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  <title>Ideas for Hellcard</title>
  <subtitle>Ideas for Hellcard as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://feedback.hellcardgame.com"/>
  <id>pr_k1nb5tyt0v3urk3</id>
  <updated>2024-03-12T20:07:44Z</updated>
  <entry>
    <title>Crossplay between consoles and PC</title>
    <link href="https://feedback.hellcardgame.com/suggestions/677827/crossplay-between-consoles-and-pc"/>
    <id>sug_dihvlqu1tfkb4e0</id>
    <published>2025-11-16T16:40:52Z</published>
    <updated>2025-11-20T11:14:18Z</updated>
    <content type="text/plain">This is almost a necessity on the NS.</content>
  </entry>
  <entry>
    <title>Free drafting/Sandbox</title>
    <link href="https://feedback.hellcardgame.com/suggestions/661060/free-draftingsandbox"/>
    <id>sug_emgo9y18akui3vc</id>
    <published>2025-08-18T14:13:43Z</published>
    <updated>2025-08-25T07:12:28Z</updated>
    <content type="text/plain">I would like to try some builds and have fun but there is no way to freely build your deck. The "draft mode" with box of chocolate limits you to a selection of start cards.&#13;
&#13;
So add a sandbox mode with multiplayer support where you can freely build your deck, test builds and have fun. Of course without achevements etc.</content>
  </entry>
  <entry>
    <title>Zoom on cards</title>
    <link href="https://feedback.hellcardgame.com/suggestions/660969/zoom-on-cards"/>
    <id>sug_5ebjpzlkxyckkgi</id>
    <published>2025-08-17T21:10:07Z</published>
    <updated>2025-08-18T07:58:23Z</updated>
    <content type="text/plain">Add an option to make the cards bigger in the almanac or deck to improve readability</content>
  </entry>
  <entry>
    <title>Restart Level Button for single player</title>
    <link href="https://feedback.hellcardgame.com/suggestions/657976/restart-level-button-for-single-player"/>
    <id>sug_hioalgwbdltnzkj</id>
    <published>2025-07-31T17:32:23Z</published>
    <updated>2025-08-04T06:04:50Z</updated>
    <content type="text/plain">A whole run can get ruined because of a misclick or similar.&#13;
Once a level is finished (whether won or lost), there should be an option to replay it.</content>
  </entry>
  <entry>
    <title>Make a way to go back to Choose up to 1 action every location screen</title>
    <link href="https://feedback.hellcardgame.com/suggestions/657871/make-a-way-to-go-back-to-choose-up-to-1-action-every-location-screen"/>
    <id>sug_aiv9m3cfdw1xb1r</id>
    <published>2025-07-31T07:01:59Z</published>
    <updated>2025-08-04T06:04:53Z</updated>
    <content type="text/plain">There should be a way to go from the "Choose a Destination" screen back to the "Choose up to 1 action in every Location" Screen.&#13;
If someone accidentally clicks Go Down, either by accident, or via the emote wheel causing you to accidentally click it, there is currently no way to return and use your choices.</content>
  </entry>
  <entry>
    <title>Create an auto-unlock all capability (in settings or some hidden mechanism)</title>
    <link href="https://feedback.hellcardgame.com/suggestions/613853/create-an-autounlock-all-capability-in-settings-or-some-hidden-mechanism"/>
    <id>sug_dbw9cgako8b9ej1</id>
    <published>2025-02-10T23:32:17Z</published>
    <updated>2025-02-19T15:30:29Z</updated>
    <content type="text/plain">There are a lot of hardcore strategy gamers playing this genre that want to go straight to max difficulty. It’s pretty unrealistic to expect them to grind through the lower difficulties.  &#13;
&#13;
Playing through the first run was pretty painful for me, and I don’t really feel motivated to grind through a bunch more runs to get to a difficulty where there are interesting decisions. &#13;
&#13;
I like how Balatro did this, where there is a setting hidden somewhere to unlock everything. This makes it easy to do, and very importantly, you can do it if you change systems (like console). But at a minimum, if there is some backend way to do it through a save file or modifying some config or something, that would be great.</content>
  </entry>
  <entry>
    <title>Remove Gargoyle Softlock</title>
    <link href="https://feedback.hellcardgame.com/suggestions/611993/remove-gargoyle-softlock"/>
    <id>sug_bzegt7leu8dij3l</id>
    <published>2025-02-02T22:16:36Z</published>
    <updated>2025-02-06T11:02:05Z</updated>
    <content type="text/plain">The addition of gargoyles greatly increased the potential to soft lock the player. Because they always heal to the same number, if your largest damage card can't bring them down to very low health, and you can only play 3-4 attacks a turn, it can be possible to consistently turn them to stone, never take damage, yet not be able to even come close to killing. It just happened to me with a bomb deck on floor 8. Only scorpions come close in soft lock ability, but as long as you can do &gt;5 in a single attack, you're good. Gargoyles almost require a 12+ damage card&#13;
&#13;
