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Encounter: The Lost Cards News

Major Version 1.1 - February 18th

[p]Version 1.1 is here! Two weeks ago, I laid out the roadmap for this major update before I really start the (hopefully not too long) grind on the mobile releases. You can read that full post here.[/p][p]The three main features/improvements are now live (check the new Wayfinder page below!):[/p][h3]Fixed Local Play & XP:[/h3][p]No more hacky logic or lost XP. Offline play should now work exactly how one would expect. The self-inflicted technical debt is cleared![/p][h3]New Item Progression:[/h3][p]As I said in the post, new players have stated that the amount of information thrown at them can be overwhelming. Additionally, there aren’t enough progression unlocks to explore. So what I've done is lock some Rare, Epic, and Legendary items behind a fun progression track. Using acquired Knowledge players can "study" to permanently add these items to future runs. There are even more Divine and Demonic items to unlock in the shop too![/p][h3][/h3][h3]Durability Buff:[/h3][p]Basic and Common items got a +1–2 durability boost recently as well. So hopefully you're not losing your early game weapons too early anymore—before you can even can reach the boss![/p][h3]A Gift for Existing Players[/h3][p]To thank those of you who have been playing through the early versions, I’m rewarding your progress. For every 15 XP you currently have, you’ll receive 1 Scroll and 1 Wisdom (capped at 20 of each / 300 XP). Check your inventory—they should be waiting for you![/p][p]Now that 1.1 is out, I’m diving headfirst into the mobile versions. I've built the game from the ground up with mobile in mind, so it shouldn't take me too long hopefully. Thanks for all the feedback that helped shape this update![/p]

Version 1.0.6 – February 8th

[p]- Item durability has been increased (see image below)
- Resolved issues causing inconsistent Experience Point (XP) gains
- The menu now clearly displays non-Wayfinder games and includes a toggle to switch between them (if applicable)
- NPC coin counts now correctly reset to zero when stolen
- Fixed missing sound effects when changing characters and item packages in the menu
- Fixed a state issue when replaying tutorial games after the onboarding flow[/p][p]Item Durability Graph: Before (top) and after (bottom)[/p][p][/p]

Version 1.0.2 – January 31st

- Runes no longer trigger after Unlock actions to prevent balance exploits like infinite coins.
- Rune effects now show the correct stat amounts (fixed a bug where they showed 1 more than intended).
- Fixed Vice's Lucky Coin mission.
- Fixed an edge case where adding a duplicate item to the stash flagged the inventory as full instead of fusing it with the existing copy.
- Fixed an oversight where the UI prevented using Quick actions or Eat actions during trapped battles.

v1.0 Encounter: The Lost Cards!

[h3]Well... that's it. It's launched.[/h3][p]A while back, I had this idea to make a game around Tarot. I’ve always been fascinated by its history and depictions. I've made card games in the past, and a ton of pixel-style games, so I figured I was up for the task after leaving my last job.[/p][p]I wanted to capture the depth of the Tarot—each encounter should feel unique. I also wanted it to be jokes as hell and not take itself too seriously. And I wanted an incredible amount of replayability. So, I guess, let me know how I did, lol. [/p][p][/p][p]If you've been playing the Early Access up to this point, thanks a lot. As of today, I've hit 100 sales. I'm aiming for 1 million this year. I've been praying to Jupiter since the beginning. I hope you can pray for the game, too. While you're at it, pray for abundance and luck for you, your family, and your friends as well! These mighty planetary gods are always listening, and they're always willing to do an energy exchange if the motive is pure. But I could be talking out of my bumbum—who knows.[/p][p]Anyway, you can tell it's just me here... no one to stop me from writing nonsense, whether it be here or in-game. I'm sure you've probably noticed by this point if you've been playing, haha. HR would reverse-fornicate me straight to the unemployment department. Speaking of, make sure to read the latest patch notes! Oh, and check out some old pre-production sketches from a year and a half ago... they grow up so fast sniff.[/p][p][/p]

Major Version 1.0 - January 25th

[h2]Features[/h2]
  • 25 new items! Including a bunch of boons like Precision which ensures you never miss an attack from rolling or dodging—and Deflection, where enemy magic damage is halved!
  • Revamped Limbo! Running out of cards is now more entertaining and ultimately ties into the story... but I'm not going to reveal any more than that.
  • Card Inspect: You can now access the card layout from any encounter with the handy Card Inspect icon in the top right. You're going to need it now that all the Major Arcana are finally released.

[h2]Yoyo Changes[/h2]
  • Yoyo's last mission unlockable item is now a broom. A cool broom though.
  • Her bonus/side action now allows her to craft "reserved" items (items typically not obtainable through random generation).
  • The Unassuming Rod now has the Primed condition and deals more magic damage.
  • Stealing no longer triggers the Sun Swing ability, and it now requires 9 charges instead of 8.

[h2]Improvements[/h2]
  • Added a new Major card count atop the Collector.
  • Added sound effects for Major Card handling (gaining, losing, shuffling, etc.).
  • Added a "Windex™" icon next to the trash to better convey the ability to undo.
  • Special Item lookup now shows the type in the title (like Boon or Curse).
  • Stealing coin now brandishes a yellow ribbon to signify its success.
  • If you have more than 99 problems Coin it will now display the whole number.
  • Added a red highlight to the underlying card when a player is one turn away from Limbo following a Royal Order. This serves as a warning to shuffle or add cards to your deck.
  • Updated the enemy solid armor icon.

[h2]Fixes[/h2]
  • Fixed random item removal targeting your stash (you weren't supposed to lose stash items from encounter effects this way).
  • Fixed a bug allowing Any type items to be placed into special slots.
  • Fixed an issue with Mother's Rosary being awarded on the first day step.
  • Fixed an issue where Bloodfangs caused health simulation to be inconsistent during enemy retaliations.
  • Fixed an issue that improperly displayed the durability of the Artisan item if it exceeded 99.
  • Fixed a UI issue that occurred when Strength or Magic stats exceeded 20.
  • Pressing the Esc key when the exit message is already open will now close it.
  • Fixed an issue where the incorrect Major cards were shown as unlocked in the deck screen.
  • Eating pets now properly consumes them (which... kind of makes sense).
  • You are no longer able to use only Quick or Eat actions in non-battle trap encounters.
  • Fixed a bug where scrolling the deck with one card in the discard pile would let you scroll into the abyss.