PB& Games

0.7.26: the Turnabout Show and films that move

Four pictures in a two by two grid: two warlords trading relics on the Turnabout Show's velvet-curtained stage, a paper full moon rising over Wally's village in the defeat film, a whole army crying round its warlords under a DEFEAT sign, and the long zoom's cut-paper galaxy with a map pin in one arm.

0.7.26 is out on Steam, itch.io and the demo. Co-op gets The Turnabout Show, a game-show event where three boxes decide what two warlords hand each other for the rest of the run. Ten lords fight differently, and four of them have an effect no other lord has. The run-ending films move the camera while the narrator reads, and every lord's page acts out its own line. A lost run now ends with your army crying round your warlord. The long zoom goes out past the stars to the galaxy, answers a click, and has a hidden achievement for going all the way round. There are two new cards, Everything Burns for Pyromancy and Field Forge for the Steel Legion, a new relic, and six old relics that do something of their own now.

The Turnabout Show

A new event, in co-op only. A troupe's wagon folds down into a little stage, and three boxes hang over it on ropes.

The Turnabout Show's event page: a cut-paper jester in a blue and gold hood stands in front of a troupe's wagon, carrying three boxes on a yoke, beside the page that explains the game and its one choice, Step up to the boxes

One of you steps up and hits all three. The two boxes on the ends spin through the warlords at the table. The middle one spins through what passes between them: gold, a relic, a card or max HP, given left to right, right to left, or swapped. The first box spins slowest, and each one that lands speeds up the rest. Whatever the boxes say happens, for good.

On a velvet-curtained stage at dusk, a warlord walks under each hanging box and jumps to hit it; the left box stops on her own face, the right box on her partner's, and the middle box on a relic swap

Gold moves the giver's whole purse. A relic or a card is one at random, never a warlord's signature relic, never a Curse, and never one of the basic cards a warlord starts with. Max HP moves a quarter of the giver's ceiling, and a swap trades the two ceilings outright. When one warlord has nothing of that kind to give back, the show says so and the swap goes one way.

The two warlords pop up on the stage under the boxes, each holding up the relic they are giving, Unblemished Shield on one side and Torchbearer's Stub on the other, with a paper arrow under each pointing at its taker
The relic swap played out: both relics are held up over their givers' halves of the stage and carried across, one after the other

AI warlords at the table are on the drums too. If the player whose turn it is walks away, the host's game hits the boxes after 30 seconds.

Four lords with a new trick

Ten lords in acts 2 and 3 fight differently now. Four of them needed something no other lord has.

Four new lord effects with their cut-paper icons: Boulder Hurl for the Frost Yeti, Salt Water for the Grave Tide, Ringing Ears for Brother Clang, the Bell-Prior, and Infernal Hide for the Fire Devil, each with its rule
  • The Frost Yeti tears a rock out of the ground every 6 seconds and throws it at your frontmost unit for 4 damage. He never aims it at your commander. His book also opens on round 2, with Blizzard first.
  • The Grave Tide's shore has Salt Water: a Bleeding unit takes 1 damage every second while it bleeds. The Tide Comes In opens on round 1 and Undertow on round 2.
  • Brother Clang's bell has Ringing Ears: when a Stun wears off, the unit takes 2 damage. It works on his Stuns and on yours.
  • The Fire Devil has Infernal Hide. A unit that hits him catches Burn 2, at most once every 3 seconds, so a cheap swarm is the wrong finisher.

The other six fight differently with the cards they already had:

  • Hoarfrost sends a pair of Rime Shrikes at your commander on most rounds.
  • The Warsmith's Rolling Cannons bombard your commander.
  • Sledge Hammarsson's book and Skyfall both open on round 2.
  • Mum, the Word brings the Mute Bell and Every Word Unsaid on round 2.
  • Ossric fields four Bone Rattlers a card, and Bone Shrapnel comes on round 2.
  • The Brass Colossus hunts your commander with Sappers, opens Foundry Barrage on round 1, and Foundry Override no longer plants forges.

