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- (Enemy) Earth Eroding Worm: Bloodlust: Stacks 2->1, Cooldown is now global, Cooldown 30->20. Earthquake: Repeat 4->3, Probability 1x->0.5x, Cooldown 6->12. Melt Eyes: Unlock at turn 0->4. - (Card/Flashlight) Flash Step: Now reduces energy cost of drawn cards until next move activation, instead of until the end of turn. - (Card/Dark Cannon) Recall: (+1: Also draws 1 move.) - Magicians Glove no longer activates Unusable moves. - Fixed Condition UI hover being blocked when entity info tooltip is visible during encounters. Hovering over condition and status icons should now easily display tooltips. - Removed the screen-wide flash effect of certain attacks when Enable Flashing Lights option is turned off. - Fixed an issue where Level Up window text would keep coming to the foreground during Leos level up card selection. - Fixed a typo/parameter error in the Darkness Filled Corridor event. - Fixed a typo/parameter error in Cleave cards description. - Fixed some of the card tooltips overflowing outside the screen. - Reduced the difficulty of the dialogue puzzle for discovering the Lair location in Monas path. Required max. stress value is increased from 5 to 8. - Fixed Suppressor item increasing energy cost instead of decreasing for cards created during encounters. - Fixed some of the non-damage dealer moves (eg. Prepare for War, Bloodbath) with reference damage values being classified as damage dealer by some effects. - Fixed an issue where Daemons movement created a trail on the map. - Updated localization progress.
- Brazilian Portuguese language is now available on the main branch. Many thanks to C4r4 for providing the Brazilian Portuguese translation! - Added achievement syncing. Achievements unlocked in the demo version should automatically trigger on Steam in the full version. - Fixed a crash related to the "Perpetual" perk. - Fixed Daemon being able to move during encounters if a UI menu is opened, causing Daemon to be next to the player and immediately triggering another encounter. - Fixed some profanity not being correctly censored with the filter on. - Added a notification message when there aren't enough credits trying to buy from the Credits Shop. The message refers to the Challenge Mode for Challenge Gems, giving a direction for where to acquire them. - Fixed Health values being wrong in the Rest Screen and preventing healing, while there are Max Health modifying effects on characters. - Fixed Health values reducing after quitting and reloading while there are Max Health modifying effects on characters. - Fixed Health values in the party UI not refreshing after possessible items with Max Health modifying effects are removed from characters.
- Spanish is now available on the main branch. Many thanks to Jaime Garca Martnez for providing the Spanish translation! - Updated other localization progress.
- Fixed an error where "Mysterious Box" event crashed during the "Punching Jake" challenge. - Improved Turkish localization. - Updated localization progress (Testing Branch).
Happy Halloween, everyone! Lets celebrate the Scare Fest with an update to Draft of Darkness! What better time to get cozy and dive into the survival-horror deckbuilder than the time of chills and spooks? This update focuses on improvements and balance changes, where Ive revisited my backlog of tasks and your feedback to implement some balance tweaks, fixes, and improvements.
This is a small patch for fixing a few procedural map generation errors: * Fixed a map generation issue where the locked room in the Lair map blocked progress to the rest of the lab area. * Fixed a rare issue where some of the optional events are placed in an unreachable tile. * Fixed minor placement issues with the "Vent", "Punching Machine" and "Shape Sorter" events.
* Japanese language support is now available in the main branch. Thanks to @ashwall_penguin for their hard work in providing the Japanese translation! * Fixed some text errors. * Applied latest localization progress.
* Fixed various text errors. * Daemon now wont move when character edit window or any other window is open. * Fixed a bug where it wasnt possible to activate moves if Daemon fight triggered while a window is open. * Applied latest localization progress. (Testing Branch)
* It's now possible to quit to the main menu without saving during combat. This may cause some loss of progress since the game does not auto-save before encounters. It's only possible to quit during player turn and not during other combat states such as enemy turn. * Applied latest localization progress. (Testing Branch)
This is a small patch including some gamepad and Steam Deck support improvements. * (Card/Pistol) Bullet Time: Now gives Fatigued 5 to the user. * Improved gamepad navigation in the flowchart. * Fixed closing some windows (ex. Metal Scrap) with key input causing run menu UI to appear. * Fixed issues with gamepad navigation after looting item or card selections. * Fixed issues with gamepad navigation when navigating card or items in grid UIs (ex. Archive, Deck Edit etc.) * Applied latest localization progress. (Russian and Japanese support is available in the Testing branch)
This patch includes changes made to mitigate occasional crashes that occured during saving in some systems. Note that ongoing run data from before the patch will not be fully optimized. If you still encounter crashes during new runs, please let me know. * Applied fixes for memory leak occurring when long texts are shown in the UI (tooltips, notes, event text etc.). * Split save data into multiple files to prevent memory usage buildup during saving. Main save files are now named "SaveData_General.es3", "SaveData_Player#.es3" and "SaveData_Run#.es3". * Optimized save data to reduce run save file size and memory imprint during saving. Save files are compressed and no longer encrypted. * To prevent data loss when launching the game after unsuccessful backup recovery, the corrupt files are backed up separately. This may allow manual recovery in the worst case scenario. * Fixed a bug where "Ponder" move was able to discard itself. * Fixed various text overflows. * Minor fixes. * Removed old test save import functionality. If you have an old prerelease test version save (from Early Access testing branch), you can rename it to "SaveData.es3" to attempt importing it manually. * Applied latest localization progress (testing branch).
