- Fixed an issue where entering the Game Mode menu and changing the settings would apply them in the tutorial (for example, critical hits in the tutorial)

Steam news
Full Steam announcements and update articles for this title.
Hello everyone!
We have a new Decktamer update for you!
As promised in our roadmap (available on our store page), you can now have multiple runs in parallel! This means that you no longer have to abandon your endless run if you want to start a new standard run for instance!
You can have up to six saves at the same time!
After you've either won, lost or abandoned your run, it will be recorded in the history. The history is accessible from your journal by clicking on the green bookmark, above the settings.
You can also add runs to your favorites to find them more easily, as well as filter by defeat or victories.
By clicking on a run card, you can show the deck for that particular save.
You can show off your previous decks to your friends now!
You can now see the difficulty star for any creature directly from the right click menu. Useful to quickly keep track of which creatures you need to keep alive in your team for your bestiary completion.
The bestiary's abilities page will now show the danger level of the creature
Just like on the cards, the danger level is represented by the star icons between the health and speed indicators
When fast forwarding at maximum speed (x10), dialogue boxes are now skipped entirely, which should make it faster to go through interactions in endless mode with cards that have an absurd amount of talents.
Make sure to set the fast forward speed to x10 for the dialogue skip to take effect
As a reminder, you can fast forward battles by either pressing or holding Shift depending on your settings.
Fixed 'Spiky Scales' talent freezing the game when killing during a same speed interaction while gaining armor.
Fixed typos in English and French
That's it for this update folks!
We're pretty happy with the progress on the roadmap so far! In the meantime, we're working on the new bosses... But that's for a future update ;)
Until next time!
Changelog:
Fixed the move 'Noble Sacrifice' not giving armor to allies
Fixed Fast Forward button (Shift) being active in the creature rename screen
Fixed counter description not being reset at the end of battle for moves like 'Venom Charge', 'Discharge' etc.
Fixed 'Leech Venom' not triggering when receiving poison
Fixed Undo Button in the End of Run victory screen
Fixed 'Bleeding' talent's counter being reset to 0 when gained through the move 'Absorbed'
Fixed 'Tree of Balance' event description in German
Hello everyone!
Finally! After a couple months of hard work we're proud to announce the release of a BUNCH of new cards, as promised!
Indeed, we’ve added not 5, not 10, not 20, but 29 brand-new cards to the game! And of course, each one comes with its own unique talents and moves!
We couldn't fit them all in this picture!
We will not be listing all of them here, as we'd rather let you discover them on your own :) (and also I don't feel like writing down every new ability here one by one lol)
We'd also like to mention that the new bosses will be coming at a later update, as we're still hard at work developing them so stay tuned!
Additionally, please note that this update does not include new starters, evolutions or legendary creatures. Only regular cards were added.
Needless to say, this update is set to shake up Decktamer’s gameplay quite a bit, and we hope you enjoy these new creatures as much as we enjoyed creating them.
This update also introduces a change on one of the game mechanics, namely the disabled moves. Previously, when a creature was asleep, had its limited use move deplete or otherwise had its move disabled, the player simply couldn't select it at all.
Seems logical, right? Well, what if you had an ally that could wake you up with their move in that same turn? You couldn't simply wake up and then use a move in the same turn because the game simply wouldn't let you click on that move in the first place.
This is why we've changed how this system works: you can now select moves, even if they are disabled for any reason. Of course, if the creature tries to use the move wile it is still disabled, it will fail and won't do anything. It's useful only in specific scenarios where you know the move will be enabled back during the turn.
The selected move won't work if it's disabled
Thank you to @Rogereast and others on the Discord server for this suggestion!
And finally, here are the other changes that were made:
The move 'Black Hole' has been recoded to fix multiple issues related to the move. Notably, the move will now trigger talents and abilities that react when an effect is added or removed.
