- Version 224 - 14 August 2026
Good morning, peoples – We just updated the game to version 224, here's a few things that changed: "LET'S GO!" ANNOUNCEMENT We felt that something was missing at the start of the session, once you finish with the mulligan stage and the first round is about to begin. At that moment, the prompt said "LET'S GO!", but it was too small to create any emotional connection. Now you will see a neon announcement pop in (similar to "LAST ROUND!", if you remember that one), with the small tune played – marking the beginning of the session in earnest. "RANSOM!" NOTIFICATION There's a couple of cards in the current deck, where the opponent cancels one of your projects – or removes all the resources from your project – unless you pay a ransom of 1 score point. It's a special mechanic which, in our opinion, warranted special treatment: A custom notification, and a corresponding sound effect, now play i…
- Version 223 - 31 July 2026
Friends, Welcome to version 223, which we just released. UPDATED SINGLE-PLAYER SECTION The section now does a better job in presenting the different single-player options available, as earlier some players have missed the drop-down menu that allowed to choose another type of the session. The updated UI also prepares us for the feature that’s coming in the next update: the Weekly Challenge, with a leaderboard that resets every week (and a format that will change from time to time). It also adds the (for now, locked) option to play a custom single-player session, where you yourself set the victory conditions. Notice the functionality of the bottom part of the section: we display the best result in the game for this type of challenge; your own best result; and also offer a button that leads directly to the relevant leaderboard. With the next update, which will introduce Weekly Challenge, w…
- Version 222: Timers, Leave Penalty, Last Round, New Languages - 24 July 2026
First of all, congratulations to the whole community on reaching 5.000+ players with access and 3.000+ players who have already played the game at least once. The top regions remain the same: Russia, China, Japan, USA, Ukraine, Germany, Belarus, Poland, France, Canada. Observing how you play the game allow us to spot the areas where new features and UI changes will cause a positive impact on player experience. Thanks for giving this game a try – and welcome to version 222, which brings a number of improvements: TWO NEW LANGUAGES The game now has 2 new language buttons, which turn on Spanish (the European version) and German languages (bonus points if you understand the references we used to create these buttons). These translations are still work in progress, at the moment about 50% of content is translated and the rest will display in English. If you speak one of these languages – we'd…
- UNDERGROUND CLUB OF RADIO ENTHUSIASTS - 9 July 2026
We just shipped Version 218, which adds an intro sequence to the game: Yes, Cards & Projects is an underground club set up in the old radio, on the outskirts of the Clockwork Town. This intro is a bow to the 1991 classic PrefClub (DOS; by A. Grogoriev and M. Troukhan). Depending on your age group and playing preferences, you may have spent days in that game, which was one of the few card games widely available in our region. Other than the intro, version 218 fixes a few issues with spelling and UI alignment: Small things like baselines, and making sure that the texts fit the space provided for them. We hope you have fun, and meanwhile we now focus on session logs and a few UI improvements. PS We also just started with the German and the Spanish translations for the game, it'll be a couple of weeks before the first results are in the game (and the 2 new buttons appear).
- Version 217: Private Sessions - 6 July 2026
Good morning, dear friends – We just released the update to version 217, which has a number of fixes in the texts and UI, and more important – a new feature that the community has requested. PRIVATE SESSIONS As of today, 4.000 players have access to Cards & Projects, out of whom 2.000 have launched the game at least once. And we can see that these players have issued 1.500 invitations to their Steam friends – so the demand for "playing with a friend" is quite high. In the multiplayer section, you will now find a new button: "PRIVATE SESSION" This is in addition to the regular "JOIN THE QUEUE" button which adds you to the multiplayer queue. When you press the button for the private session, you get a brief explanation, and a request for code: private sessions don't affect your rating private sessions don't have a timer Invent and enter the code, if you created the session for you and you…
- Version 215: Release Notes - 1 July 2026
Good morning, peoples – Thanks for joining the Playtest, and for giving this game a try. We now have close to 4.000 players in the system – with China, Russian Federation and Japan in the lead. VERSION 215 We just updated the version of Cards & Projects to 215. Here's what this brings, in no particular order: FIXED: DISCONNECT BUG There were cases when you would join the multiplayer queue, an opponent would be matched, and the first thing you see when the session loads is "Opponent disconnected". Then you join the queue again, and you see the same opponent – this time, properly connected. We located the source of this bug, and fixed it in 215. TEXT EDITS IN MANDARIN AND IN RUSSIAN Several players sent very helpful feedback about the spelling mistakes and/or mixed up rules on a few cards in Mandarin and in Russian, we fixed everything that got reported and verified. Thanks for taking the…
- Version 213.2 - 28 June 2026
Version 213.2 is now released for everyone in the Playtest. spelling mistakes fixed in Gremlinopedia (RU) translation updated, and action sequence added, to ːcardsː "幸运药水"/"Lucky potion" (ZH) timer values extended by about 50% to allow more time for decision-making Thanks to everyone who reported bugs and provided feedback, this has been really valuable, and we've got plans for work in the coming week already drawn up. Some stats from the first weekend of Playtest: 3.500 players currently joined the Playtest 900 friend invites were issued by participants on the first day, 900 players were in the game (at different times; CCU peaked at 90) top regions by downloads are China, Russia and Japan, followed by Ukraine, USA and Germany See you on Discord, and on Steam forums!