* Fixed a crash that occurred when "Execute" move was in the deck and entities were staggered at the start of encounter. * Fixed a crash that occurred when retrieving items from the Nest event. * Fixed "Stance: Attack" condition not applying its effect immediately. * Fixed Slot Machine not refreshing resources immediately after prize is received (needed to re-trigger the event to use gained pennies). * Updated the input system package in an attempt to fix issues in some systems where directional input gets stuck. * Applied object pooling to the Options menu to reduce memory consumption. * Updated the save system package in an attempt to fix crashes and memory issues during saving.
* "Burrow" and "Mole" now only prevents direct damage and won't prevent DoT damage and health loss. * Timers for events that resolve in a single area now won't show after leaving the area. * First Aid Kit item can be used in the "Injured Mascot" event. * Adjusted "You Need to See the Doctor" challenge rules: Starting Health 10->20, Starting Energy 5->8. Added Encounter Count rule: 22. Added Loot Count rule: 22. Added Strong Encounter Count rule: 2. * "Locked Drawer" event now always appears in the Residence area in Story Mode. * "Key Hanger" now won't spawn in the final area of a run. Shapeless Key cannot be used in the final area of a run. * Changed Bigger Areas custom rule from 2x room count to 1.75x room count. * Adjusted level generation to reduce long generation time for Bigger Areas rule. * Increased the scale of speech bubbles in exploration for better visibility of text. * Fixed an issue causing Crusher and Simulation Computer events not to spawn in Challenge and Custom modes. * Fixed a crash involving "Gumball Machine" event when multiple events spawn during a run. * Fixed issues with Garuda Statue and Three Statues events when they repeat during the same run. * Reduced maximum run length in Run Length Custom Mode rule to 10 until some issues with long runs are resolved. * Fixed "Masochist" status effect not applying properly for ally characters and for DoT and healing. * Fixed a bug causing "Purification Machine" event not to spawn. * Fixed text overflow in equipment tooltip move descriptions. * Fixed various text / language errors.
Fixed an issue causing equipment tooltips not to show for equipment that existed in the inventory from a saved run before the v1.2.9 patch. Equipment names and some related text will still be missing. This only affects equipment existing in the inventory from a saved run before the v1.2.9 patch.
* Fast Travel is now more user-friendly. It will look for non-enemy paths, and won't trigger encounters if one exists. If all paths are blocked by enemies, it will ask if you want to proceed with triggering an encounter, or cancel the fast travel. * Condition targeting moves (Inner Peace, Pierce, Strip Essence, Time Push, Snap Out of It, Guardian's Blessing, Overwhelming Presence, Patronize, Amnesia Gas, Cleanse, Demoralizing Drug, Adopt) now lets the player select which conditions to target instead of targeting the first condition added. * Selecting purchased starting items, perks and preserved items / cards now won't cost credits when starting a run. * (Status) Brittle Bone: Reduced "taken damage increase" to 400%. * (Status) Altar of Darkness: Added maximum limit for all effects. Power increase per hit 10%->5%. Defense increase base 30->10, limited to 50. Crit. Chance increase base 30%->10%. Now can affect Speed. * (Condition) Perfect Aim: Duration 1s->2s. * Fixed an issue which prevented card activation, if card selection and target selection is done in quick succession. * Fixed Scanner event still being able to be used (with no effect) even if you dont have the required Pennies. * Fixed some errors with Altar of Darkness event. * Fixed Recovery, Dim Light moves and Overwrought status not detecting some of the damage dealing moves correctly. * Fixed Sewer Crawler tile being walkable after loading a save. * Fixed a language error with Handicapped. * Fixed higher starting health rule in custom run mode not setting current health properly. * Fixed Blood Mushroom effect triggering with Corrosion and some of the other HP loss effects. * Fixed scrolling issue when hovering over the background of scroll areas in Challenge Mode and Custom Mode. * Improved card hovering and targeting optimisation to eliminate stutter on some systems.
