Store data
- Store status
- Coming soon
- Scheduled release
- 27 October 2026
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 27 October 2026
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Version 0.59.0 BETA — and everything since 0.58.2. Three shifts have been filed since the last post — eight new things and 69 fixes. The biggest is the lore book. It is rebuilt as a short book, What the Dead Carried, nine chapters long, and 34 of its paragraphs are missing when you start. They come back as you play, each at the moment it happens — your first night, a boss's first fall, a Friend joining you, the ghost monkeys' chain, a note found in a pocket. Every note you had already found is still there. The graveyard itself was repainted as one place. The backdrops behind the menus, the week-4 yard and the crossing into week 4 now show the same house, the same fence and the same stones and trees, and the two final bosses walk in through paintings of their own. Underneath it all is a long pass on controllers and the Steam Deck, and a fix for older graphics cards that ran out of memo...
Read full update on Steam ↗Version 0.58.2 BETA — and everything since 0.54.0. Thirteen shifts have been filed since the last post — sixteen new things and more than a hundred fixes. The biggest is fire. Burn was the weakest of the three rots, and now it is the one to fear. Every turn a Burn burns it can crit — a FLARE — and the chance climbs from 25% on its first turn to every turn by its fourth. Poison or Bleed on the same creature make the crit bigger, a second Burn keeps the fire going longer, and the fire cards burn twice as hot as they did. The rest is the fine print. The Ledger has a third page of seven debts and seven boons, and three sliders that trade a harder night for a bigger score. Every debt, boon and talent was checked against every other one, and about 190 card faces were rewritten so each says exactly what it does. When a rule stops a card from working, a pop-up explains it and hands the card b...
Read full update on Steam ↗Version 0.54.0 BETA — and everything since 0.47.0. Eight shifts have been filed since the last post — thirty-one new things and more than a hundred and fifty fixes. Most of them change how the night looks and sounds. One hundred and seventy new sounds arrived in one go, so every creature has its own attack and its own death and every boss its own farewell. A hundred creatures were redrawn in cleaner, sharper art, at the same size and in the same place. Every school's cards wear a carved frame of their own, the ranks add bronze, silver and Mastered steel, and Legendaries grow a crown as they climb. The shop, the Morgue and the window behind Aldric are painted, and the window has nine nights of its own. The rest is about reading the game. Hover a card and coloured tags stack above it like stairs, its school first and then what it does. The Book of Tutorials covers the whole game now, th...
Read full update on Steam ↗Version 0.47.0 BETA — and everything since 0.44.1. Six shifts have been filed since the last post: twenty new things and fifty-two fixes. The biggest of them is the thing that used to happen between nights. The old event screen was a plain plate with a few oddly worded choices and rewards nobody remembered. It is gone. Once a week now, at random, somebody knocks. Twenty visitors, each painted into their own scene of the morgue, and every one of them puts three doors in front of you. No two choices in the whole game do the same thing. The second thing is how the game looks when a card is cast. More than fifty cards wear hand-drawn animations now, every rank drawn on its own, from Final Cut's round trip to the Slime King the Primordial Ooze grows into. The Sage's Study is a painted room. The title screen is a new painting. And the Weekly Shift finally pays into the Ledger instead of onl...
Read full update on Steam ↗Version 0.44.1 BETA — and everything since 0.41.0. Ten shifts have been filed since the last post: twenty-four new things and a hundred and forty-one fixes. Most of that is the game finally looking like one place instead of a drawn approximation of one. Every scene stands on a painted backdrop now — the morgue, the intake and tally screens, the weekend, the Masters' Tree, both week-four yards and all eight beats of the crossing. The game still paints its own moon, its people and its whole interface over the top, every frame. The rest is about honesty. A card used to print one number and then deal a different one once Deathblow, Vulnerable, Unpaid Debt or THE COLD ROOM got involved, and you were left doing the arithmetic in your head mid-fight. It does not do that any more. Hover a card and the body's health bar shows you the exact bite it would take, with a skull on the bar when the b...
Read full update on Steam ↗Version 0.41.0 BETA — and everything since 0.38.1.Eleven days, twenty-three builds, 62 new things and 188 fixes, most of them from the notes you sent through the ! BUG button. The big one is a new way to play the month: every Monday the yard posts one contract for everyone, and a board to go with it. Under it, the intake got smaller and sharper, the leaderboard learned to show what a run was actually made of, the Ledger's debts stopped biting for a lifetime, and a long list of things that used to hang, lie or vanish now don't.NewTHE WEEKLY SHIFT — every Monday, one contract for the whole world: one debt carried all month, two boons lent by the house, one seed. It's the full month, all twenty-two nights, on the house profile — no Morgue, no talents, no Ledger but those two boons, every card in the pool — so the board measures the player and nothing else. Play it as often as you like in...
Read full update on Steam ↗Version 0.38.1 BETA — and everything since 0.36.0 Two things changed since the last post, and they pull against each other on purpose. The run got a shape: five nights a week, Monday to Friday, a boss on Friday, and a weekend the week's score pays for. And the dead got smarter about it. They resist what you throw. They bring a healer. They stand in a line and make you choose who dies first. A month is fifteen nights before the moon now — a third shorter than it was — and every one of them knows what day it is. New THE WORKING WEEK — five nights, Monday to Friday, with the week's boss walking in on Friday. Wednesday's fight earns a small stall of brews and thread on the way home; the full market waits for the weekend. The invasion keeps its seven nights and loses the weekend — but the stall still opens, even at the end of the world. THE WEEKEND DELIVERY — fell Friday's boss and the wee...