I think most elegant solution is to drop: the turn to stone threshold OR how much they heal, by one every time they turn to stone. This would allow them to stone-ify often enough that this change would only impact soft-lock states</content>
  </entry>
  <entry>
    <title>[Quality of Life] Character List/Screen/Creation outside Lobbies</title>
    <link href="https://feedback.hellcardgame.com/suggestions/611707/quality-of-life-character-listscreencreation-outside-lobbies"/>
    <id>sug_6lma6tb45oixbb2</id>
    <published>2025-02-01T10:20:27Z</published>
    <updated>2025-02-06T11:02:05Z</updated>
    <content type="text/plain">Adding to this suggestion: https://feedback.hellcardgame.com/suggestions/541212/quality-of-life-whole-character-presets&#13;
&#13;
I would recommend another menu point to create characters/save or create presets.&#13;
&#13;
So the player can create and tinker with classes or create them beforehand so he doesn't have to stress about making the character, when he isn't sure what to play yet. Especially if the lobby wants to start playing fast.&#13;
&#13;
It also lessens the number of clicks needed to create/decide for a character or change from the default one that is created in the lobby if you don't have any characters saved.</content>
  </entry>
  <entry>
    <title>Add mechanic for player to chose whether or not to use optional resources</title>
    <link href="https://feedback.hellcardgame.com/suggestions/609353/add-mechanic-for-player-to-chose-whether-or-not-to-use-optional-resources"/>
    <id>sug_razb1asp4b8rko5</id>
    <published>2025-01-22T20:02:40Z</published>
    <updated>2025-01-26T08:33:47Z</updated>
    <content type="text/plain">Some classes like the Tinkerer cards say something like "you may use XXX resource to (enhance the effect of the card)". This always confused me because I thought I'd be able to choose whether or not it happens. It seems like the game decides for you so that if you have the resources to spend, they are always used. I think it's be a good idea to implement this optional mechanic or to reword the cards to be clearer.</content>
  </entry>
  <entry>
    <title>Make Endless Ranked more solo friendly</title>
    <link href="https://feedback.hellcardgame.com/suggestions/608294/make-endless-ranked-more-solo-friendly"/>
    <id>sug_rf7chujocpdukuk</id>
    <published>2025-01-21T02:25:46Z</published>
    <updated>2025-01-26T08:33:47Z</updated>
    <content type="text/plain">Currently the only way to be competitive in endless ranked is with at least 1 other person. I am stuck on the Antipope fight on level 36 solo because I'm limited to 4 cards while a team of 3 gets to play 10. In my opinion there is no reason why a solo player shouldn't get to use 10 cards as well (team limit should be 10). It makes fighting the antipope virtually impossible solo.</content>
  </entry>
  <entry>
    <title>Modify the Antipope's ability to scale with more players</title>
    <link href="https://feedback.hellcardgame.com/suggestions/604767/modify-the-antipopes-ability-to-scale-with-more-players"/>
    <id>sug_j7yob6x0yvgg2iz</id>
    <published>2025-01-07T00:29:11Z</published>
    <updated>2025-01-07T12:46:01Z</updated>
    <content type="text/plain">Hello developers,&#13;
&#13;
I and my friend both have 400+ hours in Hellcard, and we adore this game. We like to play endless mode more often than not, but we always run in to the same struggle. Past the second pair of bosses, (past floor 24) the Antipope's "seven card limit" is nigh unbeatable even with a massively broken deck.&#13;
&#13;
The boss ability is a good challenge for players, especially those goings for high-torment standard runs, but with seven cards dispersed across two or three people COMBINED with the Cook's meat ability and/or the Archdemon's one-card-per-player, it's just not fun as the challenge is impossible. My suggestion would be to maybe increase the default seven by one/two per player, as neither I nor my friend are able to beat him AND another boss combined on endless.&#13;
&#13;
Thanks for you considerations,&#13;
quarter</content>
  </entry>
  <entry>
    <title>In deck view, show upgrades with a right click</title>
    <link href="https://feedback.hellcardgame.com/suggestions/603890/in-deck-view-show-upgrades-with-a-right-click"/>
    <id>sug_c0nzw46rcovlcew</id>
    <published>2025-01-02T11:51:03Z</published>
    <updated>2025-01-03T10:48:04Z</updated>
    <content type="text/plain">The mouse button to show the upgrades is inconsistent across the menus. &#13;
Deck view: left click&#13;
Almanac: both clicks work&#13;
In card reward selection: right click&#13;
&#13;
In deck view, I really expected the right click to work.</content>
  </entry>
  <entry>
    <title>Targetting on close proximity (flying) units</title>
    <link href="https://feedback.hellcardgame.com/suggestions/598624/targetting-on-close-proximity-flying-units"/>
    <id>sug_wbtjj9mse0iyxzv</id>
    <published>2024-12-09T17:20:47Z</published>
    <updated>2024-12-30T11:02:25Z</updated>