* Fixed a crash occurring with the Robbery event. * Fixed an error with the Beast Claw item. * Added a safeguard where translation errors now won't cause crashes but show a translation error text instead. * Fixed a crash with the Earth-Eroding Worm enemy. * Fixed several errors in card and item descriptions. * (Enemy) Earth-Eroding Worm: Blood Rush: Bloodlust layers 4->2, cooldown: 6->30, use HP percentage: 50%->30%. Melt Eyes: Use HP percentage 70%->30%, Cooldown 4->8. * Increased the Challenge Gem rewards of some of the challenges. You should get the extra rewards if you've already completed them. Apologies for the frequent patches. It has become a tradition to send out panic bugfix patches following a major update. There may be a few more daily fix patches in the coming days.
I'm thrilled to announce the full release of the v1.2 update for Draft of Darkness! Prepare to navigate the perilous Sewers, confront the challenge of double boss fights, and push your limits in endless runs! [previewyoutube=Nv6gMfPYQWA;full][/previewyoutube]
Hey everyone! I'm excited to announce that the v1.2 update is moving to beta testing. If you would like to try out the update and help test it before release, you can do so by switching to the testing beta branch! Check out this cool new trailer! [previewyoutube=Nv6gMfPYQWA;full][/previewyoutube]
Hello everyone! I've been working on the upcoming update (v1.2) for quite some time now, and as we approach the new year, I wanted to write a brief devlog article to keep you in the loop about our progress.
Hello all, I'm excited to announce that Draft of Darkness is a part of the Turn-Based Carnival taking place between November 14-21! To celebrate the event, I'll be streaming Draft of Darkness live on November 16, 12:00 GMT and showcase some of the stuff added to the game with the v1.1 update. The stream will take place on Steam and Twitch. Feel free to come hang out. See you then!
* Fixed some percentage reduction effects increasing values when stacked with direct reduction effects. (Detected with the "Focused Energy" card.) * Fixed a bug causing a hang when card selection effects trigger while draw or discard pile screens are open. * Changed Ironfist perk to be stackable (Dark & Mend Power increase 30%, Physical Power increase 60% per trigger.) Fixed Ironfist perk not being removed after activation. Fixed an issue with the Ironfist perk which caused a hang. * (Item/Trophy) Heart Pendant: Reduced max. resource gain (and loss) from 3 to 2. * Fixed Savant perk still allowing Gift Box and some other card draw effects. * Fixed Dark Flame move decaying Flight. * Fixed various scenery placement errors.
* Swapped the default perk (Ironfist) of Ivan with the Engineer perk. * Changed "Unstoppable Force" achievement to "Stagger the Claw," and removed the extra requirement to do it after her Rage move. * Added an in-game notification for the Linux build to advise running through Proton. * Fixed an issue where enemies with the "Sustaining" perk received health while being dead. * Fixed an issue where the Magician's Glove item would cause a hang when no target was available. * Fixed an issue where Earth Eroding Worm did not appear in the detail screen.
Hello all, I'll be streaming Draft of Darkness on 28 October, 12:00 GMT to try out and showcase some of the new stuff added to the game with the v1.1 update. Feel free to come hang out. See you then! Just a reminder: Draft of Darkness is 25% off during the Steam Scream Fest! https://store.steampowered.com/app/1380650/Draft_of_Darkness/
As we embrace the spooky season and celebrate the Scream Fest, Draft of Darkness has been updated to version 1.1. This update introduces exciting additions to the selection of Hero Perks, Trophy Items, Sufferings, and Strong Enemy Perks.
* Fixed an issue causing old save files from before save slots were implemented to not properly import, causing loss of save data. * Fixed Darkness Remains starting item not appearing for Jake.
This is just a small hotfix patch for a few bugs that needed fixing. I wanted to get this out before I can switch my focus back to content. * Fixed an issue with the Beast Claw item causing a crash. * Fixed an issue where items were getting stuck in the "selected" state, causing them to be activating repeatedly upon clicking. * Fixed "Crusader" perk increasing Power for the current card (which activated combo) as well. * Fixed "Distraction +1" applying Stealth to enemies instead of Slowness. * Fixed infinite loop caused by Cat Collar and Cube/Fragment items. * Changed the placement of the scroll buttons which appear when too many items were in inventory. They were previously unclickable. * Trivial fixes.
