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Design insights into balance changes [Public Testing Invitation]

Black Jacket · Community Announcements · June 11, 2026

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Hello!

My name is Michael, and I’m the designer for Black Jacket. It has been so much fun seeing the response to its release, from its story and presentation, to the creative strategies you have come up with by using the suits and their powers. Today I would like to take a moment to talk about how we will work with balance patches moving forward, and what you can expect if you would like to help us make Black Jacket into the best version of itself it can be. 

 

Public Testing 

We have created a new branch in steam, which anyone can switch to, where we will put balance adjustments that are ready for playtesting. For this upcoming patch, the changes will be live on the test branch for at least 2 weeks, after that we will do final balance adjustments and localization before putting it into the main branch (accessible to everyone). 

The test branch will only have changes in English. We expect that there will be changes done based on your feedback, so we are holding off on doing a localization pass until after this test period has ended. You can still play in your language of choice, and any changes will appear in English. 

Before switching over to the test branch, it is highly recommended that you make a backup of your save files, just in case anything goes wrong. You can find your save files here: 

C:\\Users\\YOUR_USERNAME\\AppData\\LocalLow\\Mipumi Games\\BlackJacket 

 

Furthermore, after switching branches, please start a fresh run. If you continue a run, there will be some graphical bugs on the cards that were updated.  

To switch branches in steam, follow these steps: 

  1. Right-click on Black Jacket in your Steam library and select "Properties"  

  2. Navigate to "Game Versions & Betas" and select "test-branch-public" 

  3. The game should start updating (the branch name will be in square brackets next to the title: "Black Jacket \[test-branch-public]") 

In order to give us your feedback, please join our Discord and create a thread in our new channel named public-test-branch-feedback! 

Join by following this link: DISCORD 

 

How we have worked with playtests in the past 

Black Jacket was in full production mode for about a year. During this time, we did many closed playtests, usually in intervals of about 1.5 months. Many suits, such as Diamonds, were redesigned multiple times before reaching their current form. It is safe to say that the game would not have its current quality if not for the help of all the testers who played Black Jacket along the way, and there are many examples of player suggestions that made it into the game. For example, the “death” cards that get added to your starter deck due to difficulty levels was a player suggestion, as well as giving the game 21 total difficulty levels as a fun nod to the original inspiration itself. 

Many of the cards that you now play with underwent many balance changes during development, and the final version that is now live is simply the “best state” we could reach before hitting the end of our timeline. 

 

What is the purpose of balancing in a single player game? 

The goal with all balancing efforts in Black Jacket is to make the game more fun to play. This might seem like an obvious statement, but I feel it is worth mentioning especially as some of the incoming changes will nerf a few cards. I believe a big part of the fun in playing deckbuilders is figuring out which strategies work, and how to best combine cards to make busted combos and strategies. To that end, strategies that are very powerful need to be challenging to achieve. For many players, if there is a dominant strategy that lets them win easily, they will use it, even if it is not the most “fun” or engaging way to play. It is our job to balance the game so that strong strategies require skill, theory crafting, and even a bit of luck to achieve successfully. This makes the game more interesting and fun to play, especially over multiple runs. 

 

Balance Changes 

In this upcoming patch, I decided to focus on a few of the suits and cards that I thought required the most immediate attention based on player feedback and gathered statistics. However, that is not to say that these same cards will not change in the future, depending on how you all receive and react to these changes! 

The biggest changes are made to Tumors, Hearts, Greed and Flames. I have playtested all of these with successful journeys on difficulty 21, while doing my best to lean into using the changed cards. 

 

Tumors 

One of the strongest suits currently, with a per-card win-rate of around 75-80%. The stand-out card is the Tumor 8, which allows you to discard all cards on the table. This card will now have Exhaust, limiting its number of uses without reducing the power of the effect itself. When I playtested with this, it changed my playstyle in that I was more likely to keep one in my sleeve to play it at the right time.  

 

Hearts 

The Hearts strategy too often boiled down to “play -5s to break their cards, then if you are feeling fancy mend them with -9 to bust them for an auto-win.” I wanted to even out the balance between the -5 and -10 to make that choice more interesting, while also adding more combo opportunities.  

 

Greed 

Greed is the lowest picked and lowest performing of the 4 unlockable suits, with a pick rate of about 2% as main suit (around 6% for the other unlockable suits), and about 1.7% as an in-shops suit. The per-card win-rate hovers around 60-65%. This will likely require more balancing changes in the future to get right, but for now, I have resorted to adding in a bit of hollow and multi-value into this suit to give it more versatility. Greed was designed as an option for players who really like Diamonds, and who would be interested in a different flavor of a similar strategy. To this end, it makes sense to bring over a few of the mechanics that make Diamonds so versatile. 

 

Flames 

Flames allow for the incredibly fun strategy of burning out your opponent’s deck. Since this strategy is very powerful when taken to its extreme, it should require a lot of planning and skill to implement. In its previous form this was not really the case, as you could fairly easily spam 2s, 3s and 4s and burn out your opponent with very little opposition. Not to mention getting powerful cards back with the 5. 

With these changes, I am trying to make Flames feel more like controlling a raging fire. You are setting fire to the board, your cards and your opponent’s, and you have to make sure that your opponent stalls out before you do. I had a ton of fun playing with these changes, so I’m looking forward to hearing your take on them! 

 

Additional adjustments 

The following card / artifact adjustments do not require too much explanation, and some are kept intentionally vague to avoid spoilers. Most are smaller changes made to target specific strategies and card interactions. 

 

Time suit 

Family trio 

Shame trio 

Artifacts 

 

Future changes to bosses 

Since opponents use the same cards as the player, some of the above changes will alter their difficulty. The plan is that we will first do a public playtest with the card changes themselves, then once those are finalized, I will do a boss balance pass to do any adjustments required based on how the cards have changed. It is possible that there won’t be many changes needed, but regardless, there will be another post about them in the future when we push these changes into the game’s main steam branch. 

Thank you so much for reading this far, and for helping us improve Black Jacket! If you like or dislike any of the changes after you have played with them, please let us know by posting a thread with your thoughts in our Discord channel public-test-branch-feedback! 

Your support is invaluable, we wouldn’t be where we are without it. 

 

/ Michael, Game Designer 

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