STEAMYDATA

TEKO — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
u10.3!2026-11-01u10.3 When exiting and entering a run, if it was in the middle of a shop, the items on sale weren't saved, meaning that upon re-entering, the store appeared empty. Now everything is saved. Fixed double bosses in endless runs. Dice and other items shouldn't give cards that haven't been unlocked via achievements. Final Sacrifice card has to give +3 draws throughout the entire final turn, not just before the first discard. The multicolor pack will sell for $3 instead of $1. Changed the requirement to unlock Void Pocket from 6666% to 1000%. Now, when Elite Pocket turns a card into Sinister, all its equipped mods return to the inventory. When the
u10.2! TONS OF BUFFS!2026-10-27u10.2! This is probably the patch with the most buffs in all of TEKO. I also took the opportunity to fix some bugs. I'll be keeping an eye on feedback and will continue making the necessary adjustments. Pocket Changes Clarification: in the tweaks where there are 5 numbers separated by "/", it's a value for each difficulty, from D0 to D4. 🔵 Hacker Pocket I've noticed that, generally speaking, the play size isn't as broken as it seems. This is a problem, because Hacker Pocket bases its entire advantage exactly on that feature. So, to compensate for having -1 max mana and +1 play size not being enough, I've added another effect; I also buffed i
Special announcement...2026-10-19I'm going to be honest with you.There are some things in TEKO that haven't been fully tested.This is mainly because I've put all my efforts into finishing the content and fixing bugs, leaving balance testing aside because I assumed feedback would be enough.Right now TEKO is unbalanced, but in a negative way: the win rate, even for the best players, is very low.And no, this doesn't mean I haven't played at all; in fact, lately I did play a lot, to the point of exhaustion, but seriously, my limits as a human are weak. A single person can't test a ROGUELIKE game this much. After so many runs, there comes a point where I start playing the exact s
TEKO Database!2026-10-12u10.1We now have a public database!From now on, there'll be an option in the settings to enable/disable data sending. This data is anonymous and sending it doesn't consume extra resources. It helps a ton with game balance, so I recommend leaving it enabled. What does it do? It sends run info: which pocket was played, on what difficulty, which cards were used, etc.And all that data will be reflected on the Wiki.Specifically, here you can see: Runs Stats / Cards Stats / Pockets Stats!Obviously, right after patches launch, nothing will show up yet. The database updates automatically once a day (though for the first few days I'll update it manual
10.0.02026-10-11Finally, the new update 10 is here.I hope you can enjoy these 5 new pockets with unique mechanics and 5 forbidden cards that are heavily unbalanced to make each run more interesting. I've also added the 10 corresponding new achievements; TEKO is only 18 achievements away from reaching 100.To unlock the pockets, you won't have to win with other pockets; you'll have to complete specific achievements. To unlock the cards, you'll need to beat the last level of each pocket.Right now, the pockets might be a bit unbalanced. I'll be adjusting them as patches go by.There are 2 things I dedicated to a follower: the Hyper Pocket and the Hyperpop Queen C
New content!2026-10-02I'm back. With a little surprise in my hands...I'm preparing the following content for u10.0:- 5 new pockets!- 5 new forbidden cards!I really wanted to make an update with little content but meaningful, meaning that each new element adds many hours of gameplay or something new. In this case, I've opted to add more raw game hours with new pockets, and fill out the roster of forbidden cards, since until now there were only 3. And, you know: my goal is for all types of content to be complete. Previously I had already made updates for mods, stickers, chips. And even many new cards, but never specifically forbidden cards. So it was about time.I ha
TEKO Demo is back!2026-08-11TEKO Demo is finally here!The free version returns with more content than ever.The new version contains tons of extra content, so those who try the demo can satisfy all their curiosity, and finally decide if they want to get the full version. I estimate that, to complete all its content, you need more than 30 hours of playtime. Well, in fact, it's possible to play endlessly since the gameplay loop is complete and there are no limitations. It features 42 achievements/unlockables (THIS IS HALF OF THE FULL GAME IN ITS CURRENT VERSION!), but the player can keep playing even if they have 100% progress if they want to.Finally, the Demo is high qual
