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NEW CARDS + RE-BALANCING
Some changes are invisible, such as optimisation of the server code. Some changes take a long time, such as looking for the alternative to the Singapore server cluster that would provide faster connection to players from Japan and from China. But some changes are much more obvious, such as new cards that arrive to the game with every major update!
Location: Bank Cost: FREE Move points: 3 Type: regular Get: Income -10, -malice5. "A charitable donation: the means of securing a discount for future bribes. from the gremlin vocabulary. Reason: the idea of a card that allows using income as a resource that can be spent on something else (in this case: malice reduction) was in our heads for quite some time and now it made its way into the game.
Location: Casino Cost: free Move points: 4 Type: secret Get: +malice2 Special rule: Look at 6 new cards. You can swap any of them with any cards on your hand. You can play another Casino card in this turn. All cards in this deck are different, no matter from which side you look at them. Reason: we want to "boost" the Casino a bit more with a card that can be played in multiple ways: just for hand management; as a part of a prepared combo where you already have 2 Casino cards when you visit the location; or as a part of a lucky combo in which you find your second Casino card at the top of the deck.
As you may know, when we developed Gremlins, Inc. in 2013-2015, we put little thought into tools and architecture that would allow us to quickly mod the game. Later, we were busy adding major features and game content. And only this year we finally put serious thought and effort into making the game really moddable. The first part of the moddability project is done by now: our own team is able to quickly modify every card in the deck, in addition to the composition of the deck itself. This finally (finally!) allows us to listen to the community feedback and quickly implement changes that make the most sense every month, together with the change of the ranked session rules. We start with re-balancing of 17 cards. The changes are described below in detail. These changes are based on the data of how the cards are used in the game across more than 60,000 recently played sessions, as well as on the community feedback and discussions on the game's forums and its Discord server. We would also like to express our gratitude to our Pillars of Community players, whose feedback and recommendations were extremely helpful during the process of re-balancing.
Reason: we want to weaken the impact of this card and to make it more useful for movement. At the same time, the card is now cheaper.
Reason: we want to make this card a bit more effective, since in its current state it doesn't see as much play as we would like it to have.
Reason: we want to make moving with this card less punishing. The card, while very useful in some circumstances, has a very situational effect. In its current state it often becomes a burden that players have no reason to play, but also don't want to use to move because of the cost. We'd like to change that.
Reason: to reduce the number of situations where this card is played completely unexpectedly. Considering how impactful this card is, it shouldn't happen for free, and completely "out of the blue".
Reason: we want to reduce the impact of this card. Without the extra turn, it still produces a significant outcome.
Reason: we want to make the card a bit more punishing for those who play it, as it currently gets a lot of play despite its criminal status and a relatively high cost of 3 votes.
Reason: we want to adjust the deck that grew much bigger with all the recent updates, and at this point contains many more cards that can be played at the Plant during one session.
Reason: we want to reduce the impact of this card as it gets a lot of play. As more cards have been added to the game that give additional votes, this card can take a little nerf that would make it less popular.
Reason: we want to make this card more efficient as it isn't played as often as we'd like it to be played.
Reason: we want to reduce the impact of this card, which is currently so high that players almost always keep it on hand in order to get the money despite its criminal status.
Reason: we want to make this card more attractive for being used to move. As a free card with a powerful effect, it is played for action quite often, and the buff should change that a bit.
Reason: we want to reduce the impact of this card, and to slightly increase the punishment for playing it for action because in its current state this is one of the most played cards in the game.
Reason: we want to make it easier for players to get rid of this card from their hand, so this would happen more often and the card wouldn't be kept on hand until played for action.
Reason: we want to make it easier for players to get rid of this card from their hand, so this would happen more often and the card wouldn't be kept on hand until played for action.
Reason: we want to to reduce the impact of this card, which is so strong already that even the complete removal of the bonus probably won't change its popularity too much. But we decided to start with the reduction of the bonus first, and to see if a further nerf is needed.
Reason: we want to make this card a bit more popular, and have it played more often.
Reason: we want to give this card a slightly negative effect to compensate for the fact that the player also receives a free score point. We expect that the overall impact of these changes will improve the balance of the game, and will add a fresh flavour to some of the already-familiar cards that can now be used more efficiently. Thank you for staying with us, and we look forward to many more years of playing Gremlins, Inc.!