* (Card/Pistol) Heat of Anger: Phys. Dmg. 1->0.75x. (+1: Phys. Dmg. 1.75x->1x.) * (Card/Shotgun) Sinner's Kiss: Mend healing is replaced with unscaled Health Restoration (3 Health). * (Item/Trophy) Fly Trap: Health Restoration 4->3. * (Status/Perk) Muscular: Physical Power increase per move 0.2->0.4. * (Status/Perk) Crusader: On combo, also increases all Power by 50% for the next move. * You can now pet Bubblegum. * Abandoned runs and run wipes now give partial completion credits. Only applies to save data above a certain version. Run wipes with older (pre-1.0) save versions will give 0 credits due to some changes in the save structure. * Companion equipment will be added to the inventory when the companion is killed or sacrificed. * Entity type flags (Robot, Pest, Human etc.) are now shown in tooltips and detail screen. * Decision event choices which involve Status effects now show their tooltips. * Added a hint to the Brain Artifact fight, where characters who receive "Negate Barrier" will speak to point to it. * Equipment earned from the "Knight Armor" event is now "Decent" instead of "Pristine". * Reduced "Darkness Remains" printing batch count from 2 to 1. * "Unseen" indicator icons are now properly cleared when Library window is closed. * Fixed a bug where Alt weapons didn't sync to character level unless swapped to the main slots. * Fixed a bug where Alt weapons aren't destroyed with the "Defective Enhancement Machine" event. * Fixed issues with the "Daemon Helmet" equipment. * Fixed a bug where status effects aren't cleared when "Old Rollerblades" and "Tape Recorder" items are sold. * Fixed "Sapphire Cube / Fragments" item not dealing damage. * Fixed an issue with "Punch +1" card causing damage to be calculated wrongly. * Fixed some item counters not visually updating in certain cases. * Fixed "Fanny Pack" counter not updating on use.
* Fixed a rare bug causing paths to be blocked when there is non-blocking scenery next to the objects. * Summoned backup companions now trigger "at the start of encounter" effects on themselves properly when they are summoned. * Enemies will unlock in the Archive when they are first encountered, not when they use a move. * "Ask Mona/Cian About Scientist" nodes in the Flowchart will both appear unlocked even if you asked one of them. * "Public Phone" event won't spawn if the ringing condition isn't met. * Fleshy TV sacrifice option now gives 10 of each resource instead of 15. * Fixed Statue event causing a crash when some of the companions are in the party. * Fixed some of the enemies not appearing in the Archive. * Fixed some missing text in the tooltips. * Fixed some scenery overlapping.
* Echo's starting weapons now give attributes. * Upgraded card's activation will also unlock the card in the Archive. * Fixed "Craft Resources" card having an erroneous requirement to possess a number of cards in hand. * "I Resist", "Who's The Boss?" and "Puppet Master" outcomes now won't unlock when skipping the boss with the Shapeless Key. * Tutorials now show gamepad controls when using a gamepad. * Increased the interval for exploration enemy sfx. * Added a volume slider option for changing "Environmental SFX" (affects exploration enemy sounds) * Added a toggle for disabling the distortion/glitch effect (present during Daemon fights and some other) * Fixed cards getting stuck in hovered state between turns or when unable to use a card when using the gamepad. * Reduced "Honey Comb" selection cost 50->25. * Fixed starting equipment not having level modifiers in some cases. * Fixed a bug where starting equipment did not apply level modifiers or show attributes without level modifiers at the start.
* "Surveillance Camera" event won't spawn in Residence area. * "Injured Mascot" and "Crusher" event timers are no longer in real time. The timers will decrease on step during exploration, and will advance with timeline during encounters. * Fixed condition icons positioning for Bubblegum (prevented targeting with gamepad/keyboard in certain cases). * Fixed duplicate input that could cause errors when closing windows or switching screens. * Fixed errors occurring when decision event / area end buttons are clicked multiple times. * Fixed a crash happening when some of the items are possessed by backup (non-figher) companions. * Fixed crashes happening with some of the items after a backup is summoned. Apologies for the frequent patches. From now on we will switch to weekly patches unless some hotfix is needed. Frequent patches may come to the "testing" beta branch before they are applied to the main branch. Next planned patch: September 13 Next possible run-wipe patch: September 20 (if required).
* (Card/Shield) Guardian's Blessing: Added unscaled healing: 1 per layer (+1: 2 per layer). * Riposte won't bypass block, allowing you to use block to protect from riposte damage. * Crippled condition type is changed to "Disability". * Fixed "Butter Finger +1" and "Sneaky Blow +1" damage doubling not working properly. * Fixed a bug causing "Craft Acid Bombs" and "Prepare for War" to not create upgraded versions of cards. * Fixed a crash occurring with Daemon II's "Sickening Storm" move. * Fixed a crash occurring with the "Orange Reflector" item. * Fixed a case when no cards can be dropped, causing a hang when an encounter is triggered. * Fixed Injury Crit Chance and Power reduction not stacking properly. * Fixed a crash that occurs when a destroyed entity was being targeted by effects.
* (Condition) Overcharge: Physical Power increase 50%->25%, Speed increase 300%->6. * Fixed a bug that causes a crash with some cards when trying to draw with no cards remaining to draw.
