- ADDED: a new upgrade that cancels slow down after ranged attack
- ADDED: actual splash screen
- ADDED: option not to pause the game when the window loses focus
- ADDED: option to turn on standing aim for gamepads (off by default)
- FIXED: Boss "Cannon"'s lasers now have the same visual as all the other lasers in the game
- FIXED: Spelling in jeeester upgrades (corrected to "Jester")
- FIXED: endless immortality if god mode was turned on and player got to 0hp
- FIXED: wall boss would sometimes be stuck at 0hp
- FIXED: training dummies shared data
Players! It's good to be here again, We're carrying on in improving the game, iterating on issues that have been brought forward by you, but also little tidbits that we've meant to add to the game for a while now, all for the sole purpose of making the game the best version of itself within the context of what can be done.
Ranged builds
As many of you have surely noticed, the melee builds (one in specific) have been all the rage in terms of what one needs to clear dungeons, and although we've made it slightly harder to get that one with the first update which shifted the balance of temporary currency, ranged builds have remained a less loved option to explore. With that in mind we went to the drawing board and thought of a plan to make ranged builds great, and, you know, we had some ideas! What you'll find in the game are two things newly tweaked and added dungeon run upgrades that will resonate with anyone fond of ranged combat:
- Ninja (lvl 1-3) - activating and increasing side projectiles
- Rubber ninja (lvl 1-3) - activating and increasing number of bounces for side projectiles
Pause menu got pimped
The pause menu has been a very slight pain point that's come up over time. We've waited with updating it due to the fact that the previous version was perfectly feasible and provided the most crucial of information, with this updated, the pause menu however got a bit of an update. Current dungeon information is now shown, giving the player information about the current difficulty and dungeon name. Anther slightly more purely aesthetic change is that temporary upgrades now showcase their icons rather than just text. Hopefully this will allow you to more easily remember your favourites!
preview of the changes in the pause menu, including icons for temporary upgrade list and dungeon run information
Changelog
- ADDED: a temporary upgrade for activating and increasing side projectiles bouncing off of walls ("Rubber Ninja")
- ADDED: current run information to the pause menu screen
- ADDED: temporary upgrade icons in the pause menu screen
- ADDED: all lasers have a delay after appearing before they start dealing damage (no more sudden death by a sneaky laser)
- CHANGED: increased the maximum level of "Ninja" temporary upgrade
- CHANGED: unified laser visuals
- CHANGED: Icon for mouse wheel control on activate ui
- CHANGED: Necessary experience point amount to level up now differs according to difficulty
- FIXED: Dungeon stat pop up no longer shows up above inventories
- FIXED: Shadow projectiles no longer cancel thrown swords
- FIXED: Saw disc enemy no longer slows down on materials other than cardboard
- FIXED: Correct scaling for dungeon run ui
- FIXED: Boss "Prism" had sound effects turned off
- FIXED: temporary upgrade list in pause menu could not be scrolled on gamepad
Cardbob fans! It's been 4 days since the last update and although we've steadily pushed improvements and fixes based on your feedback and reports, it's time to aggregate that data and show it to you in a presentable way.
How was the launch?
Good! The launch went just about as well as we could have hoped for. As previously mentioned, we'd worked on the game for 18 months during which we experienced numerous sorts of things for the first time and had to try our best not to fuck up monumentally, things such as pitching the game to publishers, telling others what the game needs, what the game is, and will be! What a budget is for, communicating with investors, optimizing a larger than little project so that it doesn't start to heat the room after half an hour of idle gameplay! During experiencing the aforementioned we also realised that something about the game's presentation was amiss. When we showed the game off during conferences, people loved the art, the gameplay and generally had fun with it, while spending tens of minutes at a time repeating a content limited dungeon run! However despite our best efforts, online marketing never played on that same note at all, we've thought about this and experimented with aspects of our approach albeit still uncertain to this day about what it was specifically that worked so well in real life and never struck a note online. In terms of numbers we've now sold just under a hundred copies. To be fair, that's a number we are happy with all things considered. Our first somewhat ambitious project to be released and not only has it sold more than zero, you've also told us that the game is not entirely bad, quite the contrary in fact! Overall we couldn't be happier, we'll be pushing for making Cardbob and even lovelier game to play for a while now, whilst also having started work on our new project.
Highlight of the update
The most gravitational change you're likely to notice in this update is the visible HP bar in the gui. The game's main character's HP was always shown by default by the character's bandana, we've however noticed that this detail isn't understood and noticed easily enough. Therefore this update adds a UI element in an attempt to make your current hp amount crystal clear at all times:
If you prefer the original, this can be toggled in Settings > Gameplay > Show HP bar
Other notable changes mainly optimized the performance of the game, for those of you who had noticed an increase in the drop of FPS the longer the game had been turned on. will be pleasantly surprised to find it remedied! Still somewhat WIP, but we've done the best we can for now.
