We are now officially out of Pre-Alpha and are open to closed Alpha tests! There were so many changes from the Pre-Alpha playtests that weren't properly documented so i apologise if anything is missed.
Expanded the authored card catalogue from 102 cards to 388 cards, with 341 abilities and 398 passives now available.
Added the Tenacity of Man, Goblin’s Vigor, Will of the Undying, and Vris Ascendancy packs, each containing 38 collectable cards.
Expanded the Classic pool to 112 cards and introduced the combined Erenarthan Pack pool, containing 264 unique pack cards.
Added extensive new Man, Goblin, Undead, Vris, Nature, Setting, generated, story and Tower-specific cards.
Added new environmental cards including Boulder, Stalagmite, Rock, seasonal weather, structures and generated creatures/items.
Added the complete card-pack opening system. Packs contain seven cards, can be opened in stacks of up to 50, and have rarity-specific reveals, effects and sounds.
Added pack-opening assistance for the first 15 packs, including a guaranteed Crown by the fifth pack, an aim of two Legendary cards and a minimum Rare final slot.
Added Mythical cards, with a base appearance rate of 1 in 10,000.
Added the Copper, Silver, Gold and Kolar Wisp currencies, including automatic 10:1 Copper/Silver/Gold conversion.
Added duplicate protection weighting, Kolar Wisp refunds and rarity-based card crafting. Perfect duplicates convert to Wisps while visibly conditioned copies are retained.
Added the shop, selling all six pack types, selected Crown cards and a Gold-to-Kolar-Wisp exchange.
Added redeemable reward codes and testing codes.
Added physical card conditions and finishes: Standard, Faded Print, Misprint, Water Damaged, Ink Stained, Scuffed, Creased, Bent Corner, Torn, Gold Vein, Diamond and Holographic.
Decks now remember the exact physical copy selected, including its condition and finish.
Added persistent card levels and XP, with colour and glow milestones extending to level 200.
Added ownership counts, condition sorting, card statistics, lore, affinities and progression information to the Collection.
Added lender decks for factions where the player owns fewer than 30 cards.
Added full deck importing, exporting, copying, renaming, reordering and deletion.
Added deck-legality validation, Crown selection, 20-card validation and persistent deck win/loss records.
Added a default maximum hand size of eight. Drawing and card generation stop at the limit and display a warning rather than overdrawing.
Added full four-player support with local, remote and AI player slots.
Added the new multiplayer lobby with ready states, faction and deck selection, IP copying and host-controlled player slots.
Added host options for hand size, starting hand, turn timer, action progression, map size, structure density, starting time, day-stage length, hidden factions, Nature, illegal decks and human-player elimination rules.
Added map sizes ranging from Cage Fight to XXL.
Added Strict Mode: attacks automatically connect, Focus becomes a Critical Modifier, rolls of 20 or greater double damage, and attacks use averaged damage unless normal dice are enabled.
Added a 60-second reconnect period for disconnected or crashed clients.
Added a ten-stage day/night cycle: Dawn, Morning, Midday, Afternoon, Dusk, Evening, Night, Late Night, Midnight and Pre-dawn.
Added season, weather, lighting, darkness and environmental colour effects, with configurable starting time and stage duration.
Added the Forest of Fynol map.
Added the Tower of Aethys environment and standalone roguelike Tower game mode.
Rebuilt single-player progression around a world map, dialogue, fixed decks, rewards, unlock paths and difficulty selection.
Added the Knight Training, Lost and Surprise story missions, alongside replay, Free Play and custom-deck options.
Added five Tower passengers: Ayalew Drees, Benjaminge, Dayne, Merrok Gorvak and Silas Anselm, each with unique cards and mechanics.
Added Tower enemy encounters including Alpha Rat, Slime Catcher Mevvield, Never-yielding Nevill the Skeleton Knight, Slimes, undead enemies and scaling encounter decks.
Tower enemies use the silver Tower faction presentation unless they are Nature cards, which remain part of Nature.
