
Steam news
Full Steam announcements and update articles for this title.
Greetings fellow lost souls,
First of all - thank you all again for playing Black Jacket, sharing feedback, reporting issues, and helping us improve the game since launch. We’ve just released our first post-launch patch, and we’re planning more.
Today we want to share a quick look at what’s coming next:
Our first update focused on fixes, polish, and improving the overall experience based on your feedback.
Next up we will introduce Weekly Challenges - a new way to test your skills with changing conditions and fresh runs every week.
After that, we’ll continue expanding the game with more content.
We’re still finalizing details, but our goal is simple:
More cards
Additional artifacts
Changing the difficulty levels
We’ll share specifics once everything is locked in.
Thanks again for all the support so far - and please keep sending feedback. It helps shape what comes next.
See you at the table.
- Black Jacket Team
(Subject to change as development continues.)
Sharing a quick note on an issue we were recently made aware of:
In some cases the game would not start properly if timestamp in the save-file which was saved/loaded differently based on the region setting or OS of the pc. Now it should use a standardized format and no longer break in case it can't read it!
In case you encounter anything similar please reach out to us on Discord or via the Steam Discussion forum.
Cheers!
Balance and Bugfix Patch 1.0.6
Hello again, this is Michael, handing you a deep dive for patch 1.0.6! Today we are moving the new card balancing changes from the public test branch into the main branch, together with a list of bugfixes! There are also a few changes done to boss decks in part because of the card changes, and in part due to your feedback!
I’d like to take a moment to talk about how we got to where we are in regard to bosses and their difficulty, and what we can do to improve the experience for new players. Let’s dive in!
Opponents and “Luck”
We have looked at feedback from both steam reviews and beyond, and a common complaint we see in negative reviews is that opponents (and bosses particularly) somehow seem to draw exactly the card they need to beat the player’s score. This can make the game feel rigged, as if the game “cheats” under the hood to give the opponent exactly the card they need to win.
However, while it may at times feel like opponents are cheating in this way, there is no “under the hood” card fixing of any sort in Black Jacket. This is not dependent on any difficulty setting; opponents only rely on visible game mechanics to stack their cards in their favour, in the same way that players do.
Funnily enough, the only conversations we’ve had internally on this subject is if it would be possible for us to occasionally reorder the opponent’s cards in the player’s favour. During our development playtests we were already receiving similar feedback, and so we explored if we could come up with some system that could help players down on their luck.
As we discussed how to implement this, it became apparent that Black Jacket simply wouldn’t work with this kind of hidden system together with the actual card mechanics and visuals. The reason is that there are so many things that reveal information about upcoming cards; the card backs being unique, player insight on the opponent’s deck, the fact that boss decks always use the same decklists, that every card has a unique effect so we can’t change only a card’s value; the whole card would need to be swapped with a different card. A system made to help players, for example by preventing an opponent from getting two blackjacks in a row, would be very complex to make. It would also likely fail to work in many situations due to the amount of information available to players, and the fact that any card swaps would need to be completely hidden from the player’s view.
How to improve the experience for new players
The fact that this is how it works under the hood does not help a new player who feels discouraged by Morgan drawing into yet another 21. It is still worth trying to improve that experience. I believe that there are a few reasons for why this experience happens, but mainly:
Bosses often include insight effects which lets them gain information on what card is coming up. While opponents normally do not know what card is on top of their deck (they do not take card backs into account), they do know which card it is if they leave it there after using insight. And they will ignore their general “pass at 17” rule, if they know that it is safe to draw that card. Insight and multi-value cards are the main methods bosses use to try and avoid busting.
In this patch, I have slightly reduced the number of insight effects in each boss’ realm 1 decklist. This should make the first few runs for new players feel a bit less punishing, as they should be able to make it further into their journey. I have not made similar changes to realms 2 and 3, as I think the new player experience is most hindered by feeling like you can’t even overcome the first realm.
If you previously struggled with overcoming the bosses in realm 1, please let us know what you think! There will still be rounds that are hard to win simply due to randomness, but overall, your experience should be better!
And speaking of better
There was one boss in particular who used a lot of the cards that were adjusted in this balance pass. This boss have had changes done to their decklists for all realms, but the general difficulty is intended to remain the same.
