- Demo Patch 0.7 "Impact" - 3 August 2026
Hi folks! Your favorite "printer robot vs. aliens" auto-battler is back again! 🤖In terms of full-version news, we recently completed the art for all cards and are now moving towards completion of all the A.C.E. characters and aliens. Stay tuned for more details on our release timeline!Today's demo patch ties up some loose ends and adds yet more quality of life, including some regularly requested features.Patch Notes - 0.7 "Impact"FeaturesNEW Cataclysm+ difficultyThis should nicely fill the rather large gap between Cataclysm and Apocalypse.NEW Ability to hide cardsIf you don't care about a specific card, mark it as hidden and it'll only show back up if you activate the new "show hidden cards" filter.NEW Option to start with an empty deckThe starter cards will be in your collection but not your deck. Some players prefer taking every card out initially and building back up, so now they ha…
- Major Demo Update 0.65 "Makeover" - 15 June 2026
Hello again! This one is a doozy! ːsteamhappyːWe've joined forces with juice expert Calm Pewter (check out The Quizard's Domain) to bring you a shiny update to animation curves, particle visuals and the user experience as a whole. Most parts of the game's UI have been reworked already, but this is just the first iteration. We have a lot more planned!Patch Notes - 0.65 "Makeover"GameplayWeather Rework: There is now ONE specific weather per run that has a 50% chance of being active every day. This means weather is now an additional "build-around" factor next to the run's boss. Previously it was more "avoid losing to it", which meant players would often just ignore two or even all three weather effects. Some weathers were rebalanced accordingly.Structural Tweak: Deck size now increases when you reach the shop on an even day (2, 4, 6 etc.), instead of at the start of an uneven day. This doe…
- Check out the demo for Topdeck Automat, blending autobattlers and deck-builders - 26 May 2026
Topdeck Automat from Ludokultur who made the fun Rack and Slay has a demo out now, so you can try out this unique combo of autobattlers and deck-builders. Read the full article here: https://www.gamingonlinux.com/2026/05/check-out-the-demo-for-topdeck-automat-blending-autobattlers-and-deck-builders/
- Demo Patch 0.64 "Sparkles" - 6 May 2026
Hi folks, thanks for checking out the demo! 🤖As promised it'll be updated regularly while we work on putting together the full game's content.Patch Notes - 0.64 "Sparkles"QOL: Sparkly shiny highlights! ✨Modules now highlight other relevant Modules (not just cards) on hoverCards now highlight relevant Modules on hoverAdded Infection entry to Damage list in combat log (was hotfixed last week)Helper robot now highlights character select button after first runEnd-of-combat Trigger effects now animate if they executeCards: Tweaks and a rework of a rarely used card. 🃏Mercy: removed Tech tag (it's now, appropriately, a tagless card)Michel's Apple: reworked to self-destroy for max health gainOintment: gained ConsumeEnemies: Two changes to strengthen enemy identity. 👽Omnigobbler: Heal 100 -> 80 | Consume 10% -> 20% | gains Damage on ConsumeSpike Mike: Damage 10 -> 10 | Shield 10 -> 20 | diffi…
- Demo out now! - 30 April 2026
IT'S HYPE TIME! 🤖🖨️👽The first official demo of Topdeck Automat is available now!Thank you, playtesters! ♥️Thanks to heavy internal as well as public playtesting and lively discussions on our Discord, the game saw huge improvements throughout the past few months, including:a complete overhaul of the combat UItons of visual improvements and "juice"an entirely new "Apocalypse" difficultyperformance improvementsbalancing, balancing, balancingDemo UpdateWith this update, the playtest will come to an end, but find its next iteration in the official demo release! Highlights of this update include lots of new artwork, a helpful combat log, a post-victory build check, as well as a shiny new character: the crit-focused Engineer A.C.E. 👷Patch Notes - 0.63 "Demo-lition"Gameplaynew character: Engineer A.C.E.added optional "performance test" after winning a run against a stat-counting target dumm…
- Playtest Patch 0.62 "Brace for Impact" - 15 April 2026
Hi folks, your friendly printer bot is back! 🤖This patch further refines the draw animation and adds some oomph to it. The card and A.C.E. changes are focused on spicing things up by enabling more in-deck and cross-archetype interactions.Patch Notes - 0.62 "Brace for Impact"Juiced up card draw animation and damage impactsAdded new card artAdded new Module art (renamed a few of them)Lots of small fixes for the new combat UI introduced last patchCards:Acid Coating: Infection 13 -> 5 but is now affected by StrengthCunning Plan: reworked to add an Instant copy of the triggering cardDefensive Stance: Shield 25 -> 20 but is now affected by StrengthDeflective Oil (now Oil Spill): reworked to deal Damage per time you SlowedMuscle Up: now gains Strength based on highest-Load cardWrist Blade: now an Attack Trigger (use Versatile Enhancement to "revert" :D)A.C.E.s:Lee Ray A.C.E.: reworked to focu…
- Playtest Patch 0.61 "Interface Reload" - 9 April 2026
Hi folks, this one is a doozy! 🤖Patch Notes - 0.61 "Interface Reload"Changesnew combat UI that gives art and animations way more room to shinenew animated intro screen for elite / boss fightsadded 3 deck save slots to quickly swap between during your runbuffed most Tier 1 enemies (days 1 and 2)Lee Ray A.C.E.: ability now has a 10% chance (was by far the best economy tool)Bounty Mandate: epic -> rareEnergy Drink: now limited to 12 uses per fightHired Knife: Crit 5% -> 3% (but fixed to actually multi-trigger with 2+ copies)Toxic Shield: Infection 5 -> 3shop won't (immediately) reroll into the same Modules or cards anymorelimited boss reminder bot to show up only once on day 1implemented object pooling for damage numbers for better performanceoptimized saving and loading for large collectionsadded new card artfixed Consumed cards not being removed from the deck until reshufflefixed Enhanc…