[ 2020-06-17 09:30:42 CET ] [ Original post ]
Gremlins, Inc. will turn five years old in just four months, and we're happy to keep developing the game further by adding new features and new content as well as re-balancing the existing mechanics. Later this month, we will release the Summer Update. We'd like to share with you today the new content and the changes that we plan to make, in order to get your feedback. Please share your thoughts with us right here, or on the forums, or on the game's Discord server!
NEW CARDS
Some changes are invisible, such as optimisation of the server code. Some changes take a long time, such as looking for the alternative to the Singapore server cluster that would provide faster connection to players from Japan and from China. But some changes are much more obvious, such as new cards that arrive to the game with every major update!
Charity
Location: Bank Cost: FREE Move points: 3 Type: regular Get: Income -10, -malice5. "A charitable donation: the means of securing a discount for future bribes. from the gremlin vocabulary. Reason: the idea of a card that allows using income as a resource that can be spent on something else (in this case: malice reduction) was in our heads for quite some time and now it made its way into the game.
Cold deck
Location: Casino Cost: free Move points: 4 Type: secret Get: +malice2 Special rule: Look at 6 new cards. You can swap any of them with any cards on your hand. You can play another Casino card in this turn. All cards in this deck are different, no matter from which side you look at them. Reason: we want to "boost" the Casino a bit more with a card that can be played in multiple ways: just for hand management; as a part of a prepared combo where you already have 2 Casino cards when you visit the location; or as a part of a lucky combo in which you find your second Casino card at the top of the deck.
REBALANCING CHANGES
As you may know, when we developed Gremlins, Inc. in 2013-2015, we put little thought into tools and architecture that would allow us to quickly mod the game. Later, we were busy adding major features and game content. And only this year we finally put serious thought and effort into making the game really moddable. The first part of the moddability project is done by now: our own team is able to quickly modify every card in the deck, in addition to the composition of the deck itself. This finally (finally!) allows us to listen to the community feedback and quickly implement changes that make the most sense every month, together with the change of the ranked session rules. We start with re-balancing of 17 cards. The changes are described below in detail. These changes are based on the data of how the cards are used in the game across more than 60,000 recently played sessions, as well as on the community feedback and discussions on the game's forums and its Discord server. We would also like to express our gratitude to our Pillars of Community players, whose feedback and recommendations were extremely helpful during the process of re-balancing.
Election Campaign
Reason: we want to weaken the impact of this card and to make it more useful for movement. At the same time, the card is now cheaper.
Riskomatic-30
Reason: we want to make this card a bit more effective, since in its current state it doesn't see as much play as we would like it to have.
Contraband
Reason: we want to make moving with this card less punishing. The card, while very useful in some circumstances, has a very situational effect. In its current state it often becomes a burden that players have no reason to play, but also don't want to use to move because of the cost. We'd like to change that.
Coup d'etat
Reason: to reduce the number of situations where this card is played completely unexpectedly. Considering how impactful this card is, it shouldn't happen for free, and completely "out of the blue".
Judgement Day
Reason: we want to reduce the impact of this card. Without the extra turn, it still produces a significant outcome.
Undercutting the Competition
Reason: we want to make the card a bit more punishing for those who play it, as it currently gets a lot of play despite its criminal status and a relatively high cost of 3 votes.
An Artifact
Reason: we want to adjust the deck that grew much bigger with all the recent updates, and at this point contains many more cards that can be played at the Plant during one session.
A Bag of Money
Reason: we want to reduce the impact of this card as it gets a lot of play. As more cards have been added to the game that give additional votes, this card can take a little nerf that would make it less popular.
Jurors for hire
Reason: we want to make this card more efficient as it isn't played as often as we'd like it to be played.
Robbery!
Reason: we want to reduce the impact of this card, which is currently so high that players almost always keep it on hand in order to get the money despite its criminal status.
The Evil Statue
Reason: we want to make this card more attractive for being used to move. As a free card with a powerful effect, it is played for action quite often, and the buff should change that a bit.
Misappropriation
Reason: we want to reduce the impact of this card, and to slightly increase the punishment for playing it for action because in its current state this is one of the most played cards in the game.
Toxic Waste
Reason: we want to make it easier for players to get rid of this card from their hand, so this would happen more often and the card wouldn't be kept on hand until played for action.
Diablerie
Reason: we want to make it easier for players to get rid of this card from their hand, so this would happen more often and the card wouldn't be kept on hand until played for action.
