0.2.11 Update

OwenJuly 11, 2025

Hello all!

While a changelog is cool and all, I would like to give everyone a more in-depth look at this update, and specifically the changes that went into the multiplayer jokers.

In this preamble I will briefly mention the banning of any and all "misprint tech" mods, as the tech is no longer accessible in game. This decision was made since the existence of the tech made a misprint tech mod almost required due to the time save, and seeing it play out was generally unfun to play with, and watch.

The Changes

The goal of these changes was to remove "asynchronous interaction", essentially, interaction at points where the players are not at the same point. This is because all asynchronous interaction will lead to it being beneficial to stall. You can break this down by cases:

  1. Suppose a multi joker benefits both players, our players being named Steven and Todd, if Steven picks up the joker that benefits both players, Steven will be incentivized to wait for Todd to reach a point where the benefit is erased, such as the pvp. Just like old pizza, where if I find it in the small blind, I could wait for you to ready for pvp, then enjoy my ante of bonus discards.

  2. If a multi joker benefits Steven based on Todd's variables (jokers, sells), then it benefits Steven to wait for Todd to maximize one of these variables before continuing. Think of old taxes where Steven might be incentivized to wait for Todd to sell another joker before continuing to have a better chance of surviving the blinds.

  3. Conversely, if Steven has something that hurts Todd, then Steven is incentivized to again wait in order to hurt Todd going into the pvp, to give Todd less time to pivot.

Because of these, all multiplayer interaction must happen at one of the interaction points in the game, basically at the start of the ante, at the end of the ante, or in the now case of penny pincher, is being based on results of previous antes.

Specific Changes

Asteroid

  • Is now an asteroid shower, which triggers right at the start of the pvp.

Pincher

  • Based on previous antes money spent, rather than previous shop

Taxes

  • Now scales at the start of the pvp, making it weaker to make through the blinds, so it is buffed to scale on everything.

Pizza

  • My personal favorite change of the update, gives bonus discards for the duration of the next ante when consumed after a pvp, rather than just when held.

Future Considerations

In the future, if you propose a multiplayer joker, keep stalling in mind, and these specified "synchronization points." We do want to hear an idea for any multi jokers though, 9 is a weird number after all.

Queue Changes

As well as these synchronization changes, queues will function a little differently:

  • The voucher queue should work in the most intuitive way now, choosing a number 1-8 for each entry in the queue
  • If a voucher is taken, it will show the second level
  • If Steven passes on a voucher (say blank) that Todd took, the second time Steven sees it then Todd will see antimatter
  • Pack queues for NON-JOKERS have been separated from the shop queue (mostly done as some spectrals are worth SIGNIFICANTLY more when held, rather than found in a pack, such as ankh)

Note: Oh also speedrun works now.

0.2.11 Update | Balatro Multiplayer