'Ripple Effect' will now boost the damage from 'Claw Swipe' that hits other lanes
'Iceleech' 's heal amount is now based on the damage dealt
Armor will now work outside of battle when using damaging items (for example, syringes)
'Eternal Shield' now lets its user keep their armor when tamed
Fixed Armor not being kept by 'Eternal Shield' when its user evolves via a Silver Beetle
Fixed Encounter Reroll tutorial showing up even if Reroll is disabled
Fixed armor absorbed by Black Hole in Endless Mode staying after battle
Fixed Final Boss's Lightbringer sometimes having the wrong move
Minor controller fixes
Well, that's all for this update folks. We hope you enjoy it! In the meantime, we're still hard at work to complete the Roadmap of planned features!
See ya!
Changelog:
Fixed a regression introduced in the last update where the Lightbringer boss had the talent "Nocturnal Sun" twice
Fixed a UI issue in the Story Pages in Japanese and Chinese where some buttons where offscreen
Hello everyone!
In this update, we're finally adding the winner of the second creature contest!
We had selected 3 creatures in the final vote and the one that got the most votes was Sinosauropteryx's Porpid!
And here's the new creature ingame:
It's a very cool design!
Once again, congratulations to the winner and thank you to everyone who participated :)
You may have noticed in the image above that there's two new bookmarks on the right side of the journal. Indeed, the bestiary now has two sections for each creature page: the info page which you all already know and... the brand new stats page!
And because an image is worth a thousand words, let's take a look at it first:
As you can see, this page allows you to see all the gameplay info you need for a given creature, including its health, speed, talents, moves and food preferences.
Additionally, if a creature can have multiple movesets, you can see the different variants by clicking on the variants buttons on the bottom.
That's another item crossed out in the roadmap! We hope this feature will allow you to better strategize when playing the game!
Thank you for your continued support and see you on the next one!
Hello everyone!
It's finally time for us to release the long awaited difficulty update!
We listened to your feedback and we reworked the game's difficulty while still preserving the challenge of the game for those that want it.
Previously, the game had four levels, each one harder than the next:
Scout, awarding a Bronze Star
Venturer, awarding a Silver Star
Explorer, awarding a Gold Star
Pioneer, awarding a Diamond Star
However, not only did some people find the game too hard even on Scout, many also thought there was too big a gap between the different levels. We also had people who wanted to mix and match levels, for instance, have the item rewards and extra mutation rates of Pioneer combined with the Undo of lower levels.
Despite all that, we wanted to make sure experienced players could keep enjoying the same game they'd been enjoying since release!
Here is how we decided to address those different issues:
For those that really want the most casual experience possible, we added a relaxed mode where killed creatures come back to your deck (no permadeath) and all creatures get fully healed between battles.
We hope this will allow a greater variety of players to enjoy the game!
The new base difficulty is called Standard and it corresponds to the old "Scout" difficulty.
Rather than being labeled as an "easy" mode, it is now more appropriately referred to as the standard, baseline difficulty for Decktamer.
To solve the issue of the excessive difficulty spikes from one level to the next, we added an intermediary "Journeyman" level between Standard (formerly Scout) and Venturer. Therefore, the progression now goes like this:
Standard (which used to be called Scout), awarding a Green Star,
Journeyman, awarding Bronze Star
Venturer, awarding a Silver Star
Explorer, awarding a Gold Star
Pioneer, awarding a Diamond Star
Some of these difficulty presets have been slightly adjusted but don't worry, Pioneer stayed the exact same.
What's more, we also added optional intermediary levels between those, for people who want to be guided extra smoothly up the curve. These are called Standard+, Journeyman+, Venturer+, etc.
These new levels should make progressing from a beginner to an experienced player an overall smoother and less punishing experience.
Please note that to access these, you must first beat the game in Standard, then select "Challenge" in the difficulty selection menu.
To allow players to mix and match the settings of the different levels (or even play the game in a version even harder than Pioneer!) we came up with a list of modifiers you can use to customize your very own difficulty settings!
The game will evaluate your settings and award you a star that corresponds to their difficulty.