- Playtest Patch 0.60 "In This Economy" - 2 April 2026
Hi folks! Hold on to your scrap! 🤖Patch Notes - 0.60 "In This Economy"🖨️ Dev NotesI think the recent changes to the draw speed calculations went well and were received positively. But they also buffed players somewhat. Decks now have more room to stay at a 2s cooldown and between 2s and 3s the speed penalty per additional Load is a bit lower. Therefore I think it's only fair to give the alien side a bit of a general buff this patch. Also it's not like most of them were super scary before.Now, buffing enemies might take a Core more from you here and there, but if you have a run that gets to a broken synergy state, it won't really stop you. So to make things harder on higher difficulty, I need to come at it from the other side and cut down on player power gain too. Instead of outright removing broken synergies, I instead want to make it a bit harder to become broken in the first place.…
- Playtest Patch 0.59 "Load Balancing" - 30 March 2026
Hi folks! New week, new patch! 🤖Patch Notes - 0.59 "Load Balancing"LOAD CHANGESdraw cooldown is now equal to the average Load of your deck (minimum is still 2s) Reasoning:The relation of Load to draw speed was a bit confusing. This is more straight forward.It makes 1-Load cards less of an "always-want" pick cause there's no immediate speed penalty for going for 2-Load cards.It makes cards with Load 3+ more viable since you can "cancel out" their speed penalty by adding enough 1-Load cards (which makes deckbuilding more interesting overall).all Base cards (those that start in your deck initially) now have a Load of 2With the new draw cooldown formula this doesn't have an immediate downside for your starting deck, but increases the incentive to actually replace these cards throughout a run and change your deck more over time.cards now display their Load in drafts and shopscards in the de…
- Playtest Patch 0.58 "Rarity Shuffle" - 27 March 2026
Hi folks! Time for another round of balancing tweaks and improvements. 🤖Patch Notes - 0.58 "Rarity Shuffle"GENERAL CHANGESLighten Enhancement (-1 Load) now doesn't increase Load via future Enhancementsmodifications to card Load are now indicated via red / green Load numbersan Enhancement's effect on draw speed is now previewed (for in-deck cards)slightly reduced chance of Enhancement drafts (not quite as common as cards anymore)Wild Hog is now called Kevin (actually always was, but now we know)added music tracks for run end screenvarious wording improvements + German translation fixesvarious bugfixes and minor UI tweaksMODULE CHANGES🖨️ Dev note: Besides general power balance, the general direction here is trying to make infinite effect loops from Modules harder to put together. Effect convertors like Shield-Sword, Repair Shield or Paladin's Hammer were previously all common and would…
- Playtest Patch 0.57 "Apocalypse" - 25 March 2026
Hi folks! Thank you so much for participating in this playtest. The feedback I've received within the first 24 hours has already been invaluable. If you want to jump in after the first big patch, now is the time! The best places to provide feedback are still the Steam forums or the dev Discord. Patch Notes - 0.57 "Apocalypse"Dev note: After seeing some pretty clear patterns in early feedback, I wanted to get these changes out quickly to experiment especially with Enhancement-stacking and drop rarities. I'd like to iterate quickly during this first playtest to learn as much as possible about the game. So if something doesn't work out, it'll be tweaked again or rolled back. More substantial core-game reworks and features will go on the list of things to work on for following tests or demos. In any case, your feedback and suggestions will always help guide this process. So thank you very m…
- Welcome to the playtest! - 24 March 2026
We are live! Well, "we" as in the first ever public playtest of the game. 🤖Join the playtest, feedback welcome!As of right now, you can join the playtest immediately via the game's Steam page. While this is an alpha version lacking final art assets and polish in many places, and it only features a fraction of the planned full version content, the core loop is fully in place and ready for your feedback via the Steam forums or the Ludokultur Discord.Full Version Plans 🖨️The full version of the game is planned to have 400-500% more content than the current test, and even 1000% the characters to choose from (30 instead of 3). The latter will be nicely packaged in the form of achievement-based unlocks and progression. You'll also be able to track lots of statistics and collect badges for pretty much anything you can make use of when creating your builds in the game.Here's an overview of wh…
- Playtest is coming on Tuesday! - 20 March 2026
Hey folks!I'm currently putting the final touches on the first public playtest version of Topdeck Automat. This coming Tuesday, March 24th, you will be able to become an alien-fighting printer robot! 🤖🖨️👽Playtest Begins March 24thPlease note: The playtest will be an alpha version lacking final art assets, animations and polish in many places. It will also only feature a fraction of the full game's content. That said, the core loop is fully in place, so we're very much looking forward to your feedback via Discord or the forums!All the best, Fabian
- Topdeck Automat blends the worlds of roguelike deckbuilder and autobattlers - 26 February 2026
Topdeck Automat gives you hundreds of cards to build a deck where your printer droid spits them out at random - sounds like quite a fun mixture. Read the full article here: https://www.gamingonlinux.com/2026/02/topdeck-automat-blends-the-worlds-of-roguelike-deckbuilder-and-autobattlers/