Fix patch with some level gen improvements and fixes: * Added tooltips for conditions and status effects mentioned in status effects. * (Card/Crossbow) Head Shot: Base Dmg 0.3x->0.6x, Crit. Multiplier 8->3 * (Item) Cat Collar: Health restore 1->2. * Increased loot chest count for the Streets and Factory areas (10-15 to 15.) * Increased loot chest count for the Lair area (10-15 to 20.) * "Surveillance Camera" event encounter can now be fled. Now always spawns farther away from the start position of the map. Agility requirement is lowered (8->5.) * "Reflection" events now won't block paths and they can all be re-visited after being left. * "Locked Cages" event items can no longer have the resource they are worth as their cost. * Fixed a bug causing paths to be blocked by scenery or events. * Fixed a bug causing the "Sentinel", "Flashlight Specialist" and "Spray Gun Specialist" achievements to unlock all at once. * Fixed a rare crash occurring at the end of an encounter. * Fixed card damage preview values being shown wrong when using cards that would cause a weapon swap. * Changed the description of "Confusion". * Reduced the count of some of the scenery objects that spawn in the Lair lab section. * Fixed a decal being placed wrong in the Lair area.
* Fixed gamepad controller card navigation when there are many cards held in the hand. * Fixed a crash occurring in the Levers event.
* Lowered stat requirements for the Guard Computer (pattern puzzle) event in the Lair area. Can now be opened with the Crowbar and sacrificing some Health, without requiring to meet a stat value. Added a hint pointing to the enemy with the Crowbar. * When playing with the gamepad, after editing the deck, pressing the "Close Window" key will highlight the "Apply" button. * Added key bindings to Apply and Undo deck editing. * Fixed a crash occurring when using the "Perfect Substitute" card. * Fixed a crash occurring with the Infernal Beast enemy. * Removed the Quest flag from the Wooden Puppet item. * Typo fixes. There is a run wipe patch scheduled for August 30th at 02:00 PT / 09:00 GMT. This patch will fix some of the errors in the level generation algorithm. Run wipe patches will be announced in advance through in-game notifications, and listed on the Steam forum and the Discord server.
* (Card/Flashlight) Ricocheting Beam: Can now critically strike. * (Card/Shield) Harden Shield: Resource cost 2->1. * (Card/Shield) Shield Bash: (Upgrade: Damage per block: 5->3.) * (Card/Chainsaw) Pull Start: Max. discard count (to gain fuel) 2->3. * (Card/Strange) Expedite: Now removed from play after use. * Disabled the flag for the Residence area which makes the Daemon appear early for the first time he appears. * Changed some wording in the Organisation Boss dialogue, which may cause misunderstanding. * Changed the name of an achievement. * Fixed Slot Machine not giving the card prizes. * Fixed an issue where "Expedite" card would affect itself. * Fixed an error occurring at the start of enemy turns when Kaleidoscope item is in inventory. * Fixed an error in the Retained Block description. * Fixed a crash/error occurring involving the "Radio Transmitter" item. * Fixed Ceramic Parrot item's price value. Notice: We got a few error reports that are hard to retrace and find the reason of. If you encounter a hang, a crash or an error, please notify us through the forums or Discord and we will solve it ASAP. Thanks for your understanding!
Small patch with some fixes: * (Card/Dark Weapon) Ritual of Darkness: Energy Cost 4->0. HP cost is now equal to the card's resource cost. Fixed the error which caused cards with no resource cost to cost HP. (Upgrade: Cards with resource cost will cost 1 HP independent of their resource cost.) * (Card/Syringe) Serotonin: Resource cost 3->1. (Upgrade: Energy reduction 1->2.) * (Card/Robot) Configure Circuits: Energy Cost 2->0. Power increase 1->2. * Defeating the Brute and the Chainsaw Killer after they surrender will increase the Darkness Level by 2. * Fixed upgraded equipment not applying upgraded attributes upon levelling up. (In ongoing runs, there may be changes on attributes upon swapping equipment.) * Fixed a crash that occurs when closing the Daemon Head item's window. * Fixed a crash involving the Flash Step card. * Fixed a bug which allowed adding upgraded versions of limited moves to the deck. * Fixed some of the equipment having attributes with decimal values when they shouldn't and not showing properly in the UI.
Draft of Darkness has finally exited Early Access and is now available in v1.0!
If you've played the pre-release test version, you'll have the opportunity to import your testing branch save file when you first launch the game.
The full version now includes the Part II story campaign, new areas, new characters and more.
To celebrate, improved gamepad support is now available!
It's time to survive the Darkness!
Draft of Darkness was released in Early Access back in July 2021. Now, we are thrilled to announce that the game is all set to transform into v1.0 on the 23rd of August! [previewyoutube=9sZE1xr7wvI;full][/previewyoutube] During the Early Access phase, we received invaluable feedback and suggestions from our dedicated players, which has played a significant role in shaping Draft of Darkness into what it is today. Let's take a moment to reflect on our Early Access journey together!
