Devlog #12 – Achieve all the things

Another week…month, another update… just took a while 🙂

If you have been playing Dragon Evo for the last few months, then you have not. We discovered some fundamental bugs in our server code that had to be fixed to prevent us running into issues in later versions. We decided to hit the pause button to dig deeper into the code to resolve the issue.

With that fixed, we’re back on track, so onwards with the devlog!

PS: Come join us on Discord:

Continue reading “Devlog #12 – Achieve all the things”


Midweek Update #4

Another week, another midweek update!

UI changes and under the hood

Last week we added some cards to the market as well as a few gameplay tweaks. Currently we are working on some small interface changes and the CP feature, as well as adding more content in various parts of the game. Read on to learn more about the changes (*cough* profilepage *cough*) Continue reading “Midweek Update #4”

Midweek update #3

Welcome to a new midweek update!

New cards on the market

After the market release we have currently been focusing on solving bugs, balancing card cost, etc. We are play-testing 5 new creature cards and 5 new items cards this week, so please go buy them from the market and see how they play out in-game.



We are currently closing in on 800 registered users! Our minds are blown! So many of you are playing at the same time! Obvious NMS jokes aside, we have seen an increase in multiplayer games and we do hope you continue to play, buy new cards and build stronger decks.

Gameplay tweaks

We have made a tweak to the ruleset for health replenish. Previously, all creature cards that didn’t have 100% health could have their health replenished after each round. After this update, however, any cards that received damage in the latest turn do not get health replenish until they have gone a full turn without receiving any damage. This should make a huge impact on mid- and end-game progression.

Another gameplay tweak we have made this week is linked to gold generation per turn. We are currently experimenting with increase values for gold generation both for fixed amounts and GPT card values. Please let us know how this wor

Invite to play

Since the previous update you could invite people to a game, but chances that the email would end up in spam was rather high. We have made some changes to the way emails are sent out and you should now receive these in your inbox instead.

Up next

Our next release will introduce card CP and deck CP (combat power). The CP value for your cards will allow you to see how your cards compare against each other. Building a deck with the highest CP value will play a crucial role in battle scenarios in the Single Player campaign and individual quests. Deck and card CP will also make it easier to compare decks and cards in tournaments and upcoming multiplayer modes.

Card CP will be displayed on each cards description, and the deck selector will also get a small visual update to show the deck CP value.

Facebook all the things

If you find someone you like to play with, you can now add them as your friends. Friends will show up in your friends list whether they are online or offline. This lets you challenge friends and users who have been offline for a while.

We will also add a way to directly invite friends to play with you, even if they haven’t registered yet!

This weeks changes:

  • Added new gold generating rules to reduce end game grinding
  • Added new card icons when card affects opponents resources
  • Added 5 new cards to the market. 3 faction and 1 world card.
  • A good chunk of card balancing, still a long way to go on new cards though
  • Updated descriptions for several cards

Devlog #11 – This little piggy went to the market

Ever received a card you really did not care for? Perhaps one of your card feels as useful as a dull knife… now you can sell that guy to slavery and buy a fresh one of the shelf 🙂


Continue reading “Devlog #11 – This little piggy went to the market”


“Mid”week update #2

Welcome to a new  midweek update.

Last week we released our biggest update yet – bringing with it tons of features along with some equally annoying bugs. These included exciting bugs like: “Why does my game window die when I try to challenge my friend?”, and “Why won’t my peasant awaken after someone smacked him on the head”, or “Should these villagers really be bleeding indefinitely?”

Thankfully, along with this weeks card reset we have resolved the issue with card effects persisting and game invitations, meaning you can now finally play through an entire game  without your cards staying stunned for all eternity.

We’re super satisfied to see that the new features (equipment cards, deck builder and more) are all working as expected – and we are really looking forward to adding even more features very soon.

We also see that more people are taking the time to play through matches in our multiplayer lobby – we hope to see you ingame, and there are still more features in store for you in our next update.

This weeks changes:

  • Fixed stun and bleed effects never disappearing unless the server restarted
  • Added card icons indicating when an attack will attack all opponent cards
  • Updated card stun badge to show also when the attack caused self stun
  • A good chunk of card balancing
  • Updated descriptions for several cards

Devlog #10 – Beta? Really?

No… really? No… not really. But with so many new features we don’t know where to begin!

Let’s begin wiiiiiiiith

Continue reading “Devlog #10 – Beta? Really?”


Devlog #9

Hi everyone!

Time flies when you’re having fun! It also seems to fly when you’re sweating away adding tons of great features to your Early Access game, but noone tells you that while you’re in school. Anyways!

We’re currently super busy with one of our biggest updates yet, including the addition of equipment cards, the deck builder and the marketplace introduction. In addition to this, however, we’re also making a bunch of smaller changes that should make the gameplay experience more pleasant for everyone involved. So, here’s a quick update with some of the improvements coming in the next release.


Chat bubbles

Bubbles! Bubbles! Everybody loves bubbles! Now your messages and taunts can be read by your opponent even when they don’t really want to, since your messages will now appear to your opponents as chat bubbles next to your avatar if their chat isn’t open.

Speaking of sleeping donkeys, you can now click on your opponents avatar and taunt them with a random taunt. When playing the AI, they might even reply if you try talking to them. No guarantees, though, and we’ve heard they are pretty rude.

In-game event log

WHAT HAPPENED?! We’ve all had that feeling – turning your eyes away from the screen to grab a cup of warm chai tea and suddenly 3 of your cards are dead, your peasants have fled the board, one soldier is upside down and a third card is stunned, bleeding. What happened?! Luckily, you can now see the entire misery played out in the in-game log at the bottom right corner of the screen.

It will be styled better eventually and we’ve got some plans to improve it, but for now it will tell you the last 10 events of the game. You can also find these events inline in the game chat.

Continue game

To help you get back into your ongoing games, if you have active games when logging in, you’ll be met with this window


Clicking on a game in that list will take you straight to the game chat where you can chose to continue the game. Easier than pie!


More tweaks have been made to the profile page – it now shows your level as well as your selected race card, along with the number of games you have played and your MP ranking. This means you can now keep score of your games, your hard earned XP and track your progress towards the top position.



Decks will reset during the weekend as part of our Early Access weekly deck reset. This gives you the opportunity to select a new faction and/or be dealt a completely new deck in your current faction.

See you in-game!