Balanced cards
For a full list of the balance changes done to cards, please read the previous post that dives deep into the changes and why they were made! The only difference will be for Hearts 6, which in the public test branch had hollow. It will not have hollow in the main branch. All other cards will keep their changes from the public test branch.
Bugfixes
The following is a non-exhaustive list of fixes and general improvements in this version.
Fixed a softlock when the opponent wanted to play a card onto a hollow card before they passed, while being out of cards in their draw-pile. The game would lock as soon as the next round started.
The actual number of discovered cards and artifacts could get out of sync with the tracking stat. These are now synced to ensure players will unlock certain challenges. This should happen when starting the game.
On windows builds, the game will now write a backup progress file. If the main one can't be loaded due to it being corrupt, it will load the backup instead. The backup is updated when progress is saved, every 15 minutes.
Hollow cards played face-down by opponents now activate their effects when flipped face-up due to a card being played into them.
Fixed an issue where opponents would pass when their last card was a face-down hollow card, and then un-pass once that card was turned face-up. They will not pass, and instead flip their card and play into it.
Fixed an issue where you could not move down to your sleeve when using a controller while having a stack of 2 or more cards selected.
You can now draw from the deck in the tutorial if playing a match, quitting to the menu, re-enabling the tutorial and starting the tutorial.
Fixed an issue where playing a card to the rightmost slot could get the game stuck when playing on difficulty 13+ (issue caused by the coin animator when quickly hovering over a one-cost slot, then two-cost slot and dropping the card immediately).
The demo now uses a separate progression file to avoid conflicts. The full game will skip the tutorial if it was finished in the demo.
Opponents will now be able to play into a certain -8 face card with hollow, that swaps sides.
The artifact list could vanish if quitting to the menu while it is fading in or out.
Artifacts which add cards to the player deck now count towards the cards added to deck stat. This means that to complete a certain challenge, these artifacts must be avoided.
Flame VFX now have slightly less waiting time, and will trigger when the card is activated even with no target.
Embers from ignited/burnt cards no longer vanish but fade out when the card is removed.
Pressing skip (on controllers) while the intro animation of card events is running no longer crashes the game.
Fixed some localization issues.
Please keep posting your issues in our Discord, it helps us a lot!
Black Jacket discord server: DISCORD
/Michael, Game Designer
My name is Michael, and I’m the designer for Black Jacket. It has been so much fun seeing the response to its release, from its story and presentation, to the creative strategies you have come up with by using the suits and their powers. Today I would like to take a moment to talk about how we will work with balance patches moving forward, and what you can expect if you would like to help us make Black Jacket into the best version of itself it can be.
We have created a new branch in steam, which anyone can switch to, where we will put balance adjustments that are ready for playtesting. For this upcoming patch, the changes will be live on the test branch for at least 2 weeks, after that we will do final balance adjustments and localization before putting it into the main branch (accessible to everyone).
The test branch will only have changes in English. We expect that there will be changes done based on your feedback, so we are holding off on doing a localization pass until after this test period has ended. You can still play in your language of choice, and any changes will appear in English.
Before switching over to the test branch, it is highly recommended that you make a backup of your save files, just in case anything goes wrong. You can find your save files here:
C:\\Users\\YOUR_USERNAME\\AppData\\LocalLow\\Mipumi Games\\BlackJacket
Furthermore, after switching branches, please start a fresh run. If you continue a run, there will be some graphical bugs on the cards that were updated.
To switch branches in steam, follow these steps:
Right-click on Black Jacket in your Steam library and select "Properties"
Navigate to "Game Versions & Betas" and select "test-branch-public"
The game should start updating (the branch name will be in square brackets next to the title: "Black Jacket \")
In order to give us your feedback, please join our Discord and create a thread in our new channel named public-test-branch-feedback!
Join by following this link: DISCORD
Black Jacket was in full production mode for about a year. During this time, we did many closed playtests, usually in intervals of about 1.5 months. Many suits, such as Diamonds, were redesigned multiple times before reaching their current form. It is safe to say that the game would not have its current quality if not for the help of all the testers who played Black Jacket along the way, and there are many examples of player suggestions that made it into the game. For example, the “death” cards that get added to your starter deck due to difficulty levels was a player suggestion, as well as giving the game 21 total difficulty levels as a fun nod to the original inspiration itself.
Many of the cards that you now play with underwent many balance changes during development, and the final version that is now live is simply the “best state” we could reach before hitting the end of our timeline.