The patch v0.11.3 has been released in the Testing branch. Due to my focus on development, I couldn't catch the opportunity to write articles for each update in the Testing branch. However, let's discuss them now! This update is currently in the "Testing" beta branch on Steam, and not available on the main branch. You can play this branch and give suggestions to help get it ready for the v1.0 release. Your feedback is valuable!
The patch v0.10.0 has been released in the Testing branch. This patch includes Part II story events, a new Lair Area, 7 new enemies, 1 area boss, 5 story bosses, new items, balance changes and fixes! This update is currently in the "Testing" beta branch on Steam, and not available on the main branch. You can join the testing and give suggestions to help get it ready for the v1.0 release. More information below!
- Fixed "Sneaky Hawker" event causing corruption in the save file, resulting in saved runs to not show up. If you encounter this issue (incomplete run not showing up on game launch), you can send your save data to our Discord Server to get it fixed. Make sure to not start a new run, or the old run will be replaced. - Fixed buttons in item selection UI staying disabled because of object pooling. - Fixed chainsaw auto decay at the start of turn not increasing card fuel costs. - Fixed The Scientist event not spawning in certain situations.
During this special Halloween event, playing as Rene will give you 50% more credits at the end of every run! A new perk "Hunter" is also added, which can be bought from the Booster Pack shop and equipped by Rene at the start of a run. This perk is a permanent addition themed around "Injury" condition and synergizes with chainsaw cards, giving a huge offensive and defensive advantage! You didn't hear it from me, but this may be a great time to get that solo-run achievement!
If you don't have Rene unlocked yet, you can do that by reaching the "Streets" area and completing her event by defeating her in an encounter (and keeping her alive). Once you unlock Rene, you will gain access to the Chainsaw and Spray Gun weapons and use them to destroy every spooky monster standing in your path.
Happy Halloween!
This is a general improvement patch with various QOL and technical changes, focusing on tasks which have been collecting in the backlog.
Small patch with some balance changes and fixes.
Small patch with some balance tweaks and bug fixes.
Hello all! With this content patch, a new hero, new companion, new weapon type, 40+ new cards and 1 new boss fight are added to Draft of Darkness!
With this content patch, a new boss fight, new events, new enemies and items have been added to Draft of Darkness!
With this improvement & content patch: the fast travel mechanics, a new companion and various content have been added to Draft of Darkness.
Hello all! Thanks for sticking with Draft of Darkness so far. I'm excited to announce the plans for the rest of Early Access!
(Click image to Enlarge!)
[url=https://clan.cloudflare.steamstatic.com/images/38574914/60c18dc76d7034cdd0b406025498bc227ef8d99e.png]
There are still a few improvement ideas I'm planning to implement, such as fast travel (for faster backtracking). I also want to work on optimization and improve the game's technical aspects for the release. Aside from these, we will mostly focus on content. The release update will add the rest of the events, bringing the game's story to an end. I'll also keep supporting the game post-release, and add an endless mode, where you will be able to embark on customized runs with different modifiers.
As with all plans, no matter how carefully made, things may change and delays may happen. But do not worry, we have a forum thread where such changes are announced and the updated plan is kept. It's right here. The same plan can also be seen in our Discord server. I'll also try to push out more updates to the "experimental" branch this time around.
To celebrate this announcement, the demo version of the game is updated with the latest changes. Once again, feel free to join our Discord server if you have any feedback, or want to follow the development more closely. Until next time!
Welcome to v0.8.0 update for Draft of Darkness! This update introduces a rework for the Power & Defence calculations; and adds equipment moves, starter items & perks, darkness level system, save slots and much more!
Warning: If you have an ongoing run from before the update, you may experience some stats & attributes acting funny when you level up etc. This is due to a known change and won't happen on a new run.
- Fixed a bug where lever controlled door in the Factory area made the character stuck. - Fixed a bug where Hospital was accessible through Factory before it's unlocked.
This new update adds a new area to the game; explore the dark depths of the Factory, try to overcome new challenges, defeat extra-twisted terrors and fight the new boss: The Frail.
In this improvement patch, gamepad support, an "Archive" section, 2 new perks and 11 new trophy items are introduced to Draft of Darkness!
Happy Halloween and welcome to Draft of Darkness Halloween Update! This patch adds a new hero, a companion, 40 new cards, and new enemies to the game! The game will also be 10% off during the Halloween Sale. Let's dive right in!
I am happy to announce that Draft of Darkness will be participating in the Steam Tabletop Festival (RPG Edition) running between 21 Oct - 25 Oct!
The game will be discounted by 10% during the event! Make sure to give the demo version a try!
I will be livestreaming the game on 23 Oct, 16:00 PDT / 23:00 GMT. Feel free to join me playing the latest Early Access release of the game!
This patch aims to make improvements to the equipment system, making it a much more enjoyable part of the game with the help of your suggestions. There is also a significant performance optimization, which should let the game run much faster. Aside from these improvement changes, 3 new trophy items and 2 consumable items are added along with a brand new decision event!