The end is near.2026-08-03I think TEKO is finished.I'll quickly explain the latest patch (u9.1.1) and then I'll tell you some important things.- Improved the run save system: previously, when closing the game suddenly or exiting from the settings to the main menu, the run would save in any intermediate state no matter what, so sometimes when trying to return to the run, the game would get frozen between states. I actually shouldn't have ever put those 2 save points because the game was already saving well enough, and it was what caused the biggest issues. The run now saves correctly when the player is on the Shop Filter screen (the new feature). It no longer saves in
Things are changing2026-08-01The Artwork:I didn't think it was that big of a deal, enough to receive several messages from different people criticizing my latest artwork. Still, being self-critical, there was room for improvement. And so, I did it.Briefly: at first, I had a very colorful artwork with too many elements, very "rough" because the lines were ultra-thick, but with a lot of personality. Then, I changed it to an overly simple cover, with just a single character and nothing else. Both images had things that could be improved, so I combined the two: keep it simple, but at the same time incorporate something to properly fill the rest of the canvas, while represent
9.1.02026-07-30NEW! Shop Filter Feature. Now, after beating the round 13 boss, the player will be able to choose which items they don't want to show up on sale in the shop for the rest of the run. This feature has also been added as an achievement.Along with the Shop Filter, you can also revert the pre-bans made to cards!Both in the Shop Filter and the Codex, the 'Current' text for the cards values should now be visible. I think this wasn't happening before; it has been fixed. There was a small issue calling the respective lines.Added a new button to reset the card ban selection in the codex.2 Steam achievements (pre-ban & boss preview features) have been f
Good news for TEKO2026-07-24I'm happy to announce that I've finally revamped some elements of the Steam Store Page for TEKO. I've wanted to do this for a long time, and I finally managed to do it. I changed everything, from the trailer to the cover image and the description. Now everything looks prettier and better represents the game in its current state.I have a lot of plans for the game. I'll make some of them a reality, others will depend on the motivation people give me. If I see that more and more people like the game, I plan to put in more effort. During all these years of development, I NEVER relied on feedback or public approval, but now more than ever, I think
9.0.42026-07-23- The logic implemented in the previous patch (the perk sprite not showing up as hovered when entering the shop) has been replicated for all shop rounds, not just the first one.- Improved the size of the Pocket Visualizer; chips now look bigger and only look small when there are more than 60.- An extra value no longer appears when buying chips. Previously, where the pocket is drawn, if we had 40 chips and bought one, it would momentarily show "42" instead of "41".- Now, every time a consumable is used, it will always play a sound effect.- Special combos (TRIXI, etc.) will play a sound effect when triggered.- Fixed the logic that caused the ga
9.0.32026-07-20- Optimized the delta time system. I previously implemented something that modified the timings and it ruined the experience for some people with low FPS, so I reverted it. I didn't know this was working poorly, because I always tested the game at 165 fps.- Optimized the particles of color tubes. Previously, if the player was playing at 60 fps or lower, the particles fell as if they were frozen.- Optimized buttons; some of them would move slowly on low FPS.- Removed the option to choose FPS in the settings. At least for now, I think it's the best approach, since it's not a very useful option and it has caused some issues.- The yellow outline
9.0.22026-07-18I feel kind of weird, confused, and dissociated.I've made quite a few changes and fixes, aiming to leave Early Access. I'll leave the commit log here, but unordered, and without differentiating whether they were modifications to the beta or the live version... because I don't even remember.To give you an idea of how lost I am: a few days ago I spent hours trying to figure out why the Orange Tube wasn't working, but in the end, it was because I was playing with the Hacker Pocket (-1 draw XD).Anyway, here are the patch notes:- Improved the buying animation for all items in the shop.- Improved the discard/draw animation (more fluid). Also, shado