The modifiers in question are:
Undo Amount Per Battle
Heal Between Battles
Heal Before Boss
Starting Items
Item Rewards
Encounter Choice Reroll (more about that below)
Enemy Strength
Boss Strength
Syringe Damage
Taming Chance
Heal on Tame
Starter Choice
Creature Permadeath
To customize your settings, click the Gear Button in the "Challenge Runs" menu.
The difficulty bar will update in real time as you adjust the sliders!
You can also share your settings with other players or import another player's settings by using the green button in the customize menu.
Present only in lower difficulty levels, this feature gives the player more control over the game's RNG by allowing to generate a new set of enemies / item rewards / events.
In Standard, it can be used once before each encounter. In higher difficulties, it can be used only a handful of times in the entire run, and of course, there's no reroll in Pioneer (but then again, you can customize that!).
This update took some time to come out but we hope it will make the game better. The difficulty of the game was definitely one of the biggest criticism of the game and we hope this update will address that by essentially allowing you the player, to adjust it to your heart's content.
In the meantime, we'll be working on the next updates in our roadmap!
Thank you for your support and see you soon!
Small bugfix patch.
Changelog:
Fixed issue where pause menu would become completely black when Fast Forward is enabled
Fixed secret boss's AI not being enabled when playing in randomized Boss Rush mode
Updated pt-br localization for the new content
Fixed HP calculation being wrong after evolving when the creature had a health mutation
Minor German localization fixes
Fixed 99 effects achievement sometimes not triggering
Umbilical Root talent (boss talent) will now work for the player if the player manages obtains it
Fixed Tree of Balance not healing if the creature already had 5 or 7 Max HP
Fixed Protection effect triggering even if the poison damage was cancelled by Venom Cure
We're almost ready to release the long awaited difficulty update, but in the meantime we have a small update for you!
To celebrate the Lunar New Year, we decided to add a new creature to the game!
The Equinos is horse-like creature that is notoriously difficult to control.
Since this is the year of the fire horse, we found it fitting to make a creature inspired by a horse while still making it unique and coherent to Decktamer's world.
This creature's moveset is pretty unique, we hope you'll find interesting!
But wait, there's more!
A lot of people have requested a way to disable the battle text boxes which can be quite long, especially in Endless mode where you can stack many abilities on your card.
Some people even managed to create cards that kill the enemy in a single turn, simply by placing the card on the board! As you can imagine, a lot of talents are involved in these scenarios, and thus, a lot of text boxes.
To fix this issue, we are introducing the Fast Forward button!
As it name suggests, the Fast Forward button (Shift on keyboard or Square / X on controller) will accelerate the speed of the game when you hold it down, allowing you to selectively choose to skip "boring" parts of the battle while continuing on normal speed when things get more interesting for you.
By default, you need to hold the button to enable the Fast Forward, but you can also make it a toggle-able option in the settings if you'd rather press the button once to enable/disable it.
Additionally, you can configure at which speed the game fast forwards (twice the normal speed by default)
We hope this will make your endless runs more enjoyable!
Selecting which boss to fight and preparing for it is a huge part of the deckbuilding strategy in Decktamer... But what if you wanted to be surprised by which boss appears at the end?
The dice button lets you select a random boss between those that you have unlocked. That's right, we've added the ability to select a random boss when starting a new run! This means that you won't know in advance what your last battle will be (if you select this option, of course) :)
And for the Boss Rush mode, you can choose to randomize the boss order too!
We hope you'll like this small update! Like mentioned earlier, we're almost ready to release the difficulty update so thank you for your patience in the meantime.
With that being said, thank you for your support and happy Lunar New Year! 🧧✨
Your Decktamer Team
The first Creature Contest was wild - and it’s officially paying off in-game. 🐛
The contest winners have arrived in Decktamer: Chompillar, Orcarill, and the Ouroboros Eel are now part of the world (with a few tweaks so they fit the roster perfectly). Huge thanks again to everyone who participated - seeing community ideas become real creatures was genuinely awesome.
Submit a brand-new creature concept, make it to the finals, and the winner gets implemented into the game. 🐉⚔️
1️⃣ Join our Discord
2️⃣ Go to #creature-contest-2
3️⃣ Create one post per creature (you can submit multiple - just make multiple posts!)