Changelog
- ADDED: HP bar for the GUI (on by default, can be toggled in settings
- CHANGED: slightly reorganized positions of UI elements that can only be seen during a dungeon run
- CHANGED: Saw disc enemy slows down after colliding, regains speed faster in higher difficulties
- CHANGED: Number of necessary items that need to be collected during a run for achievements
- FIXED: Master collector achievement is now correctly triggered
- FIXED: heal loot no longer spawns into or way above the ground
- FIXED: cars no longer spawn and remain spawned while the player goes on a dungeon run
- FIXED: Visual effect game object no longer remain invisibly alive forever
- FIXED: More collider issues (how do these never stop coming up?)
a little look into the behind the scenes, this little window shows that the UI looks like in the game engine's editor. Thank you for reading, for following and playing the game, you're outrageously the best! Stay tuned for "Update 3"
Players! It's been 18 months! I can't stress how powerful yesterday was, we launched the game after 18 months of development. The moment we published the page and the game went live was a moment that's equal parts scary and awesome. The floodgates were opened and it was time to race against the clock and make sure we were fixing the game (without breaking it) as reports of issues and bugs started coming in. This was the first time we were launching a larger game on steam, the first time we were in the position where all of the responsibility lied on our shoulders, we know what the product is, but we have yet to find out what the world thinks of it, and that's that, here we go! This is a post putting all of the updates we've pushed since launch together, the changelog below outlines all of the changes which are now live. Thank you all for reporting issues, playing the game and showing support, we very much appreciate it!
Changelog
- ADDED: Dungeon upgrade icons
- ADDED: Arrows indicating a sword should be picked up in the sword room
- CHANGED: Boss Loop energy wave damage reduced
- CHANGED: 2 of the 3 trader stats are hidden now
- CHANGED: Overall dungeon economy balancing
- CHANGED: Healing items spawn too low
- CHANGED: Lower the maximum number of inhabitants that can be spawned
- UPDATED: Upgrade values
- FIXED: Boxes do not fall when the ones below them get destroyed in one hit
- FIXED: Numerous collider issues
- FIXED: Wrong spelling on upgrades
- FIXED: Wrong links in the credits section
- FIXED: Coffee quote text area overflow
Update screenshots
Swords now show animated arrows, making it clearer to know that they're meant to be picked up
upgrade icons have been added as the most requested feature
Thanks for sticking around, stay tuned for the next update!
Cardbob: Revival is participating in this year's Czech & Slovak Games Week!
You can check out the event page HERE!
Live gameplay with the developer will be happening on the 16th of November at 17:00 CET (08:00 PST) here on Steam! You will be able to watch it on Cardbob's store page or on the page of the event! Feel free to ask me questions in the chat! :)
We're still looking for testers who are able to record their gameplay and send it over to us (or even type it through the in-game feedback form). Join our Discord, and shoot us a message in the #cardbob-revival channel or #general - and of course, don't forget to post your favorite meme in #memes.
Cheers!
Hello hello hello! The third annual event celebrating the Czech and Slovak games is here! This time on the occasion of the national holiday of November 17th, which is celebrated nationwide in the Czech and Slovak Republic to commemorate the events of 1939 and 1989.
We were really looking forward to Czech & Slovak Games Week, especially because we are a Slovak studio. At the same time, it's been a month since the last demo update, so we decided to combine this nice event with a new, better, and prettier demo for Cardbob (you can call it version 3) - but enough talk, let's go through the list of new stuff.
There will also be a Direct Showcase live stream today (14.11 at 7 PM CET), which will also feature Cardbob! See you there!
What was added or changed?
- Haggling chat has gone through about two iterations in the meantime and is now clearer, better to use, and prettier with new animations
- Yes, the numbers no longer go brrr when you select them with the left stick on the controller, so you don't have to switch to the d-pad anymore if you don't want to
- A redesigned level-up system, now you don't choose upgrades the moment you get a level-up, but you earn points that can be exchanged for upgrades in the corridors, no more interrupting the game
- The sword comes back instantly instead of first going through an on-ground cooldown
- New Dash visual
- Shop permanent upgrade screen as the game has changed direction and Cardbob is no longer a shopkeeper therefore, not in possession of a shop... talk about inflation...
Fixed stuff
- Boxes no longer float mid-air after their lower neighbor had been destroyed
- Event mod Chain sword: correctly finds the closest enemy
- The health screen overlay is now correctly scaled to any resolution
- Trying to send items with an empty inventory no longer deducts chips
- Trying to activate something that costs more chips that the player has no longer turns off the UI
What? Removed stuff?
- We decided to delete some mods because the game style was changed and they were no longer needed.
- Event mod: "Enemy brrr"
- Mod: "Herme's bro"
- Mod: "Safe zone"
Whoops... Bug happens... We've noticed from your feedback (either from the in-game F1 key or from our Discord) that there are some small "things" that need to be fixed ASAP - so we fixed them, yaay!
What's fixed?