In this content focused patch, 2 new cards have been added for each existing weapon type, as well as 5 new cards for the unarmed card set. This brings us closer to our goal of 25 cards per weapon type. In general, I aimed to fill in the gaps and improve existing mechanics for the weapons; for example: more light damage opportunities for the flashlight, more synergy for the pistol, damage and energy sustain for the syringe, better deck control for the shotgun, a new bleeding approach for the knife etc. Some of the new cards intentionally promote inter-weapon type interaction, hoping to achieve better synergy in the current and future character decks.
I've also added a total of 13 new trophy items. These are distributed in the already existing item batches, so if you have already unlocked them, you'll start getting these items right away. Big thanks to those who helped me by giving awesome item ideas and inspiration in our Discord Server! I've credited them in the changelog below. If you have an item idea, you can join in and send it over too!
New decision events are also added to the game, which will add a bit more variety to your runs:
Hello all, I'm excited to announce the Early Access Roadmap of Draft of Darkness for 2021. While planning this roadmap, I aimed for bigger updates focusing mainly on content; with the rest mostly containing improvements, as well as addressing issues arising and feedback coming in from you.
In summary, there will be two big content patches: The Halloween Patch coming near the Halloween Sale, and the Winter Patch coming at the end of the year. These updates will add new heroes, companions, weapon types, enemies and areas to the game. Aside from these, there will be improvement updates: An equipment rework patch, aiming to enhance the equipment system from the ground up, will be coming at the end of September. Another improvement patch will aim to add controller support to the game, planned for sometime in November. Of course, these are the major goals of the updates, there will be many changes and content included along with these goals.
Keep in mind that the dates are not final and patch contents announced might be subject to change. I'll keep an updated version of this roadmap in the Steam forum and in our Discord server.
The next patch (v0.5.4) will be adding 17 new cards, new items and new decision events! We are also still working on various balance fixes and hoping to include them in this update. If you'd like to follow development a bit more closely, I'm once more inviting you to our Discord server. I'll be posting development logs and related stuff more frequently there.
In this second improvement patch, I've added two of the highly requested features to the game: Mouse movement and quick-playing cards.
You can now simply point and click at a tile you want to move to, and the hero will start moving towards that tile on a calculated path. This path is calculated taking into account obstacles and locked doors etc., so it's possible to click on a far away tile and you will start moving there if a path is found. Depending on the distance, finding a path may take a while. So, you might experience delays if you click on a hard to reach tile. I'm planning to polish this system by adding indicators for when a path is being calculated etc.
Also, be aware that the path calculation won't take into account enemy positions. This means there is a high chance you will run into enemies since you have less control compared to manual movement. Clicking the "Back" key (Right Mouse Button by default) will stop the character from moving on a path; so you can use this to stop when you notice an enemy. I might add enemy avoidance only for enemies that are visible, but I couldn't decide yet if that's a good idea. It also brings additional questions such as: Should the path adjust if an enemy becomes visible on the path? Let me know what you think about enemy avoidance: is it necessary or not?
With this patch, it's also possible to double click cards to quickly use them without the need to aim at a target. This is of course only possible if there is no need to aim with the card. In other words, double-clicking while selecting the card will immediately play it if the card:
More than a week passed since the Early Access launch of Draft of Darkness. First of all, I'd like to thank you for all your support during the launch week! The positivity and all the feedback we received was invaluable!
I'll be preparing a roadmap for the content patches soon. For now, I'll be releasing improvement patches and balance updates with ideas gathered from your great feedback.
In this first patch, I made some improvements to eliminate some problems and streamline a few things to reduce confusion. The tooltip and card preview sizes are increased, for better readability of text. The stats screen is also simplified, letting you distribute your stats easily. Stats will show tooltips when you hover over them. You can see all improvements listed in the changelog below.
There were also some big balance related changes, mainly involving the "knife" weapon. Cara being very powerful due to her being able to stack high amount of Bleeding despite spending no resources was a common opinion. Using Stealth to hide after applying some Bleeding, then watching the boss melt away was feeling a bit exploity to say the least.
To fix this, I've made a big change to Bleeding condition itself: it decays by half when it triggers. This means the bleeding won't decrease by one after doing damage. Instead, it will lose half its layers, making it decay faster the more you stack it. If you stacked 50 Bleeding, after dealing 50 damage, it will be reduced to 25, then 12 and so on... This indirectly limits how much you can stack Bleeding, and requires a more active gameplay to effectively use it and benefit from its advantages.
Also, cards applying or manipulating Bleeding have been tweaked. One example is "Open Wound", which can now be used to have some control over Bleeding, by triggering it manually and delaying its decay.
(The Daemon now applies "Revealed" if it sees you hide in the shadows!)