4️⃣ Final winner will be chosen through a Discord-wide voting round
✅ Your creature must be a wild creature that can appear in regular encounters.
🚫 No special creatures (nothing like the former human / the aberration).
🚫 No evolutions (so no starters).
🧵 1 creature = 1 forum post.
🗳️ Round 1 runs until February 14 (Valentine's day how romantic 🌹)
👪 We (the dev team) will pick 3 finalists from Round 1.
📢 Round 2 will be a community vote to determine the final winner.
🚫 No AI in submissions. If your submission uses AI (especially AI images), it won’t be eligible. We want to avoid the final design being influenced by AI visuals in any way.
✅ You can repost creatures from the first contest - but if your original post included an AI image, repost it without the image to be eligible.
Mandatory
A description of the creature’s design
No AI (otherwise it can’t move to Round 2)
Optional (but encouraged!)
Creature name
References (art made by someone else is fine)
Sketches
Danger level (1–4)
Wild behavior / bestiary-style info
Move/talent ideas (anything that fits Decktamer’s style)
If your creature wins, we may adjust certain elements for production/balance — but we’ll stay in contact with you so your vision stays intact.
And just like last time: the winning creature will be drawn from scratch by us to match Decktamer’s art direction, so don’t worry if you’re not an artist. This contest is about concept, not execution.
Changelog:
Fixed inventory button not working in Boss Rush mode after each boss fight
Fixed Mystic Presence talent not stacking
Fixed wrong interaction with Cloning and Hyperstimulation where, in certain conditions, a clone could be created even though the move hasn't been used
The duplicating syringe event should now preserve the abilities' internal counters (example: the move Ascension)
Hello everyone! Today we have an update that aims to make the game a little bit more balanced. Here's the changes:
Fayardam
Base Speed: 2 ⇒ 4
Narcotic Scales limited use: 2 ⇒ 4
Woolly Tamaraw
Reworked moveset generation to be more advantageous
Will always have Hoof Stomp
Can now generate with Passive Aggressive and Block at the same time
Needlefang
Curare Emission limited use: 3 ⇒ 5
Needle Bite damage: 4 ⇒ 5
Slow Injection poison inflicted: 4 ⇒ 5
Dipteranae
Now has Black Breath (3 poison to all enemies) instead of Pestilence (2 poison to all enemies)
Skull Crab
Now has Tackle (3 damage, limited-use 1) instead of Bash (2 damage)
Xerododo
Base Health: 4 ⇒ 5
Base Speed: 3 ⇒ 4
Polar monitor
Now has Body Slam (3 damage) instead of Bite (2 damage)
Discharge base damage: 1 ⇒ 2
Electric Shock vulnerable & slowness inflicted: 1 ⇒ 2
Crookpoach
Narco-Lick now deals 1 damage instead of being a status move (the move’s effects remain unchanged)
Base Speed: 3 ⇒ 5
Marafuu
Pushback no longer hits last.