- Steam Playtest: LET'S GO! - 27 June 2026
Today we start the playtest of Gremlins, Inc. – Cards & Projects, our new game set in the world of gremlins. At the moment, the game is available in English, Simplified Chinese, Japanese and Russian languages. We start by inviting the first 100 players, and will slowly expand the access to everyone who signed up (as of today, there's 3.000 players from 65 countries who signed up). Each player who participates in the Playtest may invite 3 of their Steam friends. The current version of the game is still a work in progress, and will have bugs. We regularly update it, with the release notes published here, in the community hub. The most important thing for us are your bug reports and your feedback: please post on Steam Forums, on Discord, or use the in-game option to send feedback (during the session: MENU –> BUGS/FEEDBACK –> SEND). At the moment, the game is available only in the duel mode…
- Steam Playtest: Coming Soon - 26 June 2026
The whole of this week, we've been working on getting the game ready for the Playtest, and we're now very close to going ahead with it: The current version, 212, is available in English, Simplified Chinese, Japanese and Russian. We've written a short manual that describes all the important rules of the game. And we've been playing a lot, making sure that there are no game-breaking bugs. Tonight, we will assemble the release candidate, and if tomorrow morning the testing won't discover anything really b ad (of course there are some minor bugs here and there, which we will keep fixing as we go along), we will start inviting all the players who signed up – adding 100 players at a time, until we clear the queue. Thanks for the patience, and we'll post a proper announcement once we start the Playtest. Can't wait to let you try this game!
- Version 207 & Playtest Soon - 16 June 2026
We're now at version 207 today, and we're a few steps away from the start of the Playtest. As always (at least in our experience), there was no middle ground: we've had a mountain of issues to address before we could open the Playtest, and we worked on them one by one – until we found ourselves in the position where we're ready to start with the test even tonight – except there's a few things we want to improve before, such as missing translations, and a more detailed description of rules. We've populated the leaderboard with a few preset scores, like in the good old days of the arcade machines, so that whoever joins the playtest first, will have some work to do before they enter the top. And we're with the first 6 medals that you can earn, which are like achievements – once you get one, it's yours forever. Once we manage to make it so that a disconnected session gets the disconnected p…
- Version 199 - 26 May 2026
While I have been on the road in the past month, the team has steadily progressed, and today we find ourselves at version 199. Getting even closer to the Playtest – though not yet there, at least not this month. Some highlights: Gremlinopedia is in, including the icon that shows whether you've played the specific card in the game before or not. The image above is from Action Card section. Next are Project Cards – ]We also have the rules in, but they need edits: the closest we come to having a "manual" in the game (can you cancel a project? what happens to excess resources when you complete a project? etc.). In the sessions, not much has changed, as our UI developer was also out of office. All of the work done by the artist will get shipped once we're through the queue in the pipeline. We have reworked the rating system, to be more like ELO. I still need to test it as all the leaderboard…
- Version 181 - 14 April 2026
Yesterday we had build 180, and today we're at 181. Processing nicely! As of this morning, we now support single-player Challenges, of which you will find 2 in the Playtest: What's a Challenge? A single-player session with preset conditions. In Playtest, we will offer "Get 20 score as quickly as you can" (today I managed to do this in 17 rounds) and "Get the most score in 30 rounds". Each Challenge has its own leaderboard, so you can see how well you performed. We also have the first iteration of the leaderboards: There will be 3 in total, in Playtest: The multiplayer leaderboard (where people play 20 score/20 round sessions); and 2 leaderboards for the Challenges.
- Version 179.1 - 12 April 2026
This week we've switched to a new mode of development: * identify the area * have everyone in the team work just on that area * flag issues that are a must for the Playtest starts, move the rest to 'desirable' * focus on mission-critical issues; the rest is for whenever there's extra time The area of our focus right now is the Main Menu, and whatever happens before the actual session. Mission-critical items: * Multiplayer lobby * Single-player challenges (including unique leaderboard for each challenge) * Medals that players can unlock during the Playtest ("meta" for motivation) * Gremlinopedia (which also moonlights as tutorial for those new to the universe) Nothing on this list is rocket science, but everything takes time to line up properly. With 4 builds assembled during the week, on Friday morning we arrived to version 179.1. Each of us still plays a session a day, and on most days…
- Version 176 - 5 April 2026
We're at version 176 as of this weekend. Progressing on the main menu, as well as UI related to specific cards. Still some way to go before we have ladder (done design-wise, but not implemented yet) and lobby with the possibility to spectate (working, working...). One good thing that I'd like to showcase today is the change of how we show "current step of the action card's mechanics", which has been adapted to Japanese and Mandarin: instead of bold, which did not work in the Asian languages, it is now shown with a highlight. It works in Japanese – It works in English – And it works in Russian – We still need to set this up in Mandarin, as well as check if a more neutral color (e.g. dark brown) would work better than purple. With each build we're getting closer to the Playtest, but we're not yet there, as we want to have the ladder, the lobby and the medals in, before we start on this.
