- Released - 4 June 2026
Game released
- what's happening - 30 May 2026
Hi,This is FlatCat.I'm stuck in the voidAnd I had a reflectionThe previous projectsWeren't all that badEvery timeline seems to converge intoplaying cardsWas everything lost for nothing?Not reallyThey all built up for this momentIt's a matter of time
- 26.05.24 - 23 May 2026
Hi,This is FlatCat.Date: 2026 - May - 24thCondition: ???I've been stuck in an endless loop.It seems there is almost no end to this.I thought I found itYetSomething is oddIt is watching meI noticed its presenceIt cannot be seenBut it's thereTime to go deeper
- 26.04.24 - 24 April 2026
Added playtestHi,This is flatcat, and I want to share a bit about current developmentThere has been a lot going. Mostly in my head.As mentioned in the previous update, the crash bug has been fixed, and everyone can try the game for free now.There is Leave Feedback button in the settings menu. No one is gonna find it :)I tried not to think about money when making the game so that I could make a good game.But what makes a good game?It's certainly common advice in the game maker community."Just make a good game."I still don't know what that means, nor do I care to find out if it even has meaning.Working on a project without feedback can go on for a certain amount of timeThen your brain would ask"Would anyone find it interesting?"And many deep questions about life, heheheThe plan is that I will keep going until a run can be played from beginning to finish.Players will survive for X turns us…
- 26.04.18 - 18 April 2026
All Cards deal damageCards can go on a lucky streakHi,This is FlatCatI wanna share a bit of current game developmentIt has been more than 3 months since this store page has existed. It seems like this is going on forever 😂I stopped keeping track of update versionAlso, because I have to rebuild the game from scratch due to corrupted filesI will use the date as a version number.It can be unintuitive, but it is easier to remember because we don't have to look up what the previous version was.The more I adjust numbers, the more my brain keeps saying"Why this number and not that one?"I simplified cards to have a role instead of a specific damage number.All cards now deal damage.Cards also have a chance to go on a lucky streakI don't know why, but not knowing how a turn plays out is a lot more fun to me.Will this be fun for other people?Only one way to find outThe game can be played from sta…
- 230+10 - 9 April 2026
CardsPlay cards for insane effects instead of everything being randomRemoved spin for rewardHi,This is FlatCatI'm happy to announce that the game has been updated.Change count is over the number of fingers, so let's go with 10+X times.The game has been changed for 10+X times, yay :)Anyway,We now have a card system.After testing with full randomness. Effects with random chance, random upgrades, random sequence....I've been told there is not much we can do to change outcomesPretty much hit the button and watch.I believed the concept could be fun when pushed further.It's just not a game I think people would want to play many times.There needs to be skillsThe SENSATION of MASTERYThe FEELING of DISCOVERYSo I fixed it by adding cards.Like you can actually pick which card to play in order you want.This is gonna be big!!
- 236 - 30 March 2026
Added a few more itemsAdded simple effects to show the hit zonesHi,This is FlatCat.I wanna share a bit about the game development.Normally, the patch notes are about technical changes.Since I have no one else to tell, I may as well start putting what I found here.I hope someone will find this interesting or useful.The core gameplay is about 10%. Having many random numbers does make it hard to know which one is too high or too low.A lot of changes feel like guesswork until it feels good sometimes :PIn the current version,The character takes damage based on the enemies left at the end of the turn.This is common in RPG games.It's a back-and-forth battle.In those games, you are free to heal at any time.This is not the case for Cream Pie (name subject to change)It's either seeing HP drip all the way to 0 or pack so much heal that you are always at 100%.There are many ways to change itThe eas…
- 230 - 24 March 2026
Simplified UIDescriptions are more specificAdded stat reviewEnemy spawns are now unboundHi,This is FlatCatThis is the part where I will share a bit about the developmentAnd say something funny............funny development🥁
- 212 - 14 March 2026