- Typing the "m" key in the feedback form no longer opens the map
- The feedback form got a little visual revamp, to be more readable
- Your sword no longer deals damage to the enemies when on the ground
- Stats no longer show up above the settings pop up
Hello everyone! Martin from Mad Cookies here. About a month ago we brought you the Cardbob's demo, and in that time we've received countless amounts of feedback from you (seriously, that in-game feedback form has paid off)
Some of the suggestions were so amazing that we decided to redo some of the core mechanics (but more on that in the future, as they are only in the early stages of development and have not made it into this update yet)
What's new?
The news list is quite big, so I'll divide it into categories:
Added stuff
- You now get a "EEE" sound if you have insufficient chips to buy something
- Item sending machine has a limit to how many items it can send
- Player level has the word level before the number for clarity
- And the level bar is now filling up smoothly
- Slam worm enemy now has a ranged attack, triggered when you're out of its range
- You're now auto-collecting chips when you open one of the gates
- Brand new dungeon entrance manner
- Customers have hats now (because why not?)
- You can now reroll event mods
- New player statistics in the pause menu
- You can (and oh boy, you definitely should) now subscribe to our free monthly newsletter from the main menu, you even get a free gift (Cardbob's wallpaper collection)
Changed stuff
- vampiric shopkeeper event mod heals for 5 and grows stronger in the probability of it happening
- enemy brrrr event mod now deals set damage (was percentage)
- Teleporter between the basement and the shop looks... fancier
- Rerolling level-up mods costs chips
- XP bar has visual segments for extra clarity
- Customers are now 100% sexier (and yes, we know, they remind you of some fruit-flavored watch)
- The teleporter lock icon is brighter and aligns with the camera
- Starting a new game or loading a slot no longer requires the pressing of a button, just click on the slot and...that's it
- Tweaks to the lighting of the game
- New event mod selection UI
- Level and event mods description UI now also shows a percentual increase
- Home area TV shows directions (shop - dungeon)
- Items have lower values now and less range in their differences (sorry, you know... inflation and stuff)
- Permanent upgrades values were tweaked to reflect item value changes
- Damage values across the board were lowered
Removed stuff
- what?! no.
Bugfixes
- Spending currency is now checked on every purchase attempt (you naughty naughty)
- Bosses no longer spawn extra enemies on death (or many copies of themselves lol)
- Multiple level-ups at once are not breaking the game anymore
- Weapons no longer remain purchased after starting a new game in place of an existing game
- No more stuttering at the start of the game!
- The hide tutorial toggle now works (hmm)
- Any many more micro fixes that are too nerdy to be written here
- We probably added some new bugs for you to find, happy early Easter
Two days ago we released a demo for Cardbob! It's a big milestone for us and we're extremely happy that you like it and are playing it.
WE LISTEN TO YOUR FEEDBACK
In the two days since the release of the demo we have collected a lot of valuable feedback from you, some of which we even managed to implement in the game already, so if you have already downloaded the demo, don't forget to update it. But what is actually new and what has changed?
- You can now see a highlighted area in the shop marking the haggling area
- The armchair now contains a "how to play" section which helps you to understand the game's loop
- Your fancy big television now shows you the way to the dungeon and shop
- The shop has become smarter and lets you know when you're trying to open a shop without putting any items up for sale
- We've adjusted the balance of the economy, now you need chips to start healing, handle your money wisely!
And of course, besides the news, we also fixed some bugs that we managed to miss (and maybe even created some new ones, whoops) Come chat with us on our Discord, we're still interested in your opinion!
Cardbob: Revival
Mad Cookies Studio
Mad Cookies Studio
2023-04-28
Indie Adventure Singleplayer
Game News Posts 9
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Positive
(24 reviews)
https://cardbob.madcookies.games
https://store.steampowered.com/app/1963670 
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Cardbob: Revival puts the players in the role of an unambitious shopkeeper that gains access to a mysterious dungeon system to go collect items for their shopT The player, in the role of Cardbob, has to haggle for the best price when selling items to NPCs. Look after your shop in a sci-fi cardboard universe, venture out on dungeon runs collecting rare items to sell to customers, grow stronger and become the top antiques merchant in town.
FIGHT, EXPLORE AND COLLECT ITEMS
Find, collect and send home the items you come across in the dungeon, some are dropped by monsters, some by delivery boxes and others received as rewards.Fight and defeat enemies to grow stronger! Every room has its usefulness and having enough currency allows you to make the most out of it.
HAGGLE FOR THE BEST PRICE
Put items in their slots, open your shop and get ready to haggle. Observe the stats of your customers and go for the best price you can get.GROW STRONG
Sell items, explore the dungeons and grow stronger every time you do so. Going further in gives you better loot where you can haggle for a higher price and currency made from haggling gets you permanent upgrades.- OS: Fedora 25. Ubuntu 16.04. SteamOS. Mint 18
- Processor: Requires a 64-bit processor and operating systemMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: GeForce 700 series or similar
- Storage: 200 MB available space
- OS: Fedora 25. Ubuntu 16.04. SteamOS. Mint 18
- Processor: Requires a 64-bit processor and operating systemMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce 900 series or similar
- Storage: 200 MB available space
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