Added post-floor Tower rewards: add a three-card bundle, remove five cards or keep them, and duplicate a card. Deck changes use animated card-to-deck transitions.
Added persistent Tower run statistics, currency and pack rewards, run summaries and Best Floor Reached records.
Standard and Hardcore Tower runs have separate Best Floor records.
Added Hardcore Tower mode, unlocked by reaching floor ten or using the Tower testing code.
In Hardcore, all creature health persists between floors, dead creatures are permanently deleted, and the Tower deck displays their current health.
In Hardcore, Action, Item and Setting cards are permanently destroyed after three complete uses. Cards with their own multi-use counter must exhaust that counter three full times first.
Each passenger’s two unique starter Action cards are exempt from Hardcore destruction, and generated cards do not persist between floors.
Added visible status-effect badges, durations, tooltips, particles and Action Log reporting.
Added dedicated feedback for all 15 damage types, including icons, sounds, immunity/resistance/weakness callouts and impact effects.
Added combat lunges, targeting flashes, dice/result presentation, screen shake and expanded ability/status audio.
Added true Setting-card groups, queues, durations and conflicts for weather, seasons and other global effects.
Added Full Art Inspect, which displays the complete card artwork without stats or ability text.
Added visual options for camera dragging, deployment opacity, faction highlights, enemy-focus movement, inspect locking, AI speed, screen shake, lightning, card/collection shaders, shader intensity, board levels and text-render priority.
Added expanded display settings including resolution, fullscreen/windowed modes, VSync and a timed keep/revert confirmation.
Added new music, ambience, combat audio, menu rain, lightning and thunder.
Added match-introduction, finish, reward, action-progression and performance overlays.
Completely rebuilt the main menu with a cinematic presentation, animated weather, new navigation and revised visual layout.
Completely overhauled the Collection into an atmospheric card tome with searching, sorting, faction tabs, Crown browsing, duplicate/unowned/hidden filters and card-detail pages.
Reworked the deck builder with drag-and-drop construction, a resizable deck drawer and clearer deck validation.
Reworked card inspection with improved scaling, dynamic title/text layouts and scrollable long cards.
Rebuilt the tutorial and story presentation around reusable dialogue, mission and reward systems.
Setting cards now enter proper queues and respect compatible/incompatible global effects rather than directly replacing unrelated settings.
Card-copying, transformation, generated-card, cooldown, counter, secondary-target and forced-movement rules now use shared reusable gameplay systems.
Crown control now consistently eliminates the former controller when their Crown is captured or controlled. Duplicate Crown cards do not protect the original Crown.
Eliminated players’ remaining permanents transfer to Nature where appropriate.
“Radiant” damage and weakness terminology was standardised to Holy.
Status rules were completed: Blinded gives Disadvantage and -5 Focus; Grappled prevents movement and gives -10 Focus; Incapacitated prevents abilities; Paralyzed prevents self-movement; Petrified converts a card into an inactive Structure; Poisoned deals end-turn Poison damage; Restrained prevents all movement; Frightened temporarily drives movement away from its source and applies -10 Focus nearby.
A King’s Game now operates as a continuous state passive.
Renamed Bottlefuck the Tower Guard to Tower Guard Bottlefreak.
Tera’Ghal is now hidden from normal deck construction.
Corrected card identities and tags for King Garvragh, Lord Vaughn, Goblin Footman, Samson, Samson’s Forge, Sauvus Grand, King Marcus, Diseased Rat, Kheepjuan, Gravestone and Flimsy Catapault.
Moved Zombie into the generated-card catalogue instead of treating it as a normal collectable creature.
Replaced the portraits for Sauvus Grand, Creature of the Manor, Kheepjuan Alyve the Crawler and Rotting Corpse. Sauvus no longer uses the Sean Connery-like portrait.
Updated card-surface rendering with condition marks, finishes, card-stock effects, rarity glow and configurable shaders.
Improved Nature and AI movement, target selection, ability sequencing, Crown behaviour and Structure priorities.