Adjusted the core gameplay significantlyMore details belowUpgrade now has a fixed chance to dropPlayers now face many enemies at once, and they will keep comingSimplified overall UI and how a turn plays outHi,This is FlatCat. Today I wanna go into details about update 212 and why there were many significant changes.Let's say you have a bag that contains 3 different types of balls: Blue, Green, and Red.You pull out random balls to form a sequence. Guess what the chance is that each color will appear....That's right33%So what if we put another color in?Purple perhaps.Then each will have 25% chance to appear.You probably know by now what I am trying to say.The chance becomes lower (33 -> 25)This creates a fundamental problemWhere the main strategy becomesVertical stacking on 1 thing and ignoring adding moreI tested different gameplay around a sequence made from random pullingI decided that…
- 202 - 2 March 2026
Page updated to reflect the current versionStats are now permanent, so you actually feel like you're building somethingYou can now upgrade tokens by buying duplicates in the shopEach level now boosts base power and effectsThe shop now shows how stats change when you upgrade a tokenAdded 2 new tokens, bringing the total to 16 HUGE
- 195 - 20 February 2026
Page updated to reflect the current versionAdded power system. Have more power than the enemy to win the duelPlayer now has hearts to spare before the run endsDice face is now called TokenPlay tokens to earn more powerCan now mulligan once per turnTokens now display cost without showing the full descriptionRemoved permanent RPG statsRemoved skillsAdded stats that present gains in a turn. Stats are now displayed on the left-hand sideTokens are now displayed at all times on the right-hand sideBuying Token is now called $$ gain per turn is 5 ->2The roll button now disappears while the sequence is executingRemoved some post-processing effectsToken description font size is now biggerThe game now has 14 tokensRather than adding more skills, the system now uses token sequencing. Limiting the mulligan makes planning sequences more interesting than simply repeating the same choices
- Playtest Over - 14 February 2026
The playtest is over. Thank you for trying the game.There is a critical part in the current design.I will not share the detailsMost features are not going to stay.
- 179 - 8 February 2026
Combat now plays out automaticallyCombat now keeps playing until either player or enemy defeatedCost is now called Power. Each Face has a Power costBust threshold is now called Power LimitCombat starts when the Power Limit is reached or exceededReduced difficulty curveReduced base enemy HP and AttackIncreased enemy HP and Attack scaling.The shop now opens after a combat finishesRemoved enemy tickle damage on rolledPower Limit 14 -> 10Winning condition 8 -> 16 enemies defeatedThe number of enemies defeated now properly starts as 0 instead of 1 at the start of a runRemoved Corruption and its scaling entirelyRemoved hit lagMinimum damage is now 1. Damage cannot be negativeHealing now does not trigger on 0 or negativeRemoved HP cost for shop buyingsAdded buying token for shop buyingsPlayer now earns 5 buying tokens on shop opensBuying tokens does not expireReroll costs 1 buying tokenBuying…
- 173 - 3 February 2026
Added stat change animationAdded animation when faces are triggered in the attack sequenceIcon sizes are now larger to make it easier to see detailsHP cost is now flat, instead of percentage-basedTier is now fully randomized, instead of being gated by corruption levelDice face now has an elementAdded stats that grant attack bonus to their respective elementAdded shieldThe HP bars are no longer shown with max HP Added effects that give dice faces to the inventoryAdded new dice facesAdded new skillsFixed bug where the corruption bar kept pinging when fullEffect descriptions are adjusted to make it easier to know the timing and the conditionPlaytest has been updated to include the above changeswhat next? dice gonna take a shit?
- Playtest - 29 January 2026
Playtest has been releasedNot representative of final qualityNot tested on other machinesNot balancedFound bugs, crashes, or just want to say the game is shit?Send feedback via Settings → Other → Leave Feedback Development is ongoing. Updates may be irregular.
- 146 - 15 January 2026
Page adjusted to reflect the current versionCombat outcome is now entirely player-drivenLanguage support is currently English only.Controller support is temporarily disabled. The game was worse yesterday
- 137 - 10 January 2026
The Steam Page has been adjusted to reflect the current version3D to 2DDiceFinal design is locked inYou are gonna either love or hate this gameThe dev died 3 times while recording the trailer. Skill issue "Happy New Year, mfs."
- 114 - 27 December 2025
Adjusted the Steam page to reflect the current versionRedesigned gameplay: each run now has a score milestone to reach.Shop upgrades and loadout choices directly affect your ability to pass.Optimize your stats and strategy to succeed. We are about to hit 30 wishlists. Can we make it?
- 104 - 20 December 2025
Steam page adjusted to reflect the current versionOld:Run away, charge, fight backNew:Always fighting back60 seconds run