A Prank
Reason: we want to to reduce the impact of this card, which is so strong already that even the complete removal of the bonus probably won't change its popularity too much. But we decided to start with the reduction of the bonus first, and to see if a further nerf is needed.
A Quest from Dariol
Reason: we want to make this card a bit more popular, and have it played more often.
The Common Fund
Reason: we want to give this card a slightly negative effect to compensate for the fact that the player also receives a free score point. We expect that the overall impact of these changes will improve the balance of the game, and will add a fresh flavour to some of the already-familiar cards that can now be used more efficiently. Thank you for staying with us, and we look forward to many more years of playing Gremlins, Inc.!
[ 2020-06-17 09:30:42 CET ] [ Original post ]
Gremlins, Inc.
Alexey Bokulev
Developer
Yukitama Creative Industries
Publisher
2016-03-10
Release
Game News Posts:
349
🎹🖱️Keyboard + Mouse
Very Positive
(6107 reviews)
The Game includes VR Support
Public Linux Depots:
- Gremlins_Linux [957.92 M]
Available DLCs:
- Gremlins, Inc. – Uninvited Guests
- Gremlins, Inc. – Digital Artbook
- Gremlins, Inc. – Automated Competitors
- Gremlins, Inc. – Astral Gamblers
- Gremlins, Inc. – Famous Figures
- Gremlins, Inc. – Print & Play, Companion Card Game
- Gremlins, Inc. – Agents of Chaos
This is an intense strategy board game in a steampunk world of corrupt capitalist gremlins who compete for money, political power and prestige. Save and invest, steal and extort, arrest and get arrested – in single-player and multiplayer modes, with ranks and ladders. Unleash your inner gremlin!
HOW DO YOU PLAY THIS GAME?
Gremlins, Inc. is designed for 2 to 6 players, in multiplayer or in single-player mode (with AI bots). Each player has 6 cards on their hand (replenished from the same deck), and uses them to move around the playing field and to perform a number of different game actions. There is a lot of interaction with other players, and duels are significantly different from 3-player or 4-player games. You play for score limit, or rounds, or for time limit in custom or ranked sessions (with matchmaking by rating). Password-protected private sessions are also available.
HOW LONG DOES IT TAKE TO PLAY ONE SESSION?
The game offers different session settings to make them fit your available time, and single-player mode offers automatic Save/Load function at every turn so that you can take a break whenever you want (multiplayer mode offers re-connect functionality as long as the session is still in progress). A quick duel for 20 score points with a fast timer can finish in under 20 minutes, while a 4-player session for 60 rounds can last for 2 hours or more.
SHORT-TERM AND LONG-TERM STRATEGIES?
There are different types of cards in the game (permanent, regular, secret and criminal) and as each card can be used either to move or for action, you will develop both short-term and long-term strategies for making the most out of where you are, and what you have in your hand. Normally you spend half of your game time accumulating things, and another half controlling other players (stealing, arresting, making them pay a fine, initiating player conflicts, and so on). The more you play, the more new strategies you will discover, especially when combining the effects of several cards played in a row.
MAKE DECISIONS, PLAN YOUR MOVES
- This is an intense strategy game: make decisions at every round! Plan your moves, then adjust to the actions of the other players and new cards drawn.
- The design of the playing field and the layers of optional features allow for a variety of strategies. The more you play, the more roads to victory you discover, using a combination of features based on the particular setup of the session.
- The game offers a resource system that allows for many comebacks even after you're robbed or arrested (or both). With score, money, votes, malice, income and bribes, the tension remains until the very last round.
- In this game, you have to be mean to win: not letting the others to score is as important as scoring yourself. The only true moment of unity in a multiplayer session is when everybody's united against the player who's about to win the game. Earn and steal resources, set traps, arrest, initiate Player Conflicts, bluff and climb up the political ladder to become the Governor.
- The multilayer mode of the game features a system of ratings, ladders and ranked sessions: compete in a specific league, and take part in the regularly organised tournaments (normally, over 1,000 players participate). A system of anonymous masks allows everyone to compete on equal terms in a ranked session, so that you can't really disregard someone as a newbie player, or target a veteran as your prime suspect in a political race.
- In addition to the multilayer mode, the game offers 9 single-player challenges plus the option to create custom single-player sessions with different AI bots (with each major update, we keep adding new challenges).
FACTS & FIGURES
- The game currently features 169 cards in the main deck: permanent, regular, secret and criminal, each with a hand-drawn steampunk illustration (with each major update, we keep adding 1-2 new cards to the core deck).