Base Speed: 3 ⇒ 4
Xiphonoir
Poison Claw damage: 4 ⇒ 5
Poison Claw poison inflicted: 1 ⇒ 2
Claw Swipe damage: 4 ⇒ 5
Aberration X
Base Health: 8 ⇒ 9
Base Speed: 5 ⇒ 6
Aberration Y
Base Speed: 7 ⇒ 8
Chasm Horror
Base Speed: 4 ⇒ 6
Xerogriffin
Warcry Swift duration: 1 turn ⇒ 3 turns
Base Speed: 6 ⇒ 7
Furble
Pleading Face weakness inflicted: 2 ⇒ 3
Hipponimus
Bottom Feed limited use: 1 ⇒ 2
Can now generate with Acquired State (steals all of the target’s positive effects)
Can now sometimes generate with 3 moves (used to be capped at 2)
Sporeplant
Base Health: 4 ⇒ 5
Now guaranteed to generate with 2 moves if it doesn’t have a talent
Can now generate with Stimulants (gives 1 strength to its team)
To compensate, Neurotoxin’s damage has been reduced (4 ⇒ 3)
Brown Marter
Multi-Scratch limited use: 1 ⇒ 2
Swift Paw limited use: 2 ⇒ 3
Can now generate with Controlled Kick (4 damage, can’t take the target below 1hp)
Gumursa
Acceleration swiftness duration: 3 turns ⇒ 4 turns
Sharpen strength duration: 3 turns ⇒ 4 turns
Shroomzard
Base Speed: 2 ⇒ 4
Fume Sniffer now gives 1 Swiftness per poisoned creature as well as 1 Strength
Toxin Rush now hits all lanes if any creature is poisoned (use to be only if the user itself is poisoned)
Increased probability to have Toxic Fart rather than Curing Song or Strange Scent
Now guaranteed to generate with 2 moves if it doesn’t have a talent
Skrimp
Water Splash limited use: 1 ⇒ 2
Inspired now gives 1 Swiftness as well as 1 Strength
Titanoros
Rock Hard Plates armor given: 4 ⇒ 5
Rock Hard Plates limited use: 2 ⇒ 3
Now has Trampling (5 damage) instead of Crush (4 Damage)
Tuba Bear
Thick Hide effective range: 4 - 5 ⇒ 4 - 6
Toxic wave is no longer limited-use (was limited-use 2)
Golden Syringe
Limited to 30 uses
Thousand-Year Deer
Base Health: 6 ⇒ 5
Base Speed: 6 ⇒ 5
Fleshbone
Devour is now limited use 10 (was unlimited)
Amethyst Ant
Tranq Bite is now limited use 4 (was unlimited)
Pillar Pole
Encouragement is now limited use 4 (was unlimited)
Karkoplid
Bold Grab is now limited use 3 (was unlimited)
Coocoo
Now has Quick Nap (regains 3hp, falls asleep) instead of Rest (regains 6hp, falls asleep)
Restful Sleep talent now restores 2 health instead of 3.
Concussion damage: 3 ⇒ 2
Nocturnal Demon damage: 10 ⇒ 8
Parapandion
Sonar now lasts 5 turns max per battle.
Nostroptera
Will no longer naturally generate with status moves if it has Sadistic
Meatgrazer
Impediment now lasts 3 turns (was unlimited)
Mimilang
Imitator no longer resets on retreat
Neuromefos
Hyperstimulation no longer resets on retreat
Lunar Pronghorn
Lunar Call can no longer restore the uses of another Lunar Call
Bulbfish
Reworked to be less annoying to fight (won’t use a 5 damage-dealing move as often)
Last Resort is no longer limited-use (was limited-use 1)
Implemented Brazilian Portuguese fan translation!
Thanks to Drake McTine, Pedro "Deprão" W.H. and Bruno de Avó Mesquita
Fixed small issue in Spanish translation
German localization fixes
Fixed Intrepid talent not working properly when an ally died in a speed tie
Fixed attack phase flow changing when pressing the North button on controller during battle, during the strategy phase
Fixed inventory outside of battle controller navigation where sometimes, the bottom cards could not be selected with a controller
Fixed creature mistakenly attacking when tamed with food that adds the creature immediately to your deck
Fixed starter card being draggable in the rename menu
Attempt at fixing certain talents staying disabled after battle
'Historian' achievement will now unlock retroactively
Thank you everyone! Until next time :)
Hello everyone, here's a new update!
Thanks to the community, Decktamer has been translated to 3 additional languages: Spanish, Romanian, and Traditional Chinese!
Because these translations were made by fans, please note that they were not officially reviewed by our team.
We still want as many people as possible to play the game so we included them anyway! If you find any mistake in the translation, please let us know in our discord server.
Thank you to: APT, Nicolás Bolzico, Jhator94 and Astronautax2 (Spanish)
尖叫鬆餅 (蔡憲筌)(Traditional Chinese)
Annekus (Romanian) Also, I've heard that a Brazilian Portuguese community translation is on the way... Stay tuned!
