Devlog #3 – 2016

Hello, everyone!

Welcome to another weekly development update. The focus this week has been two-fold: getting the game into a state where we can start inviting early alpha tester to join in our playtesting, plus adding initial support for playing the game on mobile devices.

Character creator

One part of the RPG elements in Dragon Evo is your own character. We added a simple character introduction wizard, so you can create your character and set a couple of basic traits. Expect this wizard to change, but for now this is the minimum needed to get your profile initialized.


More game table backgrounds

As the card battles are supposed to take places in various locations all over the Dragon Evo world, we’ve added more board textures to the game board. This brings the total of different board textures up to 7, including the original table texture.


New effect: Stun

Last week we started implementing support for effects, and the first effect to be added is “stun”. A stunned card cannot move or perform actions, and the stun effect can vary from 1 to several turns. When a card is stunned, an effect sticker is added to the card showing you the duration of the stun effect. This effect sticker is removed when the card is no longer stunned. The stun effect can apply to opponent cards as a result of an action, but is usually applied to your own cards.


New effect: Bleed

The second effect to be introduced is “bleed”. Some actions will cause a card to start bleeding, meaning it will take damage on subsequent turns. The bleed effect is also shown as an effect sticker, showing the amount of damage the card will take in the next turn and the duration of the effect. The bleed effect will only apply to opponent cards.


New action property: “Attacks all cards”

We already had support for attacking “All cards on the same row”, “The card behind” and “Adjacent cards”. This week we added the property “Attacks all cards” for extra powerful attacks. Only a select few actions have this property set, and they will cost alot.

Mobile version

We’re developing a game that is supposed to run on *all* platforms, especially mobile. We have some awesome ideas for playing the game on mobile devices, but in addition to this, we want the game to be played in full on a mobile device, almost as you would on desktop.

This week we have taken one step in that direction by making the base game available on mobile browsers. We will be making changes to the mobile gameplay, but for now you can play the game on your mobile browser or in your desktop browser however you choose. All effects are available in the mobile version, of course, so you won’t miss anything.


Game screen changes

We have updated the in-game avatar containers, so they are a bit more stylized. We will have to re-cut most of the avatars to fit the new avatar containers better, but these are likely to be the final avatar containers.


Gameplay effects

A silent and static game is a boring game. We added several effects to liven up the gameplay:

  • Cards now shake if they are clicked when inactive. This provides immediate feedback on what can be done in the current situation. We also added a separate animation when clicking stunned cards so you see that it is stunned.
  • Health reduction and health increase is now animated with a +/- health bit flying off or onto the HP.
  • The start-of-turn “replenishments” (regenerated health, gold increase) has also seen some added animations and sound effects so you can easier see what’s been added.
  • More sound effects were added for attack, damage, gold, and health; “Your turn”, and “Game over” / “Win”.
  • Effect animations (when an effect sticker is added to a card) have been added.
  • Hover feedback: when you hover your mouse over a card on the table it will provide visual feedback on which cards it may attack, or the gold pile for “Forage” or “Trade” actions.

Card changes

But wait, there is more! All low level starter cards are now ready for play testing and we have moved on to a new card set this week. This will give you more cards to play with in the pre-alpha version. We are also working on a updated layout to show you the card level as well. Here is a mockup, showing how we envision the card level can be shown.


Gameplay video

As promised, here is a pre alpha gameplay video of the game.


  • New updated in-game avatar containers
  • More board textures
  • New profile page
  • Effect stickers
  • Stun effect
  • Bleed effect
  • Added new cards for the starter pack
  • End game banner with XP and gold increase
  • Card penalty rounds
  • Music mute button
  • Fullscreen button

Midweek update #1


Play it wherever you want – on whatever device you want

One of our main goals with Dragon Evo has always been to let you play it on any device. Combining phones, tables, iPads, laptops and computers for a one-of-a kind experience, bringing out the best of each device.

Currently implemented is the ability to play or spectate a game on your computer or with your tablet device, but one of the main challenges have been how to tailor the experience so it fits on your phone.

This midweek update is a teaser for the weekly devlog to give you a sneak peek at the first version of the mobile layout we’re currently testing for mobile browsers on iOS or Andriod.


Stay tuned for Friday’s devlog where we will be posting more details, including a gameplay video.

Also, we are still accepting applications for the upcoming playtests at

Devlog #2 – 2016

Hello everyone.
Another week has passed, and here is another summary of things that happened in the past week.

