypt collider.[/p]
  • [p]Fixed Reaper ready VFX showing even without the Crypt built.[/p]
  • [p]Fixed Humans with Compass walking back to the door they were going to take when teleported away during their second move.[/p]
  • [p]Fixed missing translations for Collective Toll.[/p]
  • [p]Removed possible lowered health Human from normal difficulty night one to avoid potential soft lock in the tutorial.[/p]
  • [p]Fixed some sound effects that were playing twice.[/p]
[p]If you've encountered any other bugs or crashes, you're always welcome to log them in the Steam Discussions, we'll have a look at them.[/p][p]And again, a big thank you for playing and all your feedback ❤️[/p][p][/p][p][/p]

Update V1.12 Human Movement, Changes & Fixes!

[p]End of the week build? How about middle of the week![/p][p][/p][p]The most notable change is how humans now move around the house, making them move more efficiently, which can significantly reduce the waiting time in between turns on high numbered nights with large rooms and groups of humans.[/p][p]Changes[/p]
  • [p]Human movement improvements to reduce time between turns in large rooms:[/p]
    • [p]Humans will now roam to and then near the door they intend to take.[/p]
    • [p]Increase walking speed by 50% while roaming in a room.[/p]
    • [p]Increase walking speed by 20% if the path they need to travel between turns is long.[/p]
  • [p]Humans spawned by the Helpline trait can no longer have the Helpline trait.[/p]
  • [p]Collective Toll now correctly updates damage and drain according to the amount of traps in the room description.[/p]
[p]Fixed Bugs[/p]
  • [p]Fixed Totem selection with controller for Easy, Normal, and Hard difficulties.[/p]
  • [p]Fixed the Heal Heart option of the boss reward screen not working with controller.[/p]
  • [p]Fixed moving upgraded Rooms causing negative Essence values.[/p]
  • [p]Fixed Crypt not showing up in card discovery after unlocking it by completing Nightmare 13.[/p]
  • [p]Fixed Killing Spree not rewarding AP and Draw when multiplied (through Encore for example) and lethal on an extra trigger.[/p]
  • [p]Fixed Relentless doing more damage than displayed by counting itself as a played card.[/p]
[p]If you've encountered any other bugs or crashes, you're always welcome to log them in the Steam Discussions, we'll have a look at them.[/p][p]And again, a big thank you for playing and all your feedback ❤️[/p][p][/p][p][/p]

Update V1.11 Changes & Fixes!

[p]We hope a lot of you were able to try out the all new Nightmare mode already, that we just released last Friday! (You unlock it by completing a full 28-night run)
If you did, feel free to leave behind your thoughts on it. If you didn't, well, what are you waiting for?![/p][p]Some bugs were logged by helpful players, and we've got the chance to squash a first batch of them.[/p][p]If you've encountered any other bugs or crashes, you're always welcome to log them in the Steam Discussions, we'll have a look at them.[/p][p]Changes[/p]
  • [p]Deafening Silence now also applies to Humans that spawn after playing it.[/p]
  • [p]Mind Wipe interrupts the investigation of a Human with the Investigator trait.[/p]
  • [p]Add VFX to the counter for Nightmare 10+.[/p]
  • [p]Harvesting a Human with the Martyr trait does not give a Rotting Beams card anymore.[/p]
  • [p]Veiled cards can no longer be removed from the deck during card removal.[/p]
[p]Fixed bugs[/p]
  • [p]Fixed a crash when moving or removing rooms with the controller and then trying to target the (re)moved room.[/p]
  • [p]Fixed Crypt collider.[/p]
  • [p]Fixed Reaper ready VFX showing even without the Crypt built.[/p]
  • [p]Fixed Humans with Compass walking back to the door they were going to take when teleported away during their second move.[/p]
  • [p]Fixed missing translations for Collective Toll.[/p]
  • [p]Removed possible lowered health Human from normal difficulty night one to avoid potential soft lock in the tutorial.[/p]
  • [p]Fixed some sound effects that were playing twice.[/p]
[p]Our main focus for this week is bug & crash fixing, so expect another update by the end of this week![/p][p]And again, a big thank you for playing and all your feedback ❤️[/p][p][/p]

Summon Death himself with deckbuilder Deck of Haunts' new ultra difficult mode

Think Resident Evil's zombies and mutant monsters are terrifying? A major new update for reverse-horror game Deck of Haunts lets you summon the Grim Reaper. This eerie deckbuilder, which casts you as a haunted mansion, will let you introduce all those meddling ghost hunters to the literal embodiment of death roaming your halls. At least, you can if you prove that you're sufficiently evil.


Read the rest of the story...


RELATED LINKS:

Card-based roguelike Deck of Haunts has a beefy new demo on Steam

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