Expanded the Action Log and HUD to show rolls, modifiers, damage reactions, status changes, movement, generated cards and faction ownership more clearly.
Barrenlands Rock: cost 1 > 2, Health 4 > 6, Armour 20 > 8, and removed its old resistances.
Fynol Boulder: cost 1 > 2, Health 4 > 12, Armour 20 > 12, and removed its old resistances.
Cactus: Health 4 > 8, Armour 12 > 14, gained the Tree tag, Prickly and Weakpoint.
Great Oak: Health 8 > 12, Armour 12 > 18, gained the Field/Tree tags, Brittle, Timber and Weakpoint.
Calling Goblinforcements: cost 3 > 2. It now shuffles three Goblin Footmen and draws three random Goblins instead of shuffling ten Footmen.
Goblin Armour changes: Battering Buddies 13 > 9; Tower Guard Bottlefreak 14 > 8; Crab and Bomb 10 > 8; Dirtknot 10 > 6; Goblin Lieutenant Shagrat 12 > 8; Keratin 12 > 8; Knife Juggler Raunchy 8 > 6; Gibtilk 16 > 14; Scott Buggs 12 > 10; Whitey 6 > 5.
Lord Vaughn Focus: -1 > 3.
Enslaved Satyr: Health 6 > 5, Armour 6 > 3.
Goblin Footman: Health 8 > 6, Armour 10 > 6, and gained its Goblin Footman tracker.
Man Armour changes: Argyle Whittaker 10 > 8; Fisherman Ghillis 10 > 7; Fuschia 8 > 6; Mary 10 > 6; Peasant John 10 > 7; Samson 10 > 8; Sauvus Grand 16 > 14; Warrick 12 > 10; Stark 10 > 8; Human Footman 10 > 8; Whittaker’s Bloodhound 10 > 6.
King Marcus Onerius: Health 20 > 15, Armour 14 > 12, Focus 5 > 2.
Junk and Scrap Metal: cost 99 > 1 and gained Useless.
Flimsy Catapault Armour: 4 > 3; Old Windmill 5 > 4; Samson’s Forge 12 > 10.
Nature Armour changes: Bear 10 > 9; Elk 8 > 7; Water Buffalo 8 > 7; Bandit 10 > 8.
Wolf: Health 8 > 6, Armour 10 > 7.
Essence Drain cost: 3 > 2.
Braun: Health 10 > 8, Armour 8 > 6.
Undead changes: Creature of the Manor Armour 10 > 9; Decias Focus 1 > 3; Kheepjuan cost 1 > 0; Reaver Runt Armour 8 > 6; Skele-brute Karx 12 > 10; Skeleton Chicken 6 > 5; Undead Footman 10 > 8.
Magic Giant gained To Dust.
Vris changes: Corrupt Komodo Armour 7 > 6; Corrupt Ox 8 > 5; Kozamaxxus Health 18 > 14 and Armour 12 > 8; Jace Armour 12 > 9; Zaiden 16 > 13; Zealot Malcolm 12 > 9; Adolescent Hydra 12 > 9; Ancient Hydra 16 > 13; Demon Syndicate Runner 14 > 7; Vris Footman 8 > 7.
Phoenix Zealot: Health 10 > 7, Armour 10 > 6.
Corrupt Komodo, Corrupt Ox, Hydra Egg, Jace, Adolescent Hydra, Ancient Hydra, Baby Hydra and Demon Syndicate Runner gained Close-Minded.
Ancient Hydra lost its redundant Hydra passive.
Butcher’s Swing can now hit any adjacent creature, including allies.
Equip Helmet now targets a friendly humanoid and grants Helmet Protection rather than a raw +2 Armour bonus.
Essence Drain now targets any creature belonging to your faction rather than only cards currently marked as allies.
Fire Gorge can now damage enemy Structures.
Light the Torches of War now lets Humans repeatedly use the same attack that turn rather than applying the general Inspired effect.