- Version 171.2 - 23 March 2026
We continue working on the game, with regular builds. This weekend we worked with version 171.2: There's a lot of progress, but also multiple things that we want to improve. What stops us from launching the Playtest at this time: * fine-tuning the ranking system Right now, we experimented with "your average performance over the last 100 rounds" and it was pretty interesting but also difficult to grasp, and not that great at motivation. * fine-tuning the lobby system Playtest will launch with a peer-to-peer system. Verified server will arrive at the time when we enter the Early Access. * creating a proper player profile, with medals and personal stats and whatnot We know what we want to show there, but we don't have it in the game yet. When these 3 points are tackled, we'll roll out.
- Version 170.2 - 18 March 2026
I've been traveling for 3 weeks, and in the meantime, the game progressed through 7 versions. The biggest impact is the system of rating for multiplayer and single-player modes, which we are now testing. Standard of Ur will certainly describe it in more detail when the Playtest starts and you guys have questions... what matters for me now, is that I can see how good I am at this game, in comparison to others in the team, and that promises a lot of fun in the future: finding *your* place on the ladder. So that when I lose to Standard... I don't get sad, since he's such a high-ranking individual. Visually, we now have more details in the places where we had placeholders. It is especially obvious when you run out of cards and finish (or did not yet start) your projects, and thus all the internal workings of the mechanism lay exposed. The extra turn / skipped turn visuals are now in the gam…
- Version 163.1 - 18 February 2026
We're at version 163.1 today, with a number of improvements: The blue middle of the table is in, as is the new design for the backs of the cards. You can now switch languages on the fly, via in-session menu (which is scheduled for a facelift, btw): And then there are 2 big UI improvements, which I personally love with all of my heart – as they make the game easier to understand / help avoid possible confusion. The first case: with action cards, you can play them for action or assign them as a resource to one of your projects. This is similar to Gremlins, Inc., where you may play a card to move – or play it for action. Now, a few times I've observed myself looking at the card that said, for example, "add 2 resources to your project", and instead of playing it for action I would add this card as a resource, and then wonder, why the action did not happen? We now have a way to prevent such…
- Version 161 - 12 February 2026
We're at version 161 since a few hours ago: A lot of changes across multiple areas of the game, and I'm thankful this is not yet a public Playtest as it can be difficult to experience so many changes at once. IMPROVEMENTS We updated the device in the middle of the table that allows you to assign resources to projects (both ways). It looked good in a situation where you had to assign N out of N, but it did not look so good when you encountered a mechanics such as "assign 2 out of these 3 resources to your own projects, 1 remaining resource – to your opponent", as showing "2 out of 3" was sub-optimal. Now it looks better: the electric grid lights up when you've done all that's required, while the resource that's not involved, is excluded from this grid. A bunch of smaller adjustments happened in various corners of the UI, as a part of cleaning up: opponent's projects no longer have useles…
- Version 156 & Playtest Update - 3 February 2026
The last two weeks, we've been juggling the development of this project as well as the update to the original Gremlins, Inc., and thus a few builds went unannounced. Here's where we are, and what we're up to: VERSION 156 We are now at version 156, and made progress in several areas: we have redone the main menu, which lost all of the non-functioning options; it still looks not too beautiful (so I'm not showing it to you, for now), but it's the baseline from which we'll finish it within this week. we have the first version of a public multiplayer lobby working; so that the connection is no longer peer to peer, but through a shared space; we'll need more tests to understand if we need 1 or 2 servers to support the playtest; we've solved a few more issues with complicated actions in user interface, such as stealing resources or drawing cards and turning them into resources to be assigned;…
- Version 153 - 23 January 2026
Good morning, which finds us with version 153 in our hands – battling a weird bug with the Japanese and the Chinese fonts: A few improvements in this build: Player names now have the background color that corresponds to their general color in the game: you're green, your opponent is red (the same color is used around the prompts, on project IDs, and in the middle of the table when complex actions are being executed). Bots (in single player mode, or when someone disconnects) have their names written in black, while humans have names written in white. When action slots and protect slots are unavailable (e.g. you've selected an action card, which cannot be used to start a regular project), instead of dimming these slots, we cross out their "plus" signs, similar to how we display the price that you cannot pay on action cards. From the larger (but still raw) features, we've got the first ver…