This update also introduces some small bug fixes. Changelog:
Fixed Hypergrowth talent not working after Undo
Fixed cards sometimes getting stuck too high on the board
Fixed incorrect Ouroboros Eel spawn rate
Updated move mutation probabilities
Added cyrillic font for potential russian community translation
Implemented Spanish, Traditional Chinese and Romanian community translation
Added system that will try to restore a save backup if the current save is corrupted
Fixed Event in Battle #5 sometimes being incorrect
Fixed legendary cards no longer spawning in late endless mode
Thank you for your continuous support!
As promised, the 3 winners of the creature contest are finally being added to Decktamer... right now!
As mentioned previously, we reworked the creatures so they can fit better into the game and feel right at home with the others.
Now let's take a look!
We had a lot of fun implementing this one! Thank you and congrats to Astroy from the Discord server!
Very cool design on this creature, they nailed the abyssal feel for sure! Thank you to Rogue for this one!
We had to take it into a unique direction to avoid having a simple Ouroboros and it turned out great! Thank you to Realms of Omnia for this legendary creature idea!
As always, we're hard at work working on the next updates and we hope you're looking forward to them :)
Bye bye!
Hello everyone, this small patch fixes regressions introduced in the latest update.
Changelog:
Fixed Boss Rush Mode savefile no longer loading
Thank you for your patience, and enjoy!
The final voting for the Create Your Own Creature contest has officially concluded… and wow, it was incredibly close. So close, in fact, that after careful consideration we made a decision we’re very excited about:
Your creativity blew us away, and each of the top entries brought something unique and exciting to the abyss.
Here are the three finalists, expect to meet them in your runs soon!
Please note: Any visualizations, sketches, or artwork submitted for the contest were created by their respective artists or are for illustrative purposes only and will not be used directly in the game. As always, Axel will create the final in-game art from scratch, ensuring everything fits the Decktamer style and world.
Stay tuned! The fully realized creatures are on their way, and we can’t wait for you to tame (or be destroyed by) them. Thank you for your ongoing support and love for Decktamer. This is beyond amazing.
Hello everyone, this small patch fixes regressions introduced in the latest update.
Changelog:
Fixed Endless Mode and Boss Rush Mode savefiles no longer loading
Fixed card preview menu going to the bestiary instead when using a controller
Thank you for your patience, and enjoy!
Here are the patch notes of today's update.
Undo Revamp is here! You can now undo any action (card placement, card retreat, item usage, attack phases…).
Additionally, you can now redo any action you undid. You can also use CTRL+Z to Undo and CTRL+Y to redo (or you can simply use the buttons in the upper left corner!)
Textures have been optimized, leading to smaller game size (5.9 GB -> 3.5 GB) and slightly faster start-up time.
Additionally, the game will now use less VRAM.
Corrupted save files should no longer prevent the game from loading.
Fixed bugs with Deep Weeper's Burden of Life duplicating creatures or leading creatures to disappear.
Fixed bug with scrollbar closing some menus when clicked.
Fixed bug with wild creatures or events changing after a save & exit.
Fixed Claw Swipe sometimes not killing.
Fixed Vengeful sometimes triggering at the wrong time.
Fixed some German translations (Endless Shell and Harmony).
We are hard at work on an upcoming balance patch and we're also working on new creatures (especially the creature contest winners)!
Stay tuned!
The Steam Awards are officially live, and we’ve got even more exciting news to share: Decktamer just crossed 1,000 reviews. This is beyond incredible, and we’re genuinely blown away by your support. 💚
With the Awards now underway, you can nominate Decktamer for any category you feel fits best. If you’d like a suggestion, we humbly propose the “Best Game You Suck At Award”. But truly, we’re grateful for any nomination.
Also, if you’re still completing your Steam Awards Badge tasks, it would mean the world to us if you left a review or updated your existing one. Every bit of feedback shapes our journey deeper into the abyss.
Thank you so, so much. You’re carrying this adventure just as much as we are.
Here’s a new bugfix patch.