    <content type="text/plain">Below I have linked a youtube video I uploaded to demonstrate exactly what prompted me to post this. It is most severely experienced when a smaller unit is behind a larger flying unit, their hitbox shifts up and down blocking the smaller unit about half of the time. This is much less severe when units are very close together vertically and there is a size discrepancy, but moving the camera is almost always enough to make it a non-issue. Regardless, either in unit positioning mechanics or via a user interface addition, it would improve smoothness and consistency of gameplay to not have the units overlap like that, have a slightly larger hitbox extending more into areas that do not have other units or a menu to select between multiple stacked units.&#13;
&#13;
I'm not sure what the best solution would be, however I have incorrect selected enemy units quite a few times due to this. Thanks!&#13;
&#13;
https://www.youtube.com/watch?v=8W6GS4QgYFg</content>
  </entry>
  <entry>
    <title>See next floors in the "Choose up to 1 action in every location"</title>
    <link href="https://feedback.hellcardgame.com/suggestions/593145/see-next-floors-in-the-choose-up-to-1-action-in-every-location"/>
    <id>sug_wnlxkp20f7tto8s</id>
    <published>2024-11-12T06:44:21Z</published>
    <updated>2024-11-18T11:53:53Z</updated>
    <content type="text/plain">Allow us to see the whole map when we're in the "Choose up to 1 action in every location" screen&#13;
&#13;
It would be beneficial for the players to be able to see the next floors so they can make decisions based on what they'll encounter in the future&#13;
&#13;
ie.&#13;
I wouldn't use Sage's Undergo Exorcism in floor 5, if I knew I could get another sage in floor 6&#13;
&#13;
I understand you can see the next floors when you're in the Location Selection screen, but It would be nice if i can press a button to see the next floors&#13;
&#13;
Thank you!</content>
  </entry>
  <entry>
    <title>Add cards/mechanics that adjust player locations / wedge sizes</title>
    <link href="https://feedback.hellcardgame.com/suggestions/586107/add-cardsmechanics-that-adjust-player-locations-wedge-sizes"/>
    <id>sug_e3moqh8xdg2lwwl</id>
    <published>2024-10-06T10:26:51Z</published>
    <updated>2024-10-07T11:50:13Z</updated>
    <content type="text/plain">Currently, the battlefield is always divided into 3 equal-sized wedges. It'd be neat for tanky classes to have abilities that increases the size of their section / decreases the size of other players' sections. Similarly, squishy classes could have cards that shrink their region and increase the size of their allies. There could also be cards that swap player locations. In any of these cases, if the wedge size changes, it could be either "choose one ally" or "equally to/from all allies"</content>
  </entry>
  <entry>
    <title>New locations to "Craft" cards by merging two cards</title>
    <link href="https://feedback.hellcardgame.com/suggestions/586102/new-locations-to-craft-cards-by-merging-two-cards"/>
    <id>sug_nlqgkd3vz0jondo</id>
    <published>2024-10-06T10:00:23Z</published>
    <updated>2024-10-07T11:50:13Z</updated>
    <content type="text/plain">Many of the reward locations are related to gaining/upgrading/removing cards. Deep in an Endless run, everything except gain artifacts and healing stop being useful, which is a shame, because the rewards are what make runs fun.&#13;
&#13;
In my last endless run, I had 14 gems at one point because none of the options in the store were worth doing anymore.&#13;
&#13;
A new location that let you merge two cards and keep both effects with combined costs would be pretty neat... craft a really customized deck. Upgrades could effect either side of the card. And with the introduction of this sort of card crafting, you could also have locations that reduced the cost of a card (crafted cards only) in exchange for some other effect (swap 1 mana for 1hp, or cause some sort of negative effect when you use in exchange for a reduced cost).&#13;
&#13;
Combined with the suggestion about trading cards between players (https://feedback.hellcardgame.com/suggestions/539422/), that would add an incredible amount of deck/run variety!</content>
  </entry>
  <entry>
    <title>Add card "inscriptions" to give better deck variety through RNG affixes</title>
    <link href="https://feedback.hellcardgame.com/suggestions/586101/add-card-inscriptions-to-give-better-deck-variety-through-rng-affixes"/>
    <id>sug_khcfrkbe7pzfa6a</id>
    <published>2024-10-06T09:49:38Z</published>
    <updated>2024-10-07T11:50:13Z</updated>
    <content type="text/plain">The game Midnight Suns has a system where you can add a single random bonus effect to a card, pooled from a list of possibilities narrowed some by the specific card. So, you might end up adding a small amount of healing/block to another card, or increasing an attack's damage slightly, etc., as a tertiary/secondary effect for playing the card. This sort of thing also let you overcome shortcomings on cards that are otherwise not worth having late game.&#13;