- The game also features 34 telegrams of Misfortune in the Misfortune deck: send and receive events that may disrupt another player's plans, or significantly improve your own standing (with each major update, we keep adding 1-2 new cards to the Misfortune deck).
- Chaos Cards: an optional set of 6 cards available to every player in the game, that changes the dynamics of the session.
- Special Character Abilities: an optional feature that enables 12 sets of abilities unique to each character type, which then defines the core strategy of every player.
- There are 11 locations – the Office, the Plant, the Dump, the Marketplace, the Inferno, the Jail, the Casino, the Court, the Treasure, the Bank and the Astral Plane – and 7 spot types – Danger, Gamble, Police, Income, Bribe, Misfortune and Tribune.
- The game took us three years to develop from concept to Early Access and to full release, and we're committed to the continued support of the community and development of new features and new content. It is the brainchild of Alexey Bokulev, the acclaimed creator of Eador.Genesis. There are currently over 35,000 players of Gremlins, Inc. on Steam from all over the world, including USA, Russia, China, Japan, UK and France. Collectively, players launched over 400,000 single-player and multiplayer sessions since the game's full release in March 2016.
FINALLY, WHO ARE THE GREMLINS?
You think that’s just a pocket watch in your hand, a watch that’s a bit late because you keep forgetting to wind it up? No, no and no – you couldn’t be further from the truth! What you carry around is a whole gremlin town packed into this tiny mechanism: a town with its own bank, its own casino… and even its own jail! Gremlins are the microscopic creatures that inhabit any mechanism that they can possibly infiltrate. If a watch or a telescope malfunctions, then it’s probably due to gremlins who took up a residence there.
More than anything in life, gremlins value money, political power and prestige: prestige that one can claim after completing some sort of a grandiose engineering project. Aside from working on their own projects, gremlins mostly spend their time preventing other gremlins from building something even more grandiose. This they achieve through bribing officials and lying to the electorate, as well through stealing from their competitors - and outright arresting them.
A DISCLAIMER (JUST IN CASE)
We felt it important to note that Gremlins, Inc. is not a free-to-play game. Also, this is not a CCG or TCG: you do not need to buy boosters or packs, in every session the game offers the same deck to every player, and everyone's chances are equal.
OUR DLC POLICY
We remain committed to the principle of continuously updating the game with new features (e.g. special character abilities) and new content (e.g. new cards, new Misfortunes) that come in the form of regular updates that are FREE for every owner of the product. At the same time, from time to time we create and release fun stuff (animations, character portraits, alternative music themes) that is not related to the game mechanics, as paid DLCs. If you like it, you can support our efforts by your purchase. However, there is absolutely no pressure to own any of the DLCs in order to play the game or compete in the tournaments.
IMPORTANT NOTE ABOUT ONLINE CONNECTION
Gremlins, Inc. was designed as a digital board game with the multiplayer mode at its heart. This is not to say that we don't like single-player – we do, and there's a separate section with the single-player challenges as well as the mode where you can create any custom single-player session that you like. However, the architecture of the game is built in a way that allows us to continually update the game mechanics and AI logic, which for this reason is processed entirely on the server side. Therefore whether you play Gremlins, Inc. in a single-player mode or in a multiplayer mode, your game client needs to be connected to Steam, and game's server, at all times. If you are looking specifically for a game that can be played offline, then Gremlins, Inc. in the current state is not the right product for you. An offline-only version of the game is currently in development for release later in 2016.
AMSTERDAM AND SINGAPORE SERVERS
The game currently supports 2 separate servers: Amsterdam and Singapore. Players are able to check their ping value for each of these servers, and play on the server that is the most convenient. Each server has its own player ladder, statistics and player profiles. Most players choose Amsterdam, since ping to Amsterdam from anywhere in the world rarely exceeds 300. However, as we saw more and more players from the Asian region join the game, especially from China, we added the server in Singapore in order to be able to offer faster connection specifically to these players. We hope that this works well for every player, as good player experience is our top priority. We will continue to monitor the quality of our server/client connection in order to adapt the servers to the changing requirements and we thank you for your patience.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: Intel PentiumMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: internalNetwork: Broadband Internet connection
- Storage: 1 GB available space
- OS: Ubuntu 12.04+
- Processor: Intel Pentium 3+ generationMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Geforce 9XX or AMDNetwork: Broadband Internet connection
- Storage: 1 GB available space
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