Read full update on Steam ↗What the Night Hands You Version 0.36.0 BETA — and everything since 0.34.6 A deckbuilder is only as good as the moment it offers you a card. That moment was broken here for a long time, and this update is mostly about fixing it. A Rare used to turn up in HALF of all offers. It was 1.42× rarer than a Common — the entire ladder, Common to Legendary, spanned barely three times. Rarity was a word on a card, not a thing that happened to you. It is a real ladder now, the card faces finally say which rung you are looking at, and the roster you meet on the early nights has been rebuilt around it. New RARITY MEANS SOMETHING AGAIN — the whole ladder was re-solved and 31 cards were re-tiered. A Common turns up in most offers; a Rare is roughly one offer in four; a Legendary is the event it was always supposed to be. Every number here was measured through the game's own offer door across 24,000 d...
Read full update on Steam ↗The house always wins. Now you can see it happen. Graveyard Shift's gambling cards have always rolled real dice under the hood — you just had no way to watch them. This update hands you the numbers. NEW ROLL CARDS THROW A DIE YOU CAN READ — Grave Gambit, Chaos Blade, Chain Reaction and Death's Jackpot each land an obsidian twenty-sider showing the number they actually rolled, with the card's range printed beneath it. A wide gamble finally tells you how it went. NO FACE LIES — the die is numbered from the card's own range, so a card that rolls 4–12 never shows a face reading 20. The number you read is the number the fight used. THE CHAOS CARDS SPEAK — Loaded Dice, House Money and The House Always Wins each announce what they armed the moment you cast them, and the badge for that effect flares the instant it pays. The essence you spend is never silent again. LOADED DICE NAMES WHAT IT SA...
Read full update on Steam ↗Every family gets an engine. Twelve new cards, one signature engine for each family, so a run finally has something to build toward instead of just a pile of good cards. NEW WISDOM HOLDS ITS HAND — Study, The Long Shift, Memorized Procedure and Total Recall all pay you for cards kept ON HOLD between turns. Held cards grow stronger the longer you keep them, and they remember what they grew. CHAOS PLAYS THE JACKPOT — Loaded Dice, House Money, Streak and The House Always Wins turn every roll you make into a payout. Loaded Dice rolls twice and keeps the better; The House makes every rolled outcome happen twice. VENGEANCE KEEPS A GRUDGE — Grudge Ledger and Unpaid Debt bill the creature for exactly what it took from you. Every hit you take is itemised and returned with interest. THE VEIL CASCADES — Veil Cascade and The Tear Widens reward stacking Veil casts inside a single turn. Rush the Ve...
Read full update on Steam ↗Rot is a build now. Poison, Bleed and Burn stopped being chip damage and became something you construct a run around — and the creatures that shrug off blades finally have an answer. NEW VIRULENCE — a new Plague rare. For one essence, every Poison, Bleed and Burn already on the creature SWELLS by 25% / 50% / 75% up its ranks. The first true payoff card for affliction builds. ANCIENTS ARE A PUZZLE, NOT A WALL — old bones still blunt your cards, taking half damage from direct hits, but Poison, Bleed and Burn eat them at full strength. Bring rot, not blades. VOLATILE FUEL FEEDS THE FIRE — on top of its damage ladder, any burn already eating the creature is stoked by 1.5x / 2x / 2.5x. Light them up, then pour. IGNITE'S RANKS MULTIPLY THE FLAME — rank 1 is a pure fire strike, rank 2 doubles the burn, rank 3 triples it. CARDS LEARNED TO TEACH — recurring rules became KEYWORDS. Hyper Heal, B...
Read full update on Steam ↗The shift gets a permanent record. Achievements are live, the combo ledger grows, mastering your cards finally pays, and the shop becomes something you actually look forward to. NEW STEAM ACHIEVEMENTS — 30 of them, each with its own hand-made icon: boss kills, night milestones, combo feats and the quiet horrors nobody should manage on their first run. TWELVE NEW COMBOS — the ledger grows to 67. Reclaim all four cards the Coroner stole (THE COLLECTOR), fell a week boss without dropping below half HP, and more. MASTERY MILESTONES — mastering cards pays now. 3/6/10/15/20 MASTER cards drop 8/12/18/25/40 essence straight into the morgue bank, once each. BUILD YOUR DECK, NOT THE RNG'S — night rewards set a wider table early: pick from five through night 3, four through night 6, three after. HYPER HEAL — a new lingering effect. A healing spirit waits beside you and DOUBLES your next heal. Es...
Read full update on Steam ↗Steam currently lists 27 Oct 2026 as the release date.
Version 0.59.0 BETA — and everything since 0.58.2. Three shifts have been filed since the last post — eight new things and 69 fixes. The biggest is the lore book. It is rebuilt as a short book, What the Dead Carried,…
Version 0.58.2 BETA — and everything since 0.54.0. Thirteen shifts have been filed since the last post — sixteen new things and more than a hundred fixes. The biggest is fire. Burn was the weakest of the three rots, a…
Version 0.54.0 BETA — and everything since 0.47.0. Eight shifts have been filed since the last post — thirty-one new things and more than a hundred and fifty fixes. Most of them change how the night looks and sounds.…
Version 0.47.0 BETA — and everything since 0.44.1. Six shifts have been filed since the last post: twenty new things and fifty-two fixes. The biggest of them is the thing that used to happen between nights. The old ev…
Version 0.44.1 BETA — and everything since 0.41.0. Ten shifts have been filed since the last post: twenty-four new things and a hundred and forty-one fixes. Most of that is the game finally looking like one place inst…