&#13;
If you're doing an Endless run of Hellcard, after a while, there's not much reason to add/remove/upgrade cards in your deck anymore. Having a system where you can gamble to get "inscriptions" added to your cards would increase card variety dramatically and give you reasons to keep modifying your deck, since the actual potential list of cards would skyrocket.&#13;
&#13;
If you could only add a "inscription" effect to a card once, then that opens the possibility of locations that add inscriptions, change inscriptions, let you choose inscriptions, etc</content>
  </entry>
  <entry>
    <title>Adjust torments of level-1 character in lobby without creating new character</title>
    <link href="https://feedback.hellcardgame.com/suggestions/586099/adjust-torments-of-level1-character-in-lobby-without-creating-new-character"/>
    <id>sug_gvcejrqexqiyhg7</id>
    <published>2024-10-06T09:40:41Z</published>
    <updated>2024-10-07T11:50:13Z</updated>
    <content type="text/plain">It can be easy to forget to set torments, and as a result, end up not having a character with the right torment level for the game lobby. This can be really annoying if you have a starter artifact that lets you draft cards, since that can take a while to draft your deck, and then you realize you have to do the whole thing over because your torment level didn't match the lobby. Being able to add/remove torments on the fly as long as it was an unplayed character would be very nice.</content>
  </entry>
  <entry>
    <title>Show "adjusted" store costs and exclusivity effects from torments</title>
    <link href="https://feedback.hellcardgame.com/suggestions/586098/show-adjusted-store-costs-and-exclusivity-effects-from-torments"/>
    <id>sug_fxmtu4mw98zkbfv</id>
    <published>2024-10-06T09:37:42Z</published>
    <updated>2024-10-07T11:50:13Z</updated>
    <content type="text/plain">If you have something that lets you spend HP to take rewards you can't afford, it can be really easy to click on a 3+ gem cost reward and nuke your HP without realizing it.&#13;
&#13;
If you can't pay the gem cost, it should show the gem cost in grey and your HP cost in a red blood drop (like cards do). This would prevent tanking a run because you didn't have a confirmation before spending HP.&#13;
&#13;
Additionally, if you have a floor modifier or torment that limits how many choices you get at the rewards screen, it can be extremely easy to forget that you only can choose from one column, etc. Or really easy to miss that the same choice is available at different costs in different locations. Surfacing this kind of information would be extremely useful!</content>
  </entry>
  <entry>
    <title>Bruja needs more card/artifact variety</title>
    <link href="https://feedback.hellcardgame.com/suggestions/586096/bruja-needs-more-cardartifact-variety"/>
    <id>sug_g1exeezea9h547b</id>
    <published>2024-10-06T09:27:29Z</published>
    <updated>2024-10-07T11:50:13Z</updated>
    <content type="text/plain">Bruja needs more keyword effects (besides Reckoning &amp; HP loss). The Reckoning-Nuke style build makes most non-Reckoning-related cards mediocre in a mid-to-late game build.&#13;
&#13;
Some are interesting enough early on (like reducing Reckoning instead of gaining Grace) or cards that do increased damage if you kill a monster, but these don't scale to late game and/or don't have late-game equivalents. Hollow Blade is neat, but useless by the time monsters generally have &gt;= 10 health. Sure, increasing damage if you lost HP is cool, but +2 damage (etc) is negligable compared to easily getting +25/30 via Reckoning-scaling cards.&#13;
&#13;
Starter artifacts need more variety and have really odd costs. Chirograph is AMAZING and yet it's only 1 gem. Veteran Pin is so-so and costs 3. Chocolate Box is great, but too expensive when Chirograph and Suturing Needle cost 1. Finger Guillotine is great but the cost feels right, unlike the others mentioned. Dreamcatcher doesn't include block lost. It gets stagnant.</content>
  </entry>
  <entry>
    <title>Explanation of rules</title>
    <link href="https://feedback.hellcardgame.com/suggestions/585385/explanation-of-rules"/>
    <id>sug_guifrpcdq4i9lkl</id>
    <published>2024-10-02T09:31:26Z</published>
    <updated>2024-10-02T10:32:01Z</updated>
    <content type="text/plain">The rules of a round are explained in tutorial, but there is no explanation of card shuffling etc. Are the discarded cards put to the bottom of the deck ? Are the cards shuffled at each round? Etc.&#13;
&#13;
It would be nice to have tutorial + full rules somewhere accessible.</content>
  </entry>
  <entry>
    <title>Log of actions that happened.</title>
    <link href="https://feedback.hellcardgame.com/suggestions/585383/log-of-actions-that-happened"/>
    <id>sug_roxksdxdy8cxys0</id>
    <published>2024-10-02T09:26:20Z</published>
    <updated>2024-10-02T10:32:01Z</updated>