Design changescurrentgame150616
As you can see from the new board layout screenshot we have finally added user avatars in the top corners. This makes for a more social experience, and lets us play with features such as custom chat bubbles, taunts and much more. We also moved the resource slots next to the avatars, where they belong.

After much play testing and discussion, we’ve also decided to reduce card equipment in decks and in-game from 5 slots to 2 slots. We feel this better strikes a balance of giving you more a strategic choice when equipping your cards and at the same time deliver enough customization and variation in deck building without it becoming tedious or just a case of “load all item cards on all cards”.

The game menu now features links to the Gamepedia wiki, where you can find card and faction information, lore, as well as an in-depth “How to play” game guide. The wiki is user-driven, so feel free to sign up there and help us make it better!

Several effects were added to liven up the gameplay:

  • Cards now shake if they are clicked when stunned and/or inactive. This provides immediate feedback on what can be done in the current situation.
  • Health reduction and health increase is now animated with a +/- health bit flying off or onto the HP
  • The start-of-turn “replenishments” (regenerated health, gold increase) has also seen some animations added so you can easier see what’s been added.
  • Sound effects for attack, damage, gold, and health; “Your turn”, and “Game over” / “Win”
  • Stun effect animation has been added as well.
  • Hover feedback. If you hover your mouse over your cards or your opponents cards it will provide visual feedback on which cards you may attack, or the gold pile for “Forage” or “Trade” actions.

A “Your turn!” banner has been added to better indicate the beginning of a new turn, as well as an “Game over!” banner to finish up the game.


Card changes
The action pool (available actions for each card when being generated) for all starter pack cards have been balanced so they all have three or more different actions that can be generated when dealt.

Next week
Next week we hope to bring you even more and a pre-alpha gameplay video as well.


  • Ingame chat is now visible in-game, not just pre-game
  • Avatars are shown in-game
  • AP and gold pile moved to avatar location
  • Online / offline checks
  • Updated action pool for all starter cards
  • Stun effect on cards
  • Stun duration
  • “Your turn” banner
  • End game counter
  • 1 card action per round
  • Updated Adjacent etc damage calculations
  • Cards inactive effects (shake & sound)
  • Health regeneration animation
  • Card equipment reduction from 5 to 2.
  • Sound effects
  • Several bug fixes

Devlog #1 – 2016

Pre-Alpha is getting closer and we want want to keep you updated on the progress of the game. As a result, we are launching the weekly devlog. Every Friday we’ll tell you about what has happened last week, and this first post kicks off with style.

Design changes

Ever evolving is our card layout. From left to right you can see some of the different stages the card layout has gone through lately to make the layout more appealing and easy to understand.


As you probably noticed, not only has the layout been streamlined, but we have also simplified the way attacks works per card. Where – previously – you had multiple attacks available per card, each card now has only one attack. In addition to making the cards easier to read and understand, this simplification of one of our core gameplay mechanics also means we can offer an even greater variety across the same card.

Now that one card has only one attack, that attack becomes part of what you consider the entire card, whereas before there was a visual and conceptual split between a cards basic properties (such as HP and DMP), and its attacks and their properties. This has already proven to simplify and specialize gameplay in ways we hadn’t even considered. It will be really great to see how this plays out.

Speaking of playing out – to give you a sense of how the new board layout will look like, here is a WIP screenshot of the gameboard as it looked earlier this week.


Immediately noticeable is the change from a one-row, five card layout to a two rows, lane-based layout instead. As one of our core gameplay ideas has always been about positioning and making the best use of ranged vs melee cards, we felt the previous board layout didn’t really play to the strengths of how cards varied in their properties.

This two-laned layout lets us experiment more with making ranged attacks more powerful, and positioning is now an important factor to keep in mind when placing cards – much more so than before.

Bear in mind that all elements in that screenshot are likely to be changed or tweaked in the future (and some have already been changed after the screenshot was taken).

To conclude the post, here is a change log for the past week. Enjoy!

Pre Alpha Changelog (0.3.1a)

  • New, improved card layout
  • Simplified attacks to only one per card
  • Move EP (adaptorite) pool off cards and make it a player pool instead, just as gold
  • New board layout with lanes and rows
  • Stackable AP(action Points)
  • New attack animations for each different attack
  • New “Card dies” animation
  • Starter packs for new players
  • Deck builder(wip)
  • Card equipment(wip)


For more information on how to actually play the game, head over to our WIP gameguide at Gamepedia.