Daily Update (7/21/25) - Better starts, Improved Quest UI, and various tweaks
Daily Update - July 21st 2025
Hi all! Today I worked a bit more on some feedback items from some playtesting last week.
First of all, I got some minor feedback that customer and tooltip text was a bit hard to read, so I've improved some text rendering here and there with some added drop shadows.
Next, I've addressed some feedback that Local Villagers are a bit boring and cause the early game to be pretty static/same-y. Now, your initial pool of customers will only ever have 1 Local Villager, and will start with 2 more random "basic" customers that only like a single item type. If you're playing a character that's focused on a certain item type like the Baker, one of those customers will be guaranteed to like the type of items your character tends to sell most often. Additionally, I've removed the Local Villager from the Rewards pool in the Supply Shoppe. Going forward, the Local Villager will be used mostly like a complication/curse from various new events, similar to how they're added as part of higher difficulties.
Finally, I had some feedback that the decorations portion of the tutorial was a bit clunky, so I've tweaked the flow of that a little to be speedier and hopefully less confusing. Woo!
Today, I also continued work on the Quest UI too. In the Stats & Quests menu and during a run, Quests should have a much prettier appearance, befitting their trophy-like status! They match the Card UI a bit more now, with borders and scrolls and all sorts of fancy embellishments. Check it out!

Today's changelog also has a few more minor tweaks and bugfixes, so let's get right to it:
Changelog (0.18.6)
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- Gameplay: Updated starting customer bases for all characters: Now, you'll start with 1x Local Villager, and 2 "basic" common villagers chosen randomly. The Potion Dealer and Baker will always have at least one Customer that likes the kind of stuff they tend to sell to start.
- Gameplay: Disallowed Local Villagers from appearing as rewards in the supply shoppe, since they're more of a curse than a benefit.
- Customer AI: The Hungry Peasant is less hungry, and more prone to littering in your shop
- Art: Added art for the "Locked" key icon on locked quests and cards
- Art: Added art for the Food Fight and Smile and Node! motto/tactics
- UI: Improved the Look and Feel of Quest panels
- UI: Improved some text rendering on Customer card and Tooltips
- Tutorial: Tweaked the decoration section of the Tutorial for clarity and improved flow
- Text: Renamed Plowshares for Swords motto to "Food Fight!" to better match the motto's effect.
- Text: Renamed Potionomics tactic to "Liquid Luxury" for better thematic cohesion with that card's effect.
- Bugfix: Fixed the Bountiful Harvest quest completing itself with too few Hearty Food
- Bugfix: Fixed the Business Seminar event not showing the list of tactics to learn properly
- Bugfix: Fixed starting event Rare Decoration choice failing to award any decorations
- Bugfix: Fixed Item types going missing in some tooltip popups
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 |
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- Daily Update (7/15/25) - Controller Support fiddling7 days ago
- Daily Update (7/14/25) - Shop Rerolls!8 days ago
- Card Upgrades are In! Welcome to 0.18.0!11 days ago
- Daily Update (7/10/25) - The start of card upgrades!12 days ago
- Daily Update (7/09/25) - Run Starting Bonus Updates13 days ago
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