    <content type="text/plain">It is sometimes frustrating when a lot of things happen and if we looked at somewhere else for a small amount of time then we cannot see it anymore.&#13;
&#13;
This includes:&#13;
- card played&#13;
- damage / heal / block done&#13;
- cards deleted / added / traded by other players or bot&#13;
etc.</content>
  </entry>
  <entry>
    <title>Add pile of exhausted card.</title>
    <link href="https://feedback.hellcardgame.com/suggestions/585382/add-pile-of-exhausted-card"/>
    <id>sug_bhsia6b63t8wl7r</id>
    <published>2024-10-02T09:24:25Z</published>
    <updated>2024-10-02T10:32:01Z</updated>
    <content type="text/plain">There is already draw pile and discard pile. It would be useful to also have exhausted card pile.</content>
  </entry>
  <entry>
    <title>Add Inflict Burn/Poison</title>
    <link href="https://feedback.hellcardgame.com/suggestions/584214/add-inflict-burnpoison"/>
    <id>sug_y9m9v2enddxblco</id>
    <published>2024-09-27T20:11:33Z</published>
    <updated>2024-09-30T06:47:50Z</updated>
    <content type="text/plain">Just like the monsters can freeze, burn, and poison us, why can we only freeze the monsters? Let's even things up and be able to burn them back!</content>
  </entry>
  <entry>
    <title>Differentiate Upgrade and Transform</title>
    <link href="https://feedback.hellcardgame.com/suggestions/584211/differentiate-upgrade-and-transform"/>
    <id>sug_ay9ami135zssabt</id>
    <published>2024-09-27T20:06:12Z</published>
    <updated>2024-09-30T06:47:50Z</updated>
    <content type="text/plain">Upgrading a card would enhance the effect (Similar to how some cards upgrade now, think deal 1 damage -&gt; Deal 2 damage). Transforming the card would provide an entirely new effect.&#13;
&#13;
I think this would be beneficial for two reasons:&#13;
Cards can scale better into endless mode.&#13;
Cards that are currently considered weak could be enhanced to be viable in a build.</content>
  </entry>
  <entry>
    <title>Additional Artifacts for Subclasses</title>
    <link href="https://feedback.hellcardgame.com/suggestions/580279/additional-artifacts-for-subclasses"/>
    <id>sug_kdwzbkwzxaihn2r</id>
    <published>2024-09-09T10:03:04Z</published>
    <updated>2024-09-10T07:13:24Z</updated>
    <content type="text/plain">Now that more cards have been added to increase the variety of the various classes, they also need supporting artifacts for those other builds (and some other overlooked builds) so they aren't so overshadowed by the main builds which have strong synergy artifacts already.&#13;
&#13;
Specifically Quarrels, Ji, Books and Traps need an artifact or two, to match the artifacts that support Swords, Bolts, Runes and Arrows etc.&#13;
Probably don't need a "double damage" equivalent for these, give them something else to keep their unique feel.&#13;
&#13;
For example, and artifact that gives Ji a % chance to reduce their mana cost by 1 when drawn, or one that draws a card after playing 3 Ji in a turn. There could be an artifact that draws you a card whenever you discard a quarrel, or one that makes quarrels hit additional target(s?) within the cone. Could have an artifact which refunds a mana when you study a book, or gives you an additional mana on your turn if you have 2 more more books in hand.&#13;
Just some suggestions</content>
  </entry>
  <entry>
    <title>More Torments</title>
    <link href="https://feedback.hellcardgame.com/suggestions/579705/more-torments"/>
    <id>sug_trtkufuyqorj9qr</id>
    <published>2024-09-06T09:36:24Z</published>
    <updated>2024-09-08T12:45:08Z</updated>
    <content type="text/plain">We need more Torment options. Perhaps they could be only unlocked after Torment 20 or something if you want to maintain the current difficulty curve, but after Torment 20 we need more interesting difficulty options. (Personally our group finds endless easy and more boring than standard runs) but we'll run out of standard runs to do pretty soon unless more torments are added.&#13;
&#13;
Some really easy ones to add could be just a +1/+2/+X version of things like Blighted, Anemic, Sickly, etc. I've got plenty more ideas that could work for additional torments too, like reducing the starting number of gems (including to spend on starter artifacts), Maximum 1 legendary card in your deck, limit the number of cards you can play in a turn (like the Antipope, but a personal effect rather than across your whole team), reduce healing you receive by an amount or %, reduce block you give/receive by an amount or %, reduce the damage you deal by an amount or %, etc&#13;
I've got more ideas but I'll leave it there</content>
  </entry>
  <entry>
    <title>Tinkerer Starting Resources</title>
    <link href="https://feedback.hellcardgame.com/suggestions/579364/tinkerer-starting-resources"/>
    <id>sug_wifurzdhfyiilpi</id>
    <published>2024-09-04T17:26:29Z</published>
    <updated>2024-09-05T07:02:46Z</updated>