Changelog:
Fixed a rare case where Genotoxic could make creatures disappear.
Fixed a crash that occurred when two creatures with the Duelist talent faced each other.
Fixed an issue where saving and ending the turn could cause the game to hang in Endless Mode when a creature had the talents Icebreaker, Ambush Predator, Power Drain, or Crippling Disease.
Fixed the Special Visual Effects setting not working for the talent The World.
Thank you for your support and thank you to all those that send us their save files to identify bugs :)
You asked, we listened ...and we fought the lag beast! ⚔️
The long-awaited optimization patch is here, making Decktamer run smoother than ever, even when the screen is overflowing with flashy abilities and chaotic combos.
This should especially help during those late-Endless runs where your deck basically turns into a light show.
If you still experience stutters or performance drops after this update, please drop by our Discord and share your save file so we can take a closer look (and tame that lag once and for all).
Your feedback helps us make Decktamer the best version of itself. One frame at a time. 💚
Here's the changelog for this small patch:
Fixed Wave 20 not loading in Endless mode if the player had unlocked the secret boss
Fixed move 'Discharge' not resetting on tame
Minor fixes to the German localization
Fixed move 'Hyperimpact' being able to appear as a mutation in early battles
Fixed issue where the boss could sometimes not select any move
Fixed sound playing when starting a battle even if volume was set to 0
Added option to disable full screen special visual effects (Mystic Presence, Inverted World etc.)
So many tamers, so many awesome ideas… let’s put them to the test!
We’re launching our first-ever Decktamer Creature Contest. And YOUR CREATION can shape the future of the game! 🐉⚔️
Every member of our Discord can submit an idea for a brand-new creature to join the Decktamer roster. Once all submissions are in, the community will vote, and the winner’s creature will be fully implemented into the game!
1️⃣ Join our Discord
2️⃣ Create a post in the #creature-contest channel
3️⃣ The Top 3 most upvoted ⬆️ submissions will move to the Final Vote
4️⃣ Final winner will be chosen through a Discord-wide voting round
You must design a wild creature that can appear in regular encounters.
This means no special creatures (ideas similar to the former human or the aberration are not allowed).
It cannot have an evolution (so no starters).
1 CREATURE = 1 POST.
You can submit multiple creatures. In that case, create a post for each.
👉 Make sure to read the contest rules on Discord before submitting your idea! We want to keep it fair, fun, and full of creativity
Good question! And yes, it already came up 😉 The winning creature will be newly drawn from scratch by us to ensure:
✅ Art style consistency
✅ Everyone has a fair shot
✅ It’s the idea that matters!
So please don’t stress your drawing skills! Submit your coolest concept even if it’s a potato with teeth. This contest is all about creativity, not execution.
We cannot wait to see what incredible, chaotic, majestic, horrifying (or downright goofy) creatures you’ll bring into the world of Decktamer.
With so many of you joining from all around the world, we’ve realized just how many languages are represented and are being requested in our community; which is absolutely amazing!
Decktamer’s world keeps growing, but with more than 25,000 words in the game, it’s not exactly easy to cover every language right away.
That’s why we’ve built a community localization pipeline. A way for players, hobby linguists, and passionate fans to create their own translations, test them in-game, and share them with the community.
And if you’re happy with your work being added officially, we’d love to collaborate and add your localization officially into the game — with honourable mentions of course!
How-To: Community Localizations
⚠️ A small heads-up: the localization files include all in-game text — yes, even the spoilery bits from deep in the abyss. 👀 So, if you dive in to translate, tread carefully… and at your own risk!
Oh, and one more cool thing: there’s already a Brazilian-Portuguese localization in the testing phase!
We’re incredibly thankful for such a creative and supportive community. Your help makes Decktamer more accessible, more global, and simply more awesome.
There’s a dedicated channel for community translations, where you can discuss, share, and test your work directly with the community and us. Got a problem with testing your translations? Just drop us a message there.
We can’t wait to see what you come up with. Let’s make the abyss speak every language! 🌐💜
Here’s a small patch with a few tweaks and fixes.