Necrotic Blast gained +3 Focus.
Raise Dead stamina cost: 3 > 2.
Call Recruits and Sermon changed from a 1d4/4 success producing 1d4 cards to a 1d2/2 success producing 1d2 cards, with a five-use counter and their three-turn success cooldown retained.
Rally the Slaves gained a ten-use limit.
Vial of Health can no longer target Undead or Umbrimar.
Demonic Sight’s Focus penalty increased from -4 > -6.
Infection’s Poison duration decreased from 5 > 3 turns.
Inspired now permits repeated use of any ability while sufficient stamina remains, instead of only repeating the same attack.
Ego Driven now grows from damage caused by the creature’s attacks or Casted cards, excludes general faction damage, and still loses Maximum Stamina after misses.
Matured Hydra no longer heals 3d2 whenever it survives being struck.
Rammer now always prioritises an attackable Structure.
Rot Away now prevents movement.
Skeletal Resonance only creates corpses from non-Undead creatures with more than three Maximum Health.
Sleepy now checks at the end of that card’s own turn rather than every player’s turn.
Fixed inspected cards appearing partially off-screen or leaving their lower abilities inaccessible.
Fixed the inspect scrollbar not accepting dragging.
Fixed enemy and remote-player cards opening at the wrong size in inspect view.
Fixed board cards and inspected cards disagreeing about current Health, Armour, Focus, stamina and temporary modifiers.
Fixed stale temporary stat changes remaining visible after their effects ended.
Fixed cards, fog, status icons, particles and cards in hand rendering in the wrong order.
Fixed cards occasionally rendering above fog that should obscure them.
Fixed hand-card positioning crashes caused by invalid or missing hand transforms.
Fixed dragging a card when the turn ended leaving the player stuck in a dragging or approval state.
Fixed pause menus, inspection and other overlays leaving card dragging active behind them.
Fixed player-selection arrows aligning against Crown positions instead of the appropriate side/player area.
Fixed diagonal ranged attacks being blocked by unrelated cards positioned on the attacker’s row.
Fixed queued follow-up or retry attacks stopping after an earlier attack missed.
Fixed crashes when an attacker, target or passive source died while an AI action, follow-up or delayed effect was still running.
Fixed AI actions continuing with freed actors after lethal reactions or passive damage.
Fixed Frozen cards remaining unable to move after thawing.
Fixed copied cards repeating On Play effects, incorrectly changing control or duplicating generated summons.
Fixed Zombie transformation array errors and crashes when Infection created a Zombie after Poison damage.
Fixed a Phoenix Zealot gameplay crash.
Fixed Crown AI retreating before performing available counterattacks.
Fixed AI wasting attacks on low-priority Wheat, obstacles and irrelevant Structures.
Fixed client turn timers racing, desynchronising or ending turns independently of the host.
Fixed clients simulating turn-start effects twice, causing doubled effects and incorrect turn state.
Fixed Action Log entries triggering twice on clients.
Fixed opening-seat and remote clients becoming unable to use manual or forced draws.
Fixed client hands retaining a played card while its resulting draw or effect was already resolving.
Fixed stale action points, faction indicators, current-turn highlights and board state on clients.
Fixed remote enemy cards and unfinished Structures losing their authored rules after replication.
Fixed remote decks being rejected based on the host’s collection instead of their structural legality.
Fixed Focus-on-Enemy camera movement and return behaviour becoming inconsistent for clients.
Fixed Nature and AI movement/action ordering being simulated differently between host and clients.
Fixed role swaps and restarted network sessions retaining stale signal connections.
Fixed host results being skipped when a client locally detected a Crown death first.
Fixed eliminated cards failing to transfer to Nature or failing to show the corresponding result message on clients.
Fixed duplicate Crown cards incorrectly preventing defeat after the original Crown died.
Fixed Crown capture/control transfers producing inconsistent match results.
Fixed multiple multiplayer lag spikes, replication races and crash paths during combat, movement, turn changes and match completion.