Cardboard Conquest
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | 0.7.3: less lag, on the desk and on the phone 0.7.3: less lag, on the desk and on the phone This one started with a phone. The Android build went out with 0.7.2 and the first report back was one word, unplayable, so most of the week went into finding out where a frame goes on a handheld, and then on the desk, where a big enough crowd was dragging the game down to 4 fps. Small and middling fights are smooth on a phone now. The crowd that sp… | — | |
| In-game event | Every unit on the board, redrawn Every unit on the board, redrawn Almost every piece that stands on the board is a new drawing this week. 594 of them, plus an Act 0 that belongs to Uncle Jim, three clips of your run you can send someone, and a balance desk with nothing left on it. 594 pieces, and not one landed first time There are 686 unit sprites in the game. 594 were redrawn for this build. Each one started again from the b… | — | |
| In-game event | Every commander gets a stage of their own Every commander gets a stage of their own This one is mostly about looking at things. Forty-two enemy commanders, forty-two hand-drawn arenas, and a browser build that finally runs like it should. The arenas Every enemy commander now fights on a stage built for them — backdrop, mat, and the standing pieces in between. Thirty-nine were redrawn for this release; the other three landed just before… | — | |
| Major update | 0.7.0: Warlords is now Cardboard Conquest The game has a new name and a new look, and they are the same decision. Warlords is now Cardboard Conquest , because the whole game is cut out of card: every soldier is a die-cut standee on a corrugated base, every battlefield is layered kraft paper on a desk, and one lamp lights the lot. Your saves came with you. Profiles, runs and unlocks all carried across on the first boot, demo included. T… | — | |
| In-game event | 0.6.1: Spells fight the army Version 0.6.1 leads with a rule change: spells cannot touch a commander any more. They are a weapon against the army again. Behind it are a new three-part event chain, an upgrade preview on every card in the game, a camera that actually watches the fight, and another round of paint. Spells fight the army Aiming every spell at the enemy lord's face had become the way to win. The commander's heal… | — | |
| Major update | 0.6: the whole game, redrawn Version 0.6 changes what Warlords looks like. The photoreal art that has carried the game until now steps back to being an option, and a hand-drawn cartoon style becomes the game: every card, every arena, every event illustration, every menu, drawn as one world in one style. It is the biggest visual change the game has ever shipped, which is why the version number finally rolls over. If you pre… | — | |
| In-game event | 0.5.65: the battle builds itself in front of you A battle used to begin with a loading screen: a column marching under a studio logo while the arena was generated somewhere out of sight. Now the field builds itself where you can watch it. Roads paint in, scenery drops onto its spots, the commanders take their ground, and the interface slides in from the edges. The wait is the same length. It just stopped being a wait. The battle assembles its… | — | |
| In-game event | 0.5.64: what the enemy pays, and four versions of catching up This one covers more than a single version. Steam saw the 0.5.58 notes and then the 0.5.63 notes, and four versions in between never got written up here. So this is 0.5.59 through 0.5.64 in one place, and most of what follows has been live for a while. The short version: Act 1 stopped being a wall, the fight explains itself while it happens, the game runs on a phone, and every enemy card now pr… | — | |
| In-game event | 0.5.63: Forbidden Lore, and one look for the whole game This is the biggest visual pass the game has had. Every screen was rebuilt into one design language, four of the five warlords stopped being costumes and became rules, and the Infernal Legion is gone. In its place is Forbidden Lore, a pack about reading things you should not. Forbidden Lore replaces the Infernal Legion · The devils are gone and the pack is about knowledge now. Nineteen cards, a… | — | |
| In-game event | 0.5.58: the enemy stops hiding its numbers This covers 0.5.57 and 0.5.58. The theme is honesty: the enemy used to get numbers you were never shown, and most of this update is about taking those away and putting the difficulty somewhere you can read it. The enemy stops hiding its numbers · Every lord takes the same three energy a round that you do. There was a per-encounter multiplier on how much an enemy could field, tuned separately fr… | — | |
| In-game event | 0.5.56: the fight looks like a fight now Five builds have gone out since I last wrote one of these, so this covers 0.5.52 through 0.5.56. Most of it is the fight itself: what it looks like, what it sounds like, and how much of it you can read while it is happening. The fight looks like a fight now · Archers loose real arrows and melee lands real swings. Damage used to simply appear on a unit. Every attack now has ammunition you can wa… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.