The goal with all balancing efforts in Black Jacket is to make the game more fun to play. This might seem like an obvious statement, but I feel it is worth mentioning especially as some of the incoming changes will nerf a few cards. I believe a big part of the fun in playing deckbuilders is figuring out which strategies work, and how to best combine cards to make busted combos and strategies. To that end, strategies that are very powerful need to be challenging to achieve. For many players, if there is a dominant strategy that lets them win easily, they will use it, even if it is not the most “fun” or engaging way to play. It is our job to balance the game so that strong strategies require skill, theory crafting, and even a bit of luck to achieve successfully. This makes the game more interesting and fun to play, especially over multiple runs.
In this upcoming patch, I decided to focus on a few of the suits and cards that I thought required the most immediate attention based on player feedback and gathered statistics. However, that is not to say that these same cards will not change in the future, depending on how you all receive and react to these changes!
The biggest changes are made to Tumors, Hearts, Greed and Flames. I have playtested all of these with successful journeys on difficulty 21, while doing my best to lean into using the changed cards.
One of the strongest suits currently, with a per-card win-rate of around 75-80%. The stand-out card is the Tumor 8, which allows you to discard all cards on the table. This card will now have Exhaust, limiting its number of uses without reducing the power of the effect itself. When I playtested with this, it changed my playstyle in that I was more likely to keep one in my sleeve to play it at the right time.
Tumor 3
Adjusted effect: Devour: Insight 2
Insight reduced from 3 down to 2.
Tumor 4
Adjusted effect: Devour: Gain 7 and 0.
Reduced the second multi-value from 4 down to 0.
Tumor 6
Reduced number of devour slots from 2 to 1, keeping the same effect: Devour: Play two Growth cards.
The strength of this card should primarily be the created Growth cards, instead of the devour slots and the increased card value gained from them.
Tumor 8
Adjusted effect: Devour: Discard all cards. Exhaust.
Note that the card will exhaust even if you did not activate it, just like all other cards with Exhaust. The intent with this change is to force players to think more carefully about when to put this card down on the table, as its effect will only be available for use that round.
The Hearts strategy too often boiled down to “play -5s to break their cards, then if you are feeling fancy mend them with -9 to bust them for an auto-win.” I wanted to even out the balance between the -5 and -10 to make that choice more interesting, while also adding more combo opportunities.
Hearts -2
Adjusted effect: Hollow. Mend each card in this and adjacent slots.
This card now gives a proper alternative to mending both the -5 and -10, since you do not need to have hollow on those cards for the -2 to interact with them. This card now also has hollow, making it easier to overcome your negative values.
Hearts -5
Removed hollow.
Having hollow on only the -5 and not the -10 simply added a discrepancy that could not be overcome by adjusting their individual effects. In an earlier version, the -10 also had hollow, and that led to that card being the much preferred choice over the -5. The solution to this problem comes from combos with either -2, or the new effect on -6.
Hearts -6
Removed multi-value -4.
New effect: Each adjacent card gains hollow.
This card still has hollow itself, meaning that you can create some really fun combos that open up your board for continued play, if you place your cards right!
Hearts -9
Adjusted effect: Mend each surrounding card.
Surrounding cards are cards to the left and right, opposing, and diagonally opposing to the left and right.
This card used to target the entire table, and I felt this went against the strategic element of having to consider card placement. Since this card can lead you to an auto-win by busting your opponent, it makes sense to me that it should require good positioning to pull off.
Greed is the lowest picked and lowest performing of the 4 unlockable suits, with a pick rate of about 2% as main suit (around 6% for the other unlockable suits), and about 1.7% as an in-shops suit. The per-card win-rate hovers around 60-65%. This will likely require more balancing changes in the future to get right, but for now, I have resorted to adding in a bit of hollow and multi-value into this suit to give it more versatility. Greed was designed as an option for players who really like Diamonds, and who would be interested in a different flavor of a similar strategy. To this end, it makes sense to bring over a few of the mechanics that make Diamonds so versatile.
Greed 4
Adjusted effect: Hollow. Demand an awakened card.
This card now has hollow.
Greed 5
This card now has the multi-value 0.
This card’s effect lets you demand a face card, so the idea here is that by giving it 0 as a multi-value, you could play out two face cards for a transformation without being restricted by this card’s value.