The Compendium's strategy notes for all ten describe the fights as they are now, and the lord pages read their flavour and strategy in your language instead of always in English.

Ascension 7 ("Enemies are harder") makes enemy numbers 15% harder, and now it reaches the ones it used to miss: the Lightning Storm's bolts, the Ash Witch's Meteor Strike, the stomp that opens a boss phase, the commander's own strike back, Wally's attacks, and the damage a unit deals when it dies, from traps, from auras and over time. The four new effects harden too, so the Yeti's boulder hits for 5.

The Masked Challengers each have something to say when the other one falls. All nineteen lords the pair can be drawn from have three lines of their own. Grix wants the fallen one's shinies, the Slime Lord absorbs the puddle, and the Broodmother has the body wrapped for later.

The films move

The pop-up book films that end a run used to hold one wide shot on each page for 8 to 15 seconds. Now the camera sits down near the page, pushes slowly in under each line, walks along the road with your warlord, and goes in to each punchline's gag as it lands.

Every line now lands on a picture of itself. In a lost run, the page of the lord's own world does what the narrator says, on the word it is read. A moon on an arm swings up over the back wall for Wally, the Dreamer and the Pale Rider. Snow, coins, goblins and cannonballs drop and lie where they land. The crowd kneels, hops on a hot floor or nods off, and two-sided cards turn round: Wally's neighbours are wolves on their backs, and Wally turns into Were-Wally on "hairy".

A lost run against Wally: the camera moves in on his bunting-hung village, a paper full moon swings up over the back wall as the narrator says "Wally made every night a full moon", and Wally and his neighbours turn round into werewolves on "very, very hairy"

The confetti is cut paper now, strips and stars fired from two poppers. Each piece tumbles through the lamplight and settles on whatever page is under it. Turn the page and the confetti on it tips into the gutter.

The victory's crowning page: a cut-paper sunburst rises behind the crowned warlord between a blue and a red banner, two poppers fire paper strips and stars across it, and the army pops up either side while the confetti settles on the page

A few more changes to the films:

  • A defeat film opens with your warlord head first in a puddle, boots in the air, kicking on "mud".
  • Lose again within a week and the defeat film runs a short cut of about 22 seconds: the lord's crowning, the lord's line about what became of the land read over it, and the book shutting. A week away from the game and the whole film plays again.
  • The last page ends the way the story did. After a victory the banners going up are your march's own packs'. After a defeat, the crowned usurper stands over your fallen warlord, totters on "stands" and goes over on "for long", and your warlord gets back up among the banners on "the war began again".
  • The captions ride in on the letterbox bars instead of appearing before the bars arrive.
  • The book lies on the desk with a tape roll and a pair of scissors beside it, lit by the same lamp.

A wake for a lost run

The defeat recap used to stand your warlord alone. Now your whole army gathers round in a huddle a few ranks deep, and everyone cries. In co-op every warlord stands at the front of their own army.

The defeat recap in a four-player co-op run: under a DEFEAT sign in a cardboard box, the four warlords stand at the front of their armies in one big huddle, every piece crying blue paper tears

The long zoom goes further

Scroll out past the stars and there is a galaxy now, cut from paper and seen nearly face on, with a map pin two thirds of the way out along one arm where the sun is.

The galaxy stop: a cut-paper spiral with a warm core, arms of punched-out stars with dark dust lanes and pink knots, and a red map pin in one arm

The desk underneath the fight is a workbench now and looks less like a bed. A shelf under the top holds a roll of kraft paper, flattened cartons, three tins of paint, a shoebox of spares and the toolbox. It stands on four pairs of legs, bare wood shows round a smaller cutting mat, and Jim's chair is pulled out in front of it with his cardigan over the back.

