Card Upgrades are In! Welcome to 0.18.0!
Daily Update - July 11th 2025
Hi all! Today I wrapped up implementing the remainder of the remaining Tactic and Item upgrades, so I've officially enabled that functionality! I'm excited to see how this ends up playing out. I'm pretty sure some of the upgrades are a little imbalanced, but that's probably pretty fun, so I'll hold off on major tweaks for now. You can upgrade any card in your Daily Inventory for 6 Influence, but you can also find upgraded Items and Tactics in the Supply Shoppe too! I'm planning on adding the ability to view all of the upgrades to the Compendium and other spots, but that'll be a Monday problem I think.
In some more good news, I got some excellent feedback today on some of the initial gameplay experience, so I was able to add a bunch of bugfixes and UI improvements that should make the game play out a bit more smoothly. Additionally, the early game should be a bit more interesting now, since you'll now start with a random common customer instead of the 3rd Local Villager. This should give you a bit of a direction to aim towards from the very beginning of a run, and break up the Local Villager monotony from time to time.
I feel like I've made enough progress now to bump up to a new minor version, so welcome to 0.18.0! There's still quite a bit of polish to add, but we're definitely getting there! Here's the changelog for the day:
Changelog (v0.18.0)
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- Gameplay: Replaced one of the starting Local Villagers with a random common customer, chosen at run start.
- Gameplay: Added the ability to Upgrade cards. You can upgrade cards from the Daily Inventory view for 6 Influence.
- Gameplay: Tactics for sale at the Supply Shoppe now have a 15% chance to appear as upgraded versions of those tactics
- Gameplay: Items from Item packs for sale at the Supply Shoppe now have a 10% chance to appear as upgraded versions of those items
- Art: Added art for the Snack Break, War Profiteering, Surge Pricing, and Feedback Survey tactics
- UI: The game now begins in fullscreen (It will revert to windowed based on your profile settings after loading if needed)
- UI: Moved the Influence tooltip to a less annoying/customer covering location
- UI: Made the card-picker UI more intuitive in most cases. You no longer need to de-select selected items to select other items.
- UI: You can now right-click cards in the card picker scene to inspect them more closely (including any relevant tooltips)
- QoL: Anticipate Argument is now only playable if your Customer intends to Barter, so that you can't waste the tactic
- Bugfix: Fixed extra Take Consignment tactics in the Shopkeeper starting Daily Inventory
- Bugfix: Fixed page turn screen transition not turning all the way on UHD/4k monitors. It will appear to turn the page a bit faster too.
- Bugfix: Fixed Fresh Shipment text saying draw 3 instead of draw 4
- Bugfix: Fixed typo in Hot Item! tactic text
- Bugfix: Fixed first time profile creation causing a "phantom" run to be started, hiding the Tutorial.
Files
Get Raccoons to Riches | Alpha
Raccoons to Riches | Alpha
Run an item shop as a Raccoon to make rent!
Status | In development |
Author | Xandor |
Genre | Card Game, Strategy |
Tags | Animals, Cozy, Deck Building, Fantasy, item-shop, No AI, Roguelike, Singleplayer, Turn-based |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Daily Update (7/10/25) - The start of card upgrades!2 days ago
- Daily Update (7/09/25) - Run Starting Bonus Updates3 days ago
- Daily Update (7/08/25) - A new animation, art, and card tweaks4 days ago
- Daily Update (7/07/25) - New Run Starting Bonuses5 days ago
- Daily Update (7/04/25) - A bunch of new music and sounds!8 days ago
- Daily Update (6/24/25) - Redecoration Updates18 days ago
- Daily Update (6/23/25) - Gameplay teaser and more!19 days ago
- Daily Update (6/20/25) - (Mostly) minor fixes22 days ago
- Daily Update (6/19/25) - New Reactive Dialogue System!23 days ago
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