Greed 8
Adjusted effect: Hollow. Discard the top 3 cards of your deck.
This card now has hollow, to compensate for its effect being very situational.
Greed 9
New effect: Hollow. Each sleeved card Gains 2.
This card used to have the effect “demand an ace”. I felt this effect was too difficult to trigger, so instead I added another effect similar to Greed 10. Giving 2 as a multi-value is intended to combo with the 9, as together they make 11 which fits nicely with any 10 valued card.
Flames allow for the incredibly fun strategy of burning out your opponent’s deck. Since this strategy is very powerful when taken to its extreme, it should require a lot of planning and skill to implement. In its previous form this was not really the case, as you could fairly easily spam 2s, 3s and 4s and burn out your opponent with very little opposition. Not to mention getting powerful cards back with the 5.
With these changes, I am trying to make Flames feel more like controlling a raging fire. You are setting fire to the board, your cards and your opponent’s, and you have to make sure that your opponent stalls out before you do. I had a ton of fun playing with these changes, so I’m looking forward to hearing your take on them!
Flames 2
Adjusted effect: Ignite all cards. Exhaust.
If you play this card late in a round, it will now ignite both yours AND your opponents! It creates some really fun moments where suddenly everything is on fire.
Flames 3
Adjusted effect: Ignite the opposing and its adjacent cards. Burn this card.
Added a limiter to this card, while retaining its power level. This change also makes it so that the slot you play this card in becomes open again, which can actually be helpful in that it lets you fire off additional card effects.
Flames 4
Removed multi-value 0.
This should prevent easily playing this card while your board is already full.
Flames 5
Adjusted effect: Sleeve a random card you have exhausted. Ignite this card.
Added a limitation to how many times this card can be activated by use of self-ignite.
This card text used to clarify that you could sleeve a card that was either burned or exhausted. However, since the Ignite tooltip states that burned cards are considered exhausted, I removed that wording from the card text. The effect still includes all burned cards, just as before.
Flames 6
Adjusted effect: Ignite each adjacent and the opposing card.
This effect used to be on Flames 10, and the 6 used to immediately burn adjacent cards. This adjustment should make it a bit trickier to get rid of the specific cards you want out of your own deck.
Flames 8
Adjusted effect: Exploit 2. Ignite this card.
Removed multi-value 0.
I increased the Exploit from 1 to 2, to make this card’s impact a bit more noticeable. To balance it out, I removed the multi-value.
Flames 10
Adjusted effect: Ignite each adjacent card.
This card no longer ignites the opposing card, to keep in line with other 10s having the weakest effect in their suits.
Ignited Soul
Adjusted effect: Hollow. Burn this and ignite the opposing card.
This card used to ignite itself, giving it two uses before it burns up. Now it will burn immediately, forcing you to choose between adding 1 to your table value or igniting one of your opponent’s cards.
The following card / artifact adjustments do not require too much explanation, and some are kept intentionally vague to avoid spoilers. Most are smaller changes made to target specific strategies and card interactions.
Time suit
Both cards in the Time suit have had their card text compacted. This does not change the effects themselves.
Family trio
One of the early family cards has had its effect reduced from 2 to 1, to better match the power level of other cards acquired after a single transformation.
Shame trio
The Crowd will now claim 1 instead of 2 for each card purged.
The Shame card now has the value -2, instead of -3.
Artifacts
Flaming Souls
To slightly compensate for Ignited Souls now burning themselves immediately, this artifact now gives you 3 copies of this card instead of 2.
Since opponents use the same cards as the player, some of the above changes will alter their difficulty. The plan is that we will first do a public playtest with the card changes themselves, then once those are finalized, I will do a boss balance pass to do any adjustments required based on how the cards have changed. It is possible that there won’t be many changes needed, but regardless, there will be another post about them in the future when we push these changes into the game’s main steam branch.
Thank you so much for reading this far, and for helping us improve Black Jacket! If you like or dislike any of the changes after you have played with them, please let us know by posting a thread with your thoughts in our Discord channel public-test-branch-feedback!
Your support is invaluable, we wouldn’t be where we are without it.