The workbench from the room: the fight's board on a green cutting mat, bare walnut round it, a shelf underneath with paint tins, a red box and cartons, Jim's yellow chair with a cardigan over it, a wastepaper basket on the left and the cat asleep on a cushion on the right

Out on the loop, a click goes to whatever is under it. The cat wakes up, stretches, yawns and lies down again. Jim at his mailbox gives a little hop to say hello. Click the moon and the cow jumps over it. The tardigrade in the paper squashes flat, turns round and walks back the way it came.

The sound changes with distance too. The fight's music is heard through the room's window, muffled, then quieter, and gone by the town. Each stop has a quiet loop of its own: the clock ticking in the room, birds in the street, wind over the fields, a low hum in space and a fizz and crackle inside the paper.

If a lord falls, a phase turns or the fight ends while you are out there, the loop rewinds to the desk in six tenths of a second, every stop flashing past, instead of cutting.

The rewind: from the planet back through the country, the town, Jim's street and his window to the fight on the desk in well under a second

Closer stops now open in a hole torn in the picture, with a ragged paper edge, instead of a soft-edged rectangle. The big stars glow softly into the card round them. Jim at his mailbox, the framed pictures on his wall and the billboard downtown had been showing as blank white cards, and they show their pictures now.

Go all the way round, either way, and you get a new hidden achievement. That makes 93.

A new hidden achievement, Paper All the Way Down: Zoom out past the stars and come all the way round. Its icon is the paper galaxy with its pin, shown locked in grey and unlocked in colour

Everything Burns

A new Rare power for the Pyromancy pack. Every debuff you put on an enemy becomes that much Burn instead. For a debuff measured in seconds, like Stun, Fear, Slow, Silence or Madness, the seconds become the Burn. It pairs with Wasting, which lays a lot of debuffs.

The Everything Burns card and its upgrade: a green poison flask with fire pouring from its neck, a Power costing 2 energy (1 upgraded), "Every debuff you inflict on an enemy is that much Burn instead. Rot and frost catch like anything else."

In co-op, Everything Burns only converts the debuffs its own player lays. The same goes for every power and relic that works off what is on an enemy: Funerary Wraps, Slow Burn, Virulent Strain, Second Crack, Contagion and the rest each read only their own player's stacks now, so your partner's Poison stays Poison.

Field Forge

A new Uncommon spell for the Steel Legion. For 1 energy it upgrades every other card in your hand for the rest of the battle, then Exhausts. Upgraded, it costs 0. The upgrades come off when the fight ends, so your deck is as it was.

The Field Forge card and its upgrade: a red-hot sword across an anvil with the hammer coming down in a burst of sparks, a Spell costing 1 energy (0 upgraded), "Upgrade all other cards in your hand for this battle. Exhaust. Strike while the line holds."

The Vivisectionist shows his work

The Vivisectionist's four surgeries used to be four text slips beside a soldier you never saw. Now each one is dealt as your soldier's own card, showing what that surgery would do to it: a green number for a gain, a halved one in the stat-down colour, a new Armor or Charge line, a speed or reach row with its pips moved and washed in colour. A manila tag tied to each card's foot names the surgery. The price page does the same, with the gift you chose already on the card.

The Doctor's Gift: the Vivisectionist turns a scalpel over in his lab beside four copies of a Recruits card, each showing one surgery, Adrenal Graft adding Charge and Pounce, Vat-Grown Vigor raising its health to 14, Cell Division doubling its count to 8, and Lightened Frame moving its speed pips in green, each with a tag naming it
Under His Knife: the finished Recruits card with Charge 4 and Pounce 3 and its health halved to 2, the Adrenal Graft tag tied on one side and the Thinned Blood tag on the other, over the line "Recruit went under the knife: Adrenal Graft, paid for with Thinned Blood."

Paths in the Compendium

At levels 4, 5 and 6 a pack swaps one of its cards for a stronger one from the Path you choose. Until now you only saw those cards one level at a time, in the chooser. The Compendium's Paths tab is an index of every pack with Paths now, one slip of card each, with its level, its three level tabs and the Paths you took. Packs with a choice waiting wear a "Choose" note and come first.

