0.4.2

justsk8nJune 22, 2026

# Balatro Multiplayer all changes from 0.3.3 to 0.4.2

## Table of Content

1. New rulesets
2. Core additions
3. TheOrder
4. UI changes
5. Balance changes

## 1. New rulesets

- Experimental (Standard)

  • All changes from 0.3.3
  • +1 shop slot (free Overstock effect, both vouchers still can be found)
  • Scoring requirements increased by 15%
  • New stickers (each of them have 1 in 3 chance to appear on run start):
    • Persistent: cannot be destroyed. Costs money on sale. Cost increases by 3$ per round
    • Unreliable: Doesn’t trigger on last hand
    • Draining: x0.75 Mult
  • Shop reroll cost increase: $1 -> $2
  • Glass card:
    • x2 Mult
    • Cannot be obtained from Standard Packs (now can be obtained ONLY from spectrals such as Grim, Familiar and Incantation)
  • Idol: Uncommon -> Rare
  • Bean: +4 -> +5 hand size
  • Speedrun: removed from pool
  • To-Do List:
    • $4 -> $5
    • Select ANY poker hand (including not unlocked secret hands)
    • Does not desync between players caused by secret hands difference
  • Golden Ticket: $3 -> $4 (still Uncommon, no Gold Card requirement)
  • Pizza: cannot be copied -> does not destroy copier when eaten
  • Comeback money:
    • Rewarded on ANY live loss
    • Value:
      • Sandbox: 3 minus current ante
      • Major League: 4 multiplied by lives lost
      • Other rulesets: Purple stake and higher - 2 flat, otherwise - 4 flat

- Experimental (Glassic)

  • All changes from Legacy Ranked, + Let's Go Gambling

- Custom

  • Place where various modifiers and joker bans can be combined to create own unique ruleset to play around
    - Does it even work? Idk

## 2. Core additions

- Practice mode

  • A place where you can play MP rulesets as Singleplayer experience
  • List of matches directly from log visualized (Play -> Practice Mode -> Practice Options -> Match Replays)
  • Option to play against player from selected match (either you or your opponent)

- New timers (none of them are part of ranked, but available as modifier on lobby creation)

  • Default
    • 150 seconds + 60/skip
    • "Calculate" button 5s delay/0s cost
      - No-animations:
    • 100 seconds + 60/skip, excludes animations
    • "Calculate" button 1.5s delay/3.5s cost (means 3.5 seconds will be deducted from timer)
  • Pressure:
    • Starts immediately
    • 300 seconds + 60/skip, excludes animations
    • "Calculate" button 1.5s delay/3.5s cost
  • Pressure+:
    • Starts immediately
    • 300 seconds + 60/skip + 15/hand played, excludes animations
    • "Calculate" button 1.5s delay/3.5s cost
  • PvP timer (not a part of ranked, but available as modifier on lobby creation)
    • 90 seconds + 15/hand played, excludes animations
    • Can be activated if:
      • Score is higher than opponent (turn order)
      • In case of equal score, player who reached PvP first have "advantage"
    • If PvP timer reaches 0:
      • PvP immediately ends
      • Player loses a live
      • All remaining hands deducted from Seltzer and Ice Cream

- New challenges

  • Shared Pockets: Hand size, Joker Slots and Consumable slots are shared resource
  • EEEE: Some randomly selected RNG queue are bugged each Ante
  • Planet Tycoon: Planets appear 40x times more often
  • Blue Ice: Indigo Deck, no standard, arcana or celestial packs
  • Option to enable Random Deck/Stake in Lobby Options (rolls are same for both players)
  • Mod compat
    • Cocktail Deck support decks from Cryptid, All in Jest and Aikoyori's Shenanigans
    • Fixed all crashes related to title card (i.e. Pokermon, BUMod etc.)

## 3. TheOrder

  • Shuffling cards adjustments to better handle copies
  • Rare Tag: next joker from shop rare queue (previously was separate queue shared with Wraith)
  • Wraith: next joker from shop stickerless rare queue (previously was separate queue shared with Rare Tag)
  • Riff-Raff & Top Up Tag: next joker from shop stickerless common queue
  • Judgement:
    • Old: Orange Stake and higher -> separate queue, otherwise -> next joker from shop queue
    • New: Black Stake and higher -> separate queue for rarity -> next joker from shop stickerless queue of rolled rarity, otherwise -> next joker from shop queue

## 4. UI changes

  • Enemy location overhaul
    • Blind sprite instead of name
    • Show location more precisely: selecting _blind_, playing _blind_, shopping before _blind_, ready for pvp
  • Shortcuts menu on Tab
    • Easy access for buttons such as "Create Lobby", "Join Lobby"
    • Tab + C: Create lobby (in Main Menu), Copy lobby code (in lobby)
    • Tab + V: Join lobby from clipboard (in Main Menu)
  • Score preview matches vanilla formatting by switching to scientific notation starting from e11 (previously e7)
  • Enemy lives display
  • Opponent skip sound
  • New "Lobby info" visual
    • Added skips display
    • UI is stable (does not skewed when score is very long)
  • New "Game Over" screen
    • Added "your nemesis"
    • Added "times rerolled"
    • Added "cards purchased"
    • Fixed rounds display (previously always 0)
    • Visual adjustments to make it look pretty
  • For all rebalanced cards, Balanced sticker shows detailed explanation what was changed
  • Player mods list overhaul
  • Warning about Lovely/SMODS/MP versions mismatch in lobby
  • Player's PvP blind chip uses showdown (finisher) blinds on 1-1 lives (matches colour)
  • Timer flashes when active
  • PvP blind enter animation is instant (previously "Your Nemesis" blind slides down and after a second replaced with correct one and slides again)
  • New ruleset selection UI

## 5. Balance changes

  • Pizza: cannot be copied (does not destroy copier when eaten)
  • Comeback money:
    • Rewarded on ANY live loss
    • Value:
      • Sandbox: $3 minus current ante
      • Major League: $4 multiplied by lives lost
      • Other rulesets: Purple stake and higher -> $2 flat, otherwise -> $4 flat
  • Fixed cost & sell values for some MP changed cards to match vanilla (Bean, Seltzer, Ouija 2, Ectoplasm)
  • Sandbox:
    • Alloy: removed from pool