    <content type="text/plain">One of the biggest (if not THE biggest) complaints about Tinkerer is that their start is slow. And by the time they've got things going the round is basically over. I suggest giving the tinkerer start resources. Like...5 screws and 2 cores or something. I don't know what would be a good balance. It just takes too long to get resources and then have to wait till after the monsters' turn to finally see him in action.</content>
  </entry>
  <entry>
    <title>Level mechanics for multiplayer</title>
    <link href="https://feedback.hellcardgame.com/suggestions/578800/level-mechanics-for-multiplayer"/>
    <id>sug_lzs8hchu87msuee</id>
    <published>2024-09-01T11:23:50Z</published>
    <updated>2024-09-03T11:43:50Z</updated>
    <content type="text/plain">Levels with mechanics such as the "play 3 non-attack cards to be able to play attack cards" should have their value reduced if a player dies. I had a game where my 2 teammates died and I could then not do anything as I needed to spend all my mana on non-attacks</content>
  </entry>
  <entry>
    <title>Search by card description</title>
    <link href="https://feedback.hellcardgame.com/suggestions/578400/search-by-card-description"/>
    <id>sug_fa7mk2dkhracrjn</id>
    <published>2024-08-29T23:47:48Z</published>
    <updated>2024-08-30T09:45:34Z</updated>
    <content type="text/plain">Searching by name was added, but typing in "Stamina" should show all cards with the text stamina on it, for example.</content>
  </entry>
  <entry>
    <title>Rotten Artifact Return damage</title>
    <link href="https://feedback.hellcardgame.com/suggestions/578206/rotten-artifact-return-damage"/>
    <id>sug_hwmieiesulem9ci</id>
    <published>2024-08-29T05:53:32Z</published>
    <updated>2024-08-29T12:00:04Z</updated>
    <content type="text/plain">Artifacts such as Bottle of Miasma and Bow Tie should NOT cause rot retaliation as it can lead to dying very quickly due to retaliation.&#13;
Such an interaction should make sure rot monsters are always killed or not hit them at all.</content>
  </entry>
  <entry>
    <title>Add Ukrainian Language</title>
    <link href="https://feedback.hellcardgame.com/suggestions/578177/add-ukrainian-language"/>
    <id>sug_hm42hvpwkcstmtx</id>
    <published>2024-08-28T23:39:40Z</published>
    <updated>2024-08-29T12:00:04Z</updated>
    <content type="text/plain">Hi, I love the game and would like to play with my wife, though she only speaks Ukrainian, not Russian, for political reasons. Could you add the language to the game?</content>
  </entry>
  <entry>
    <title>Add +block +health display on the characters for end of turn effects</title>
    <link href="https://feedback.hellcardgame.com/suggestions/578119/add-block-health-display-on-the-characters-for-end-of-turn-effects"/>
    <id>sug_jpnmugeq4vqkkne</id>
    <published>2024-08-28T18:42:53Z</published>
    <updated>2024-08-29T12:00:04Z</updated>
    <content type="text/plain">Similar but opposite to how incoming damage from dark pact or reckoning is shown as damage, seeing effects that will heal or block at the end of a turn would be good to view a character's "real" total health pool. Preferably it would only show effects that activate prior to the monster turn.&#13;
&#13;
There are 2 ways to display incoming block or health, either add it to the current block shield or add a second shield next to it (maybe a different color?). I'd prefer the second, but it may bloat the UI.&#13;
&#13;
For example: If you have unripe banana, You would see 3 extra block on your character with 1 mana left and it would be removed if you spend that mana.&#13;
&#13;
With enough items in the buff icons, effects can be difficult to track and it either takes a lot of time to look or can be difficult to find.</content>
  </entry>
  <entry>
    <title>Default Skin Choice</title>
    <link href="https://feedback.hellcardgame.com/suggestions/578105/default-skin-choice"/>
    <id>sug_svs5qb7vswbrffb</id>
    <published>2024-08-28T17:38:01Z</published>
    <updated>2024-08-29T12:00:04Z</updated>
    <content type="text/plain">It's not much, but would be nice to have the skin "equipped" once you unlock it.&#13;
I know that it's just few clicks, but it's could be just nice to click the class and have your fave equipped right away. Sometimes I forget which skin has what look due to translation.</content>
  </entry>
  <entry>
    <title>Bruja German Translation</title>
    <link href="https://feedback.hellcardgame.com/suggestions/577733/bruja-german-translation"/>
    <id>sug_ct5k3ojelkzysxv</id>
    <published>2024-08-27T08:24:50Z</published>
    <updated>2024-08-29T12:01:35Z</updated>
    <content type="text/plain">The grammar is bad and some keywords are still in english. You have to guess sometimes what cards are supposed to do.</content>
  </entry>
  <entry>
    <title>Bruja Achievements</title>
    <link href="https://feedback.hellcardgame.com/suggestions/577654/bruja-achievements"/>
    <id>sug_vwaege48a8icoej</id>
    <published>2024-08-26T21:34:07Z</published>
    <updated>2024-08-27T07:11:49Z</updated>
