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The Evolution Update

Winnie's Hole · Community Announcements · September 16, 2026

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New Features

Mid-game save

Now you can exit and continue runs!

Multi-block placement in combat

An issue we've been thinking a lot about is how to give players more agency.

In combat, the brain dealing randomness limits the order you can play actions.

The game has been designed with this in mind, but it's still not ideal, and means players need to think about how a move will resolve before placing a block. When you place a block in combat, the order of actions resolve left to right, top to bottom. New players often overlooked this, as it's extra complexity on top of learning the rest of the game. We added damage previews to ease this, but often people would just look at the previews without understanding their moves.

Play the whole brain each turn!

Capture actions in the order you want to activate them, and use Redraw to discard uncaptured actions.

Virus Strain reworks

We'd done a full pass on Virus strain starter decks, along with the starting blocks and brain shapes.

In combat, it's easier to coordinate your moves with smaller blocks, so now virus strains start with smaller block shapes.

Spread tokens only spread in Exploration

To compensate for smaller starting block shapes we've added more Spread cells in Exploration, and we've made it so blocks won't spread in combat. Otherwise, placing a single block might fill the whole board, which is the opposite of our goal to reduce randomness and make combat more strategic!

Upgrades system redesign

One issue we've wanted to look at is the dominant strategy so far seems to be making one MEGA Action... Loading all Upgrades and Traits onto a single Action, which can be fun for awhile, but it's also not very challenging, strategic, or interesting for Upgrades to just make the numbers increase.

Branching Upgrades and new Actions

This new system is a massive rework to Upgrades.

Now, Actions in your deck have multiple levels of different upgrades which will transform them into different Actions or make them more powerful in a variety of ways.

We've added Blank Actions to the base decks, which can upgrade into very different types of actions to help specialise your deck.

This new system means a few things:

Branching Upgrades in the Collection

The Mutation page in the Collection is now organised by upgrade level and rarity, and displays what Actions will upgrade from and into.

We've also included filters to hide/show Actions only available in the Shops, which cannot be upgraded.

Shop rework

With the mutation pool being completely reorganised into branching upgrades, we needed to rethink how Actions appear in the Shops.

Shop Mutations have Exhaust

The thinking here is that Mutations bought from Shops will be supplementary to the branching upgrade build. These Exhaust actions in the shop are all more powerful but can't be upgraded.

You can still add more upgradeable Actions to your deck via Mutation Choice Exits.

Reroll with currency

Currency is now used for Rerolling, and there's more currency in exploration.

Action removal

Shops also have one slot dedicated to removing an action. This slot will be replaced with a Perk when rerolling, so use it first if wanting to remove an action.

Streamlining combat, resources and rewards

With this update we've been working on an overhaul to how resources tie into rewards and the rewards you get from combat.

Our big goals here are to make the game flow faster so you're spending less time in UIs and more time exploring and battling, while also making it easier to understand how resources affect rarity.

Resources now affect the rarity/power of Exits instead of Combat Rewards

Resources collected in each depth will increase the rarity of the next Exit Event.

eg. If the exit will give you a Mutation, collecting more resources will increase the rarity.

This means you can see exactly how many resources you need for the next rarity tier while exploring a level. Previously it would also collect resources from enemies, but you wouldn't know ahead of time how many resources enemies would have, so couldn't plan for it.

Combat rewards are now set per encounter

eg. Currently, the Chicken family will always give a common Perk, Ibis will always give an upgrade, Elites will always give an epic Perk.

Encounters are auto-selected except for Elites at branching paths

To speed up the game flow and reduce overwhelm we've decided to randomise the encounters each run.

This means you don't need to spend time comparing details for regular encounters. It was getting to the point where we had so much information on the encounter screen that just wasn't a very interesting choice, and incentivised a boring way to play where people pick the same encounters over and over.

Enemies no longer drop resources.

As we added more enemy context to the encounter screen it just became a lot to have each enemy with a different amount of rewards. It also meant new players might not kill the enemy which has the reward, and not realise they've fallen behind a bit on progression.

The focus of encounter choice should really be on the enemies, and reading their Perks.

All resources to affect reward rarity are collected in Exploration. This means you can use the resource collection bar to accurately know what rarity you'll get in the next combat, and how many resources to aim for.

New Actions, Perks, Recipes, Elites and more!

We've also added a bunch of new Actions, Perks and rebalanced some encounters.

Many of the new Actions and Perks are Community suggestions, so a huge shout out to our Discord crew and everyone who's influenced the game so far.

Build Notes

ːFrogChampː = Community request or bug report

Features

Translations

Reviewed Polish and added missing translations.

Added missing French, German, Russian and Japanese translations.

Thanks to Paweł Turaczyk - kantal, Jennifer Brosche, Pierre-Alexandre Rouillon, Riotloc and Dragonbaby.

Bug Fixes

Improvements

Balance

Other

Thank you for playing our game, we'd love to hear any feedback in the forums or on our Discord.

If you're enjoying Winnie's Hole we'd appreciate a review as this helps us get visibility and sustain our gamedev adventures!

Cheers,

Twice Different ːRoPFrogː

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