You can now see upcoming rewards during battle by opening the pause menu.
Food icons are now visible in the draw and discard piles.
Fixed Black Hole allowing armor to stack beyond 99 and occasionally making the creature invincible.
Attempted to fix an issue where Silver Beetle could cause cards to disappear from the deck.
Fixed Life Drinker not restoring limited uses when a limited-use move was used to kill an enemy.
Fixed cloned creatures sharing the same Talent ID, which caused talents that trigger once per battle to activate for both the clone and the original.
Fixed an issue where the Undo button could re-enable a move disabled by Impediment.
Thank you again for your support!
First of all — thank you! 🎉
We’ve now passed 40,000 players (and counting!) and we’re absolutely blown away. Your feedback, reviews, and discussions are helping us shape the future of Decktamer, and we couldn’t be more grateful for the support and passion you’ve shown so far.
We’ve prepared a brand-new Roadmap to give you a clear look at what’s coming next! It outlines the key updates we’re working on; all based on your feedback and ideas from the community.
This is just the beginning, we’re committed to keeping the abyss alive and evolving.
Once again, thank you all so much. This release has been beyond incredible for us, and we couldn’t have done it without you.
We are still preparing our roadmap for future content, including a revamp of the difficulty system and better optimization. In the meantime, we have released a new patch to fix several issues.
Tweaked Scout difficulty to grant 2 HP after each battle (1 → 2)
Scout and Venturer difficulties now start you with 2 Medicinal Herbs (1 → 2)
Tweaked Venturer difficulty to grant 1 HP after each battle (0 → 1)
Made small image compression adjustments to slightly reduce game size
Fixed Undying talent corrupting creatures and removing them from the deck after using Undo
Fixed Undying creatures not being tameable after using Undo
Fixed Genotoxic (Silver Beetle) not returning the unevolved creature if the talent was extracted with a syringe
Fixed Genotoxic sometimes duplicating creatures
Fixed Bloom setting not working in boss fights
Fixed controller input getting stuck in the rename popup when not using Steam Big Picture Mode
Fixed XP rewards menu not being clickable with a controller
Fixed End Turn button not appearing unless a card was clicked in Pioneer mode
Fixed boss achievements not working in extra game modes
Fixed Bestiary entries not unlocking in No Taming mode
Removed the 5th boss from Endless mode
Fixed 5th boss sometimes killing its own card with a syringe
Fixed 5th boss’s creature being tameable
Auto and Fast-Auto text settings now work during the strategy phase
Silver Beetle now works on any creature that can evolve
Fixed Scourge move missing a description in German
Fixed Reinforced Syringe description saying “Danger Level 4” instead of 3 in German
Fixed Protection effect description being incorrect in German
We are listening to your feedback and will continue improving the game. Stay tuned for more updates, and thank you for your support!
Here are the patch notes for the latest update:
Balancing:
The "Resurrection" event now fully heals revived creatures, bringing it more in line with other events.
Retreating the last card in your deck is no longer allowed (this change aims to prevent exploits such as an infinite loop with "Sneaky" + "Ambusher" or cycling with "Nap").
The "Timid" curse should now appear less frequently.
Increased the number of Undos in Normal Difficulty from 2 to 4. This should make Normal slightly more accessible. More adjustments to difficulty are planned!
Bug Fixes:
Fixed the "Deathless Dive" achievement, which was incorrectly considering released creatures to be dead.
Fixed the "Duelist" and "Harmony" talents not interacting correctly with speed mutations.
Fixed a bug where giving mutated food to a boss caused it to gain a mutation.
Fixed the "Perfect Specimen" achievement, which was mistakenly counting individual stat mutations as contributions to the achievement, making it easier to obtain than intended.
Fixed the "Egg" item giving creatures it shouldn't have been able to (e.g., Silver Beetle).
Miscellaneous:
Moved the credits to the end of the game. They used to play after beating the first boss, which could be jarring. They will now play after beating the final boss.
As always, thank you for your support! There is more to come.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Decktamer, 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 Decktamer 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.
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