    <content type="text/plain">New achievements for the Bruja class.</content>
  </entry>
  <entry>
    <title>warrior freeze card "freeze in fear"</title>
    <link href="https://feedback.hellcardgame.com/suggestions/576763/warrior-freeze-card-freeze-in-fear"/>
    <id>sug_tfxepdbvwwonu36</id>
    <published>2024-08-22T16:42:52Z</published>
    <updated>2024-08-23T10:57:21Z</updated>
    <content type="text/plain">especially since now warrior has a combo with freeze and stun it could be cool to add just one or two cards to his "taunt" tree that can freeze opponents under the idea that they "freeze in terror" cause theyre afraid of him</content>
  </entry>
  <entry>
    <title>when a suggestion is implemented and done, move it to the end of the line.</title>
    <link href="https://feedback.hellcardgame.com/suggestions/575758/when-a-suggestion-is-implemented-and-done-move-it-to-the-end-of-the-line"/>
    <id>sug_zkav8cdegkwvd91</id>
    <published>2024-08-18T17:09:06Z</published>
    <updated>2024-08-19T08:53:20Z</updated>
    <content type="text/plain">having to sort through completed ideas and bugs is annoying. move them to the end.</content>
  </entry>
  <entry>
    <title>New Companion ideas</title>
    <link href="https://feedback.hellcardgame.com/suggestions/572620/new-companion-ideas"/>
    <id>sug_arm1hrijtj6lt6n</id>
    <published>2024-08-07T21:40:23Z</published>
    <updated>2024-08-12T07:51:40Z</updated>
    <content type="text/plain">I would love to see the Dragon and Zombie characters become companions. &#13;
&#13;
The Dragon outfits could center around the an artifact called "Pendant of freewill" or something similar and would give you control over the characters deck and upgrades. (just like people have been asking for).  &#13;
&#13;
the zombie outfits would be funny, and bad at the game. he would take the veterans pin and always just do random things totally out of the control of the player. could get bad cards, or a bad build,but thats what you get for trusting a zombie.</content>
  </entry>
  <entry>
    <title>add a "hard mode"</title>
    <link href="https://feedback.hellcardgame.com/suggestions/572089/add-a-hard-mode"/>
    <id>sug_axx7jwwkiani0od</id>
    <published>2024-08-05T23:31:27Z</published>
    <updated>2024-08-12T07:51:40Z</updated>
    <content type="text/plain">I'd like to see a hard mode added. &#13;
&#13;
the one i've been testing with other players is --&#13;
&#13;
1. must take a card every round. &#13;
2. you may not remove cards from your deck. &#13;
3. You can use the trade card options. &#13;
&#13;
so far our highest run is level 24, but more important than that, it stayed fun on every level past 12. &#13;
&#13;
gone are the floors that the monsters just evaporate from the eternal cycle of cards a small deck can deliver. &#13;
&#13;
it makes deck management a skill that matters.</content>
  </entry>
  <entry>
    <title>Play your own companions in single player.</title>
    <link href="https://feedback.hellcardgame.com/suggestions/569402/play-your-own-companions-in-single-player"/>
    <id>sug_ecuuiyy3xgqln19</id>
    <published>2024-07-25T00:19:18Z</published>
    <updated>2024-07-26T10:49:57Z</updated>
    <content type="text/plain">I would really like to fully have control over all the characters and their upgrades as you level. &#13;
&#13;
maybe a toggle [companions join as level 1 fully controlled characters - ON]</content>
  </entry>
  <entry>
    <title>Glass Caltrops nerf/rebalance</title>
    <link href="https://feedback.hellcardgame.com/suggestions/567447/glass-caltrops-nerfrebalance"/>
    <id>sug_20gqa3w3barnr3m</id>
    <published>2024-07-16T22:32:11Z</published>
    <updated>2024-07-17T12:31:18Z</updated>
    <content type="text/plain">With us stacking 32k armor in one turn, we are in agreement that the Glass Caltrops is the top damage artifact in the game... and it needs a nerf.&#13;
&#13;
What we were thinking, was that the Glass Caltrops either could;&#13;
* Max out at 250 damage pr. round - flat number, but a tad boring.&#13;
* Only deal as much damage as you have incoming - will make it scale better with increasing damage from enemies.&#13;
* Change it so that it deals 1% of your total armor in damage (caps out at 320) pr. round to the enemies - a bit like the first one, but again at a scalable level instead.&#13;
* Make it only deal damage to enemies that had an attack or move action this turn (since they "run" into the caltrops)&#13;
&#13;
Anyways, that is a few ideas for nerfing the Caltrops - right now they are way too powerful.</content>
  </entry>
  <entry>
    <title>Party Transition from Single Run to Endless</title>
    <link href="https://feedback.hellcardgame.com/suggestions/566711/party-transition-from-single-run-to-endless"/>
    <id>sug_tomkqqquvno6bhd</id>
    <published>2024-07-13T01:39:40Z</published>
    <updated>2024-07-13T08:53:49Z</updated>
    <content type="text/plain">Have an option once completing Floor 12 on a normal run to transition the group/party to Endless mode starting on Floor 13.</content>