The Compendium open on Paths of Evolution: slips for every pack with Paths, Slime Swarm, Primordial Growth, Steel Legion and Pyromancy first with yellow Choose notes, each showing its level, an XP strip and three level tabs coloured by the Path that owns them

Open a pack and its spread shows all three levels at once: the card both Paths replace in the middle, an arrow out to each Path's card, and each Path's name in the margin. The arrows say Choose, Current or Switch. A level the pack has not reached is pencilled in with a padlock and still shows both cards, and every card grows to reading size under the pointer.

Steel Legion's spread: at levels 4, 5 and 6 the Shield Bearers, Guardian and Praetorians cards sit in the middle, with arrows out to the Death Knight Path's cards on the left and the Adamantine Legion Path's on the right, marked Current, Switch and Choose

Seven relics with jobs of their own

Paste Pot is a new Rare relic: the first hand you draw each battle is upgraded for that battle.

Six other relics were smaller copies of another relic's effect. Hearthkeeper's Kettle was a weaker Feather Bedroll, Merchant's Signet a smaller discount than Regulars' Tab, and so on. Each does something no other relic does now.

Seven relics with their icons and their new lines: Paste Pot (new, Rare), Hearthkeeper's Kettle, Surgeon's Tent, Paymaster's Strongbox, Merchant's Signet, Alchemist's Bandolier, and Compound Interest from Uncle Jim
  • Hearthkeeper's Kettle: heal 15 when you enter a Merchant.
  • Surgeon's Tent: heal 5 when you reach an event.
  • Paymaster's Strongbox: whenever you gain a relic, gain 20 gold.
  • Merchant's Signet: merchants sell upgraded cards, the face-down one included.
  • Alchemist's Bandolier: gain a random potion when you reach an Elite or a Boss.
  • Compound Interest, one of Uncle Jim's gifts: after every battle, gain 2 gold for every battle you have won.

Smaller changes

  • Every event's closing lines move again. 176 of them had lost their animated words, and event text has four new motions: coins and bells jingle letter by letter, candles flicker, blood and rain drip, and anything hanging sways.
  • In co-op, each partner's relics sit at the end of their row on your screen, and pop when they fire.
  • In co-op, Pass the Parcel, The Sleeping Hoard and an ally's "backs this" note name each warlord by their painted nameplate instead of a typed name.
  • In the shop, once you burn a card, the fire by the counter shows the card that went in, even after a save and quit.
  • A relic or event that changes your max HP rolls the health bar in front of you, wherever it happens, instead of snapping it.
  • Cards flying through the air are drawn whole. Three cards in flight at once used to print one card's name banner across the next one's picture.
  • A unit's hover card shows its banked gains, so a Willing Vessel fed three pages reads Fragile 4, the way it strikes.
  • The Wailing Spirit stops wearing the Ghost's painting.
  • A squad of Fire Tornado is "Fire Tornadoes" now.
  • On a short screen, the War Council's join plate folds into a "Join a Game" tab beside the console.
  • On a controller: a card an event gives you and an egg hatching now rumble the pad, a treasure room puts the cursor on its chest, and backing out of "Upgrade this card?" puts it back on the card you were looking at.
  • The builds are about 10 MB lighter. They had been carrying files the game never reads.
  • Open the Graves has its own picture: a grave dug open with the coffin lid propped on its stone.
Open the Graves and its upgrade: a grave dug open at night under a full moon, the coffin lid propped against the headstone

The game's site has a privacy page now, at [pbandgames.com/privacy](https://pbandgames.com/privacy/). It says what the game sends home, how to turn it off and how to have it deleted.

This post went out to players on Steam and itch.io on 15 October 2026, and is kept here. Comments and questions are read on either of those, in the Discord, or through the quill in game.