@Roberto2fuen Appreciate you letting me know about this, patch 1.0.3.4 will be going live with a fix for this as soon as Microsoft approves it. Thanks for your patience
@herno_v2 Thanks for checking out the game and reporting this, will take a look today. Card pickup detection has been asked about recently and will be prioritized for the next update 😊👍
@ToastSST Believe I've found the issue and a fix will be in V1.0.2.2
(Still waiting on Microsoft to approve V1.02.1 but will be sending them it once they approve the first one) Thanks for sending this my way
@ToastSST Keep in mind both players need to be on the same version (visible on the bottom right of the screen of the menu) and there is a day 1 patch that is slowly being rolled out across all platforms (currently still in Microsoft Cert for Xbox players and may not be out till tomorrow)
@ToastSST What aspect seems to not be working?
Servers appear to be live with people in game on my end.
If you are trying to play with specific players on Xbox I'd recommend sending invites through the dash once in lobby.
For cross play (with PC) I'd use the room code to join.
Cards We're Dealt launches December 12th! 🃏📅
Wander haunted halls as an office intern while you collect magical cards and fight demons!
Pre-Order right now on #Xbox: https://t.co/FQFAkIhpJR
#indiegame#IndieGameDev#horrorgame
Cards We're Dealt: Online Multiplayer Is Here - Online Multiplayer is here for the endless roguelike mode which can be played with friends now.
@colechittim
https://t.co/Q3b2aWxcGA
We want to acknowledge the confusion and frustration we heard after we announced our new runtime fee policy. We’d like to clarify some of your top questions and concerns:
Who is impacted by this price increase: The price increase is very targeted. In fact, more than 90% of our customers will not be affected by this change. Customers who will be impacted are generally those who have found a substantial scale in downloads and revenue and have reached both our install and revenue thresholds. This means a low (or no) fee for creators who have not found scale success yet and a modest one-time fee for those who have.
Fee on new installs only: Once you meet the two install and revenue thresholds, you only pay the runtime fee on new installs after Jan 1, 2024. It’s not perpetual: You only pay once for an install, not an ongoing perpetual license royalty like a revenue share model.
How we define and count installs: Assuming the install and revenue thresholds are met, we will only count net new installs on any device starting Jan 1, 2024. Additionally, developers are not responsible for paying a runtime fee on:
- Re-install charges - we are not going to charge a fee for re-installs.
- Fraudulent installs charges - we are not going to charge a fee for fraudulent installs. We will work directly with you on cases where fraud or botnets are suspected of malicious intent.
- Trials, partial play demos, and automation installs (devops) charges - we are not going to count these toward your install count. Early access games are not considered demos.
- Web and streaming games - we are not going to count web and streaming games toward your install count either.
- Charity-related installs - the pricing change and install count will not be applied to your charity bundles/initiatives.
For additional questions, we have updated our blog and FAQ resources. ⬇️
Blog: https://t.co/P0j6NLOSBi
FAQ: https://t.co/XhxhpdthK9
Forums: https://t.co/SOptIdO1IK