/ Michael, Game Designer
Dear players, We've just rolled out a small hotfix patch. Here's what's fixed:
Several issues with cards in the "Flames" suit
The "Sacrifice" curse no longer results in gameplay getting stuck during a boss fight, and no longer sticks around on subsequent journeys
Interacting with the game's menu or chapter map while choosing an artifact no longer results in an unresponsive game
Selecting Difficulty Level 2 while playing the game in Portuguese now works as intended
Interacting with the tooltip for the "Vines" artifact while playing the game in Portuguese no longer causes issues
Note: We've received reports of players who have to go through the tutorial again after finishing a run. Until we fix the issue of the tutorial reactivating, you can disable the tutorial in the settings menu from the main menu.
Black Jacket — Steam Deck Verified We’re excited to share that Black Jacket is now officially Steam Deck Verified for the Steam Deck. Your escape from Hell’s card tables is now fully handheld. This roguelite deck-builder — where you bend probabilities, build devastating decks, and gamble your way through infernal opponents — now plays smoothly and comfortably on the go. What Steam Deck Verified Means for Black Jacket • Full controller support right out of the box • Readable UI and text for cards, effects, and tooltips on the Deck screen • Performance-tuned default settings for smooth gameplay on SteamOS • Suspend & Resume perfect for pausing mid-run • Comfortable navigation through deckbuilding, encounters, and progression Whether you’re chasing the perfect run, stacking wild card synergies, or facing down cursed mechanics, the full Black Jacket experience now travels with you.
We've just rolled out a small hotfix patch. The following issues were fixed:
Cards with "Diagonal" tag targeting wrong slots
Black Screens - added additional fail safes to not block the progress
Tooltips size and position improvements
Cards stuck when fanning out during deck building animation
Check out Black Jacket and other games published by Skystone Games!
Dear players!
Thank you for reporting the issues about runs not ending properly. We managed to locate the issues and pushed a fix in version 0.1.0.209_CL298609 (you can see the number in bottom right corner of the settings screen). Additionaly the UI size for Soul Coin tooltip was fixed as well. Keep on playing!
The time has come, purgatory awaits. Build your deck, learn fate of the other stranded souls and break the cycle.
Do you have what it takes to reach the Ferryman? Can you discover all the secrets and unlock all the cards, artifacts and Face Trios?
Take your chance and climb out of hell while playing Black Jacket.
See you at the table or at our BLACK JACKET DISCORD
Mi'pu'mi Games team
Third, and final round before the release, of the Demo Challenges has started. Can you beat the demo and win the game key?
Join the BLACK JACKET DISCORD
Complete the challenge to earn a chance in the raffle
Record your gameplay and upload it to YouTube (or similar platform for video proof, required)
Share your YouTube link in the Demo Challenges channel on Discord
Deadline: 10th of May, 12:00 PM (UTC)
Challenge: Complete the demo with over 25 cards in your deck.
🎁 All eligible entries will be entered into a raffle 🏆 3 winners will receive full game keys Good luck and have fun!
The Date Is Set — May 12 The cards know your name now. They've been waiting. Black Jacket deals in Monday, May 12th. You've counted every card in the deck. Memorized every tell at the table. Shuffled fate until it bends. One last sit-down with the dealer — and this time, you're walking out with your soul - or nothing at all.
Place your bet. Wishlist Black Jacket now.
To celebrate the Deckbuilder Fest we prepared a developer commentary. Learn how to play, insights and stratefy with Jakub on a journey to escape Black Jacket's hell!
Second round of the Demo Challenges is here, see if you can win the game key!
Join the BLACK JACKET DISCORD
Complete the challenge to earn a chance in the raffle
Record your gameplay and upload it to YouTube (or similar platform for video proof, required)
Share your YouTube link in the Demo Challenges channel on Discord
Deadline: 26.04. 11:59 PM (UTC)
Complete the demo with at least 5 cards from three different suits (eg. 5 Hearts, 5 Clubs, 5 Diamonds) in your deck
🎁 All eligible entries will be entered into a raffle 🏆 3 winners will receive full game keys See you in purgatory!
Play at home, take it outside, gamble your soul on the go, and let us know how it feels.
Hop over to our Discord to share your plays, feedback or to hangout with fellow lost souls:
Thanks to you, we were able to catch and fix few inconviniences in the demo:
Revised the Focus Mode tutorial pop up and call to action.
It's now clearer for players they need to use Focus Mode on one of the cards.
We added secondary option (CTRL + LMB) for players using touchpad on a laptop.
