Daily Update (3/21/25) - Difficulty Selection!


Daily Update - March 21st, 2025

Happy Friday all! Today I decided it was time to start implementing the beginnings of some meta-progression into the game. To kick that off, I've added a difficulty selection when starting a run. I intend for these higher difficulties to get locked per-character and unlocked whenever you beat the previous level, similar to the standard ascension design pattern in other roguelike deckbuilders, but for now I'll just leave it freely selectable to play with the balance. This also opens the door for an easy-mode, if I want to add that later on. This is a nice new feature, so I think it's good enough to bump us a minor version number. Here's the changelog for 0.11.0!

Changelog (v0.11.0)

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  • New Feature: Difficulty Selection - Players can now select a town size for their shop when they start a run. The larger the town, the more difficulty effects come into play. Each difficulty level applies all effects of lower difficulty levels.
    • Hamlet: Base Difficulty
    • Village: Begin with an extra Local Villager in your Customer Pool
    • Town: Rent scales up faster
    • City: Line Size Upgrades cost more
    • Capital: Rent scales up much faster
  • UI: Added a difficulty picker to the character selection screen.
  • Bugfix: Added missing Heroism Potion recipe (Attack Potion + Sword and Board)
  • Bugfix: Fixed Donate Complication not actually reducing customer patience

Files

Raccoons_to_riches.x86_64 91 MB
20 days ago
Raccoons to Riches.exe 115 MB
20 days ago

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