  </entry>
  <entry>
    <title>Neutral cards</title>
    <link href="https://feedback.hellcardgame.com/suggestions/558203/neutral-cards"/>
    <id>sug_skqsorkeziyhhrz</id>
    <published>2024-06-02T06:13:35Z</published>
    <updated>2024-06-03T09:37:18Z</updated>
    <content type="text/plain">Add neutral cards in some fashion. &#13;
&#13;
Possible ideas:&#13;
-New starting relic for all classes, replaces some/all cards with neutral starter tier attacks/skills that deal/block maybe 2. These upgrade into a random selection of common attacks/skills from any class. &#13;
-Actual neutral card lines. 0 cost, multi hit, etc. Include support for things like additional freezes, exhaust heals, card draw, etc. These cards could be always available, or artifact dependent.</content>
  </entry>
  <entry>
    <title>Four players game</title>
    <link href="https://feedback.hellcardgame.com/suggestions/557393/four-players-game"/>
    <id>sug_wftm0o7veztksg9</id>
    <published>2024-05-29T14:05:57Z</published>
    <updated>2024-05-30T06:59:32Z</updated>
    <content type="text/plain">Now you have 4 classes in the game, maybe we could have a 4 players mode :)&#13;
&#13;
(I do have a 3rd friend who wants to play with us....)</content>
  </entry>
  <entry>
    <title>Allow cards to be upgraded in rarity without changing</title>
    <link href="https://feedback.hellcardgame.com/suggestions/556082/allow-cards-to-be-upgraded-in-rarity-without-changing"/>
    <id>sug_smnjpuxh42rmbt1</id>
    <published>2024-05-22T22:02:33Z</published>
    <updated>2024-05-23T08:54:26Z</updated>
    <content type="text/plain">Some cards serve a different utility at different rarity levels, making it strictly more useful for your build to not upgrade the card. However, the card will always be in the pool for upgrades at shops, and can be your random option multiple times, leading to repeatedly wasting gems on a card you don’t want to upgrade. &#13;
&#13;
It would be nice to have an option, when upgrading, to either “complete” a card and mark it as no longer upgrade able, or to upgrade the rarity of the card (up to max legendary) without changing the card, allowing us to eventually take the card to legendary and remove it from the upgrade pool.</content>
  </entry>
  <entry>
    <title>Remove unlimited mana/draws/block from endless</title>
    <link href="https://feedback.hellcardgame.com/suggestions/555147/remove-unlimited-manadrawsblock-from-endless"/>
    <id>sug_tbfwgdwn55vnkqo</id>
    <published>2024-05-18T18:59:13Z</published>
    <updated>2024-05-19T20:45:53Z</updated>
    <content type="text/plain">Let endless be a tough run but with an end, rather than an eternal one without any challenge.&#13;
Preventing players from getting extremely high block and unlimited mana/draws would definitely help.</content>
  </entry>
  <entry>
    <title>Rework on Incantation card upgrade</title>
    <link href="https://feedback.hellcardgame.com/suggestions/551798/rework-on-incantation-card-upgrade"/>
    <id>sug_bwefboafvucwbbo</id>
    <published>2024-05-08T13:01:22Z</published>
    <updated>2024-05-08T16:43:45Z</updated>
    <content type="text/plain">1) Incantation is a card that need to cycle draws to become a card that deals damage. But the upgrade of Incantation becomes Paper Library, which does not directly deal damage.&#13;
Please consider Wind blast, Incantation and / or add another layer of card for these upgrade paths.</content>
  </entry>
  <entry>
    <title>PvGM Game mode</title>
    <link href="https://feedback.hellcardgame.com/suggestions/551372/pvgm-game-mode"/>
    <id>sug_umdeyjowhueqp0d</id>
    <published>2024-05-06T17:07:24Z</published>
    <updated>2024-05-06T18:58:37Z</updated>
    <content type="text/plain">PvGM - the team goes through the dungeon, and GM throws up trouble in the form of replacing actions in locations with traps, an endless modifier or his own cards.&#13;
Any GM action spends dirty tricks points, the maximum number of which depends on the floor number or on the endless modifier or the actions on locations selected by the players&#13;
The GM has his own maps that he uses for dirty tricks points, and improves them due to the options in the locations that the players have chosen, the GM can ignore the option and not select it.</content>
  </entry>
  <entry>
    <title>PvP Game mod</title>
    <link href="https://feedback.hellcardgame.com/suggestions/551352/pvp-game-mod"/>
    <id>sug_onzyqf4xbudaw1m</id>
    <published>2024-05-06T16:00:39Z</published>
    <updated>2024-05-06T16:12:25Z</updated>
    <content type="text/plain">Team vs team - both teams try to complete the dungeon, periodically causing each other trouble with maps during combat, or actions on locations, or an endless modifier&#13;
Each team fights on their own field with their own opponents, having the opportunity to switch to the enemy's battlefield to select a target for their map&#13;
The team that has passed more Floors wins</content>
  </entry>
</feed>