9.0.12026-07-13Clarified the description of one of Outlaw Pocket's mechanics.Now when there are more than 12 cards, they should render better (they used to have a weird flickering effect).Added an anti-crash check for certain situations where winning a round caused an unexpected error.Kimi Card should now work properly when starting a run with it (Warlock/Chosen Pocket).Tooltips of 'miniature' chips will now be wider and have a smaller font so they don't go past the top edge of the screen.Reverse Blender should now be usable correctly even if there's only 1 relic slot available. It should've always done that, but it seems it was miscounting the slot amount
9.0! The BIGGEST update ever.2026-07-08ULTRA UPDATE - u9.0.0! I've been working on this update for months, knowing that the game still looked bad and needed to be polished to the max so the gaming experience would be the right one. I know my weakness was the visuals, so that's what I worked on the most: IN TOTAL I MADE OVER 200 CHANGES. Aside from the aesthetics, I used the momentum to create new features and make the game easier for everyone, with a lot of QoL and other useful resources. Here's a summary of everything I did: VISUAL/SOUND - Total overhaul to the OST. All the music was improved and extended for a better experience. - Total overhaul to the sound effects. Now all ele
TEKO u9.0.0 BETA!2026-06-13Finally. The new version is here! I'm almost done with all the new systems and features, along with the biggest aesthetic overhaul in TEKO's entire history. To try out this version, you'll have to go through your Steam library: Settings > Game versions & Betas > Private versions (Check Code). tekobeta1234 Select the beta version, the game will update, and you'll be ready to play the new version. There will be tentative changes, things that aren't 100% finished yet, but overall it's already working pretty well. There might be crashes, bugs, exploits... so please, report all issues on Discord! I enter every day and check all the reports. I reco
8.1.42026-05-24Fixed Lankvian Card's logic when it's on the right. Previously, there was a bug that made it activate on any chip that retriggers. Now it only works with the first one selected. The number of chips (the text above the pocket sprite) wasn't updating after using Printer. Additionally, a translated text was missing on this consumable's screen. This was fixed. Adjusted the triggering for the Teko Card achievement. It wasn't unlocking properly. Promoted Card will always unequip excess mods. Previously, an exploit was possible: if a Card evolved from Rare to Epic (losing 1 slot), and it had 3 mods equipped that take up only 1 slot each, those 3 mod
8.1.32026-05-15Fixed an exploit with the Stamp Block Consumable. With this, it was practically possible to win any run.
8.1.22026-04-27Fixed the missing interaction between special combos and The Based Card when the player is using Outlaw Pocket. Some achievements weren't working either. It's all been fixed now.
8.1.12026-04-25Fixed a very annoying bug that didn't let you play normally if you had fewer chips than draws. The system would freeze because it tried to draw something that was no longer there. It's been fixed now, it should work properly. Fixed a Filling Card bug. Several of the mods it copied weren't working, now they should work correctly. Added the mods it can't copy to its description. I'm evaluating several things regarding mods, don't panic if there are some changes. There are extreme situations that break the game's limits, I'll keep an eye on the interactions of draws, mods, tubes/tray/pillbox efficiency, etc.
Important news2026-04-23Hi. As you may know, I've made several announcements lately, but I forgot to mention something. I actually couldn't decide whether to do it or not, but now it's very clear to me. I know I've been mediocre in the past, but I keep working to be a better version of myself. And, above all, I've learned that I need to take my time with things. As the months go by I'm much more patient. That's why, temporarily, the TEKO DEMO won't be visible on the store. I'm currently doing a complete overhaul of the DEMO so it matches the full game exactly (but with limited content). The reason I don't want more people playing the current version is because it's
8.1.02026-04-22I just fixed all the unlock conditions for the Cards that unlock when beating specific difficulties in certain Pockets. I did a quick but huge nerf to the Mods. Pipe/Hat Common Mods: REMOVED. Pipe/Hat Rare Mods: +2 extra base > +1 extra base. I made a giant mistake that I knew was going to end badly: adding too much stuff. In the past, I really wanted to add more Mod variety, and the ones that were hardest to create were the new Common Mods, so I decided to add a lower tier of Pipe/Hat, but now I see the results of that decision: the game completely broke. That's why I just did what I knew I had to do from the very beginning. I let it slide,
8.0.32026-04-21Fixed a minor bug. Winning a run with Jean Pocket D4 used to unlock The Transgressor Card. This was not intended; it should be unlocked by winning with Drab Pocket D4.