You can now return from map and pause menu using the B button on the controller.
Input prompts are now visible in additional places + show based on context of what you hover
Fixed an issue where the continue button would not show in the deck selection screen.
Revised render order of several UI elements to display properly.
Cards should not stay in flipped state in deck view when closing it during the rotation animation.
Few other smaller fixes.
Thanks for sharing your feedback! Please keep it coming either using in-game option or over at our Discord: BLACK JACKET DISCORD
Make sure to check out the latest version of the demo and experience the latest update.
On top of recent changes we also fixed couple of bugs today:
Table slot effects' texts should now always be visible
King and Queen portraits are now displayed correctly after interacting with Jack if they were placed on Hollow slot effect
Fixed card order random seed
Map preview can now be properly closed when viewing during Artifact reward selection
Unlocking animation should not play on the decks unavailable in the demo
Minor UX and visual improvements
Translation fixes
Let us know your thoughts with the in-game F8 feedback tool leave a positive review if you liked the game and join our discord for more:
We’ve been hard at work on the full game and we’re back with a fresh Demo update for you to dive into.
The game is now fully playable with a controller
Check the binding scheme in the pause menu
Take advantage of new QoL shortcuts like Deck Peek, Quick Draw, and Sleeve shortcuts
Niv replaces Ivel in the Demo boss rotation
Expect an encounter full of unexpected twists
Boss progression screen preview was added (for Niv and Morgan)
A handful of cards received balance tweaks
Adjustments to values and effects across the four classic suits
The game is now available in French and Traditional Chinese
Voyons voir si tu peux sortir de l'enfer
看看你能不能活著逃出地獄
Fixed opponent getting stuck on Insight with an empty deck
Lucky Charm now activates after sleeving a card (instead of playing it)
View Deck no longer locks input during Insight pop-ups
Fixed Main Menu button not receiving input at demo end
Fixed rare issue where the game wouldn’t progress after passing
…and more
Added CTRL + LMB to focus cards (for touchpad users)
Performance optimizations
Localization text updates
Be sure to give it a spin, let us know your feedback using the in-game F8 option and if you like the game: leaving a positive review!
We just uploaded a small patch that ensure your experience is more smooth and enjoyable:
Card events should now feel less repetitive, offering more variety across runs.
Added more awakened cards to events for deeper deck-building options.
Fixed an issue where certain cards could break or vanish in specific situations.
Resolved a bug that could cause players to get stuck after loading a save and defeating a boss.
Various fixes to artifacts and card effects for smoother gameplay.
Keep the feedback coming - we want to hear your voices and suggestions on how to make Black Jacket even better 🖤
Hey everyone!
We’ve been keeping our cards close… but it’s time to show our hand. The Black Jacket Demo is now live on Steam!
Slip into your jacket and step into a smoky afterlife casino where every hand could be your last (or your lucky break). Play a few rounds, meet some of the lost souls stuck at the table, and get a feel for the rhythm, risk, and mystique of Black Jacket.
What’s in the Demo
Play the opening section and learn how to bend blackjack’s rules in your favor
Meet a few faces from the underworld’s card tables
Experiment with early deck-building mechanics and discover strange combos
Soak in the mood — a mix of luck, loss, and second chances
Your Feedback Matters:
We’re a small team, and your first impressions mean the world to us. Tell us what you loved, what confused you, or which cursed card made you swear at your screen. You can share your thoughts right here on the Steam Discussions or in our Discord — we’re hanging out there and would love to chat!
🎮 Play Now:
https://store.steampowered.com/app/4100440/Black_Jacket_Demo/
🗨️ Join the Community:
Thanks for taking a seat at the table and giving the demo a spin. We hope you have fun, push your luck, and maybe — just maybe — cheat your way out of Hell.
— The Black Jacket Team ♣️
Step into the underworld and test your luck in this early version of the game. We’re eager to hear your thoughts and see how far your wagers take you.
📝 Share Feedback - Use the in-game F8 feedback tool, join Discord, or post here on the forums.
🔧 Help Shape the Game - Your input directly influences our next update and balance changes.
🃏 Invite 3 Friends - Each player gets three playtest invites to challenge the lost souls.
⚔️ Test Your Skill - Can you defeat both bosses with every suit? Only a few have managed...
See you at the table!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Black Jacket, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Black Jacket statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.