Next week, I'm planning to add more exciting improvements, such as movement with mouse, faster ways to use cards, and more! I'll be releasing the next week's changes to the "experimental" branch on Friday, and it will be merged to the main branch on Monday! If you want to test things earlier, you can always switch to the "experimental" beta branch of the game on Steam.
Looking forward to hear more of your feedback. See you around!
Note: If you have a saved run, you might come across some anomalies when you load it in the new patch. For example, some attributes may decrease on leveling up. This will fix itself when you start a new run. On the other hand, if you come across any crashes or game-breaking bugs, please contact me in our Discord Server.
- Technical library update to fix the crash occurring on systems with certain CPUs. If you were getting a hard crash on starting a new run, please give it a go to see if it's fixed. - Added a notice in case of save data corruption. - Removed the check for Steam Client. If the game can't connect to Steam, achievements won't unlock on Steam. - Fixed "Pay It Forward" card pump action mechanics not working correctly. - Fixed encounter input getting stuck if the map is opened just before entering an encounter. - Fixed encounter input getting stuck if the menu is opened after an encounter ends.
- Cards can be transferred with left-click in deck editing screens. - Fixed Shotgun cards leading to a crash after long sessions. Also fixes Discharge and Pump Action cards getting stuck locked/unlocked. - Fixed some cards applying a condition on an un-loaded enemy, causing a hang. Was seen on bosses: Corpulent Worm, Scientist, Subject. - Fixed typos in notes.
- Increased Hospital Area generation retry count to prevent error on prolonged generation. - Added an error message for when the game fails to connect to Steam client. - Fixed a rare error occurring when hovering over Decision event buttons.
- Fixed a bug where the Daemon wouldn't make a move. - Fixed a bug where "Rusted Kettle" item was causing a crash at the start of encounter. - Small fixes.
- Fixed an error that occurs when two companions with "Brave" perk are in the party. - Fixed flowchart nodes involving the Baron. They were not unlocking after finishing a run from a loaded save. Retroactively unlocked if the condition is met.
Hotfix - Fixed a bug introduced in the previous patch, causing a crash at the end of a successful run.
- Fixed achievements not unlocking. They should automatically unlock when the game is launched. - Bug report window will now disable input so other actions aren't triggered when writing a message. - Fixed an issue with Guard and Leader conditions. If a damage is dodged, Guard and Leader won't trigger.
Draft of Darkness is finally here, in Steam Early Access!
Remember to conserve your bullets, they are hard to come by!
Draft of Darkness is coming to Early Access in just 3 days! Here's the release time for some other time zones:
Draft of Darkness Early Access release date is set to be 30th of July, 2021! You can watch the new trailer below, and play the updated demo on Steam! Don't forget to wishlist the game to be notified on the release date! [previewyoutube=bcwWaAH36sw;full][/previewyoutube]
Draft of Darkness is now in the Private Alpha phase with the release of v0.4.0 patch. If you'd like to help test the game and keep playing it with the most recent content, you can join our Discord server and request access!
Hello! I'm the solo developer of Draft of Darkness, the surival horror roguelike deck-builder and dungeon-crawler game! In this livestream, I'll be showing of the game's new features, chatting with you and answering your questions. Feel free to come along and join the livestream! You can also play the demo version of Draft of Darkness until the end of the Steam Game Festival! In Draft of Darkness, you will be:
Hello! I'm the solo developer of Draft of Darkness, the surival horror roguelike deck-builder and dungeon-crawler game! In this livestream, I'll be attempting to complete a run in the game! I'll be also chatting with you and answering your questions. Feel free to come along and join the livestream! You can also play the demo version of Draft of Darkness until the end of the Steam Game Festival! In Draft of Darkness, you will be:
It's been a while since I could get a chance to write a blog, but rest assured that there has been a lot of improvements to Draft of Darkness in the last months. In fact, there has been so many that I decided to split the blog into two parts! These changes and the ones in part 2 are already in the Alpha version, so join our Discord and try them out!
Let's not waste any more time and get right into part one!
This week's patch was focused on the input system of Draft of Darkness. These changes make the game controls customizable and adds some quality of life improvements here and there.
This update is also applied to the demo version on Steam, which will be deactivated on October 18th! If you miss the demo or want to continue playing, you can join the Discord server to play the Alpha version:
[previewyoutube=YBozf2MjuxQ;full][/previewyoutube]
The Alpha demo for Draft of Darkness is now playable for a limited time (7th October to 18th October) on Steam! It's a survival-horror roguelike deckbuilder with party and resource management. Recruit survivors to fight infected creatures and government robots in an eerie post-apocalyptic world. This demo comes with the huge dungeon exploration and character art update.
If you want to get more updates and follow the game progress more closely, I invite you to join our Discord server below! By entering the server, you will get bi-weekly updates through the Alpha version of the game. You can also gain access to the future closed beta by being an active tester or unlocking the "Savior" achievement in game!
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