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.