8.0.22026-04-15I just fixed a small visual bug where texts weren't displaying correctly for any language, specifically when using the juice Consumables. When this happens, instead of the normal text, "KEY_NOT_FOUND" appears. I'm letting you know so that if it happens, you can report it correctly. When this text appears as a placeholder, it's because a localization text is missing or it was declared incorrectly.
8.0.12026-04-13I just fixed the issues related to having Sinister Cards and managing slot space. For example, now we'll be able to use Consumables like Mask or Binoculars even if we have more than 12 Cards. Previously, the system detected that if we had more Cards than slots, it wouldn't let us receive any new Cards, but this system changed with the new Sinister Cards that don't take up slots. It's been fixed now. I did the same with the Potentially Suspicious Man Card, which generated a Card every time you entered the shop.
8.0.02026-04-12u8.0.0! I've created 13 new Mods. 4 Common / 4 Rare / 5 Pro. Fixes: Now the amount of Mod slots on each Relic will be retained when exiting/entering a run to avoid any kind of bug or exploit. Ticket (Consumable) won't allow expanding Sinister Cards or Cards with more than 4 slots. Now the description for ultranumber/numberless appears in the Stickers tooltips in the shop and inventory. It seems like a small patch, especially because I released it fast. But, believe me, it's a major change. With this update, you've witnessed the completion of TEKO's base content. Obviously, I'm going to keep expanding everything. But for the next patch, I'm go
7.0.02026-04-10u.7.0.0! 21 new Consumables: 4 Common / 12 Rare / 5 Epic. Consumable changes: Outlay: +10 base -> +16 base. Ticket: Epic -> Rare. Shovel: NEW! 10% chance to drop a Common Sinister Card. Now you can only use this Consumable in the shop. Mask: Fixed the description (instead of "common card" it said "normal card"). New mechanic: Sinister. Cards that are Sinister won't take up any slots. This means you can get infinite Cards, slots are no longer a limitation. You can't blend Sinister Cards. Now Forbidden Cards won't take up space because they'll all be Sinister, so they won't delete the leftmost Card anymore. Fixes: Visual rework to Card manageme
6.1.12026-04-05Fixed a visual bug: Starlight Chips now appear with the Noise/Grain effect in the shop; previously they appeared gray. Numberless/Ultranumber descriptions no longer duplicate in chip tooltips. Modified tooltip title colors. Previously, all trait titles were the same purple color; now each has a distinct color. For example, if a chip is 'Ultracolor' and 'Shapeless' and also has a 'Knife Sticker', the titles of those three traits will each have different colors instead of all being purple. If the player has Last Drink Card, Lino will now remove -$5. Previously this didn't work, making it easy to bypass this boss debuff. Confirmed: chips with Kn
6.1.02026-04-04A LOT OF BUFFS. I've just made the most generous patch in the game! I hope it doesn't make things too easy, otherwise I'll have to adjust more. I want this to be balanced and for the winrate to stabilize. I obviously want players to win more runs, and I've realized the game has been unfair. I agree that balance still needs work, and I'll keep taking feedback. If I see that the winrate improves without getting out of control, I won't nerf the mechanics, I'll leave them as they are. GENERAL BUFFS: It's now easier to play with higher max mana. Previously, I had implemented a mechanic that heavily penalized this. This is one of the most important