From upcoming games to developer blogs, find news about us here.
The prototype launch date is finally here — mark your calendar. Plus, a peek at the menu redesigns and card tweaks we pushed through to get the game into presentable shape before it goes live.
We just got back from a wild weekend with fellow game devs at Wendake — tired, inspired, and armed with a mountain of playtest feedback. While we were away, Janie was working in overdrive on new card art. The results speak for themselves.
Cards are now unlockable — finish an ascension, pick up to three new ones, and watch playtesters immediately try to break everything. Spoiler: the barrel card succeeded.
Last week's texture atlas work is already paying dividends. Deck views with hover effects, slide-in animations, and a brand-new card collection screen.
Drawing a card should be simple in theory. In pratice it's quite different. Discover why rendering cards the barbaric way was a disaster, and the texture atlas solution we built to fix it.
The demo is taking shape. This week, card selection between rounds arrives and behind those three choices hides a smarter loot system than you might think.
Cards are angrier than ever. This week, rage mechanics got a serious upgrade: cards can now enrage even when face down, and some cards are built to make the most of it.
This week, we worked on implementing new mechanics into the game to diversify the gameplay experience. We also had one weird bug...
Happy Easter! In this edition, we discuss how our first round of playtest happened and the feedback we received!
Welcome to our first blog post on this website. In this edition, we will discuss what you can expect to read every week.