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ShevaNewsSHEVA 1.0 Is Out Now
Major update

SHEVA 1.0 Is Out Now

Sheva · published 30 Jul 2026, 15:46 UTC · build 24475286

All newsPlayers around this dateRead on Steam

SHEVA 1.0 IS OUT NOW

Sheva has officially left Early Access and entered version 1.0.

This is not simply the Early Access version with a new label. For the full release, we went back through almost every part of the game and rebuilt it around the original core: simultaneous decisions, card manipulation, prediction and one-on-one combat.

Version 1.0 features twice as many cards, rebuilt player and enemy decks, redesigned enemy AI, reworked talismans and powers, and a complete balance pass across the game.

Sheva is also available with a 25% launch discount through August 13th.

From Early Access to 1.0

Sheva began with a simple question:

What if a fighting game was turn-based?

Instead of taking separate turns, both fighters choose to Charge, Attack or Block at the same time. Their decisions are revealed together, forcing each player to anticipate what the opponent is preparing before committing to an action.

During Early Access, we expanded and improved the systems surrounding that idea.

The tutorial and onboarding were rebuilt, combat information and tooltips were improved, talisman capacity was expanded from three slots to six, rewards were revised, and numerous quality-of-life and stability improvements were added.

Sheva was also localized into Spanish, Russian and Portuguese, alongside continued support for Windows, macOS, Linux, Steam Deck and controllers.

For version 1.0, however, smaller adjustments were no longer enough.

Almost the entire gameplay database has been rebuilt.

Twice as Many Cards

The card pool has been doubled for version 1.0.

Every existing card has also been reviewed, redesigned or rebalanced. Cards now have clearer roles, more varied conditions and stronger interactions with the rest of your hand.

Card order matters. Effects can change depending on your health, your opponent’s action, the number of cards being played and where each card appears within the attack.

Skills allow you to rearrange, duplicate, sacrifice, swap and shuffle cards before committing them to combat.

Returning players will need to reconsider old strategies and discover entirely new combinations.

Every Deck Has Been Rebuilt

All six starting decks have been reconstructed using the new card pool.

Every regular enemy deck and every boss deck has also been rebuilt across all seven chakras and all seven difficulty levels.

In total, version 1.0 includes 104 rebuilt player, enemy and boss decks.

Enemy progression is now more deliberate, with each chakra developing its own fighting style as the run becomes more dangerous. Bosses have also been redesigned to create more distinct and demanding encounters.

Completely New Enemy AI

The enemy decision-making system has been redesigned from the ground up.

Each chakra now follows its own priorities and evaluates the current fight differently. Enemies consider their cards, health, combat conditions and available actions before deciding how to respond.

The new system reduces repetitive behaviour and makes each chakra’s strategy more recognizable.

Predicting your opponent is still central to Sheva - but your opponents are now much better equipped to predict you as well.

A Smoother Core Combat System

One of Sheva’s fundamental combat interactions has also changed.

Previously, attacking an opponent while they were charging removed the first card from their hand. This could cause fights to snowball quickly: a fighter trying to recover could take damage while also losing one of their cards.

That interaction has been removed.

Attacking a charging opponent still deals full damage, so charging remains dangerous. However, the charging fighter now keeps their cards and completes the Charge normally.

This creates a cleaner back-and-forth between both fighters, reduces frustrating losses of momentum and allows combat to flow more naturally.

Talismans and Powers Reworked

Talismans and powers have received complete redesigns and balance passes.

Their effects, values, conditions and rarities have been revised to create more meaningful choices throughout a run.

With six talisman slots available, passive effects can now play a much larger role in shaping your strategy. Powers have also been adjusted to better support different decks and tactical situations.

A Complete Balance Pass

Damage, healing, Guard, Break, Dodge, Reflect, Draw, Disable and other combat effects have all been reviewed and retuned.

Card rarity, reward progression, boss difficulty and overall combat pacing have also been rebalanced across the entire game.

The aim was not simply to make Sheva harder. The aim was to create fights that are more varied, more readable and more strategically interesting.

The Complete Version of Sheva

Version 1.0 represents the complete version of the game we originally set out to create.

Sheva remains a game about reading your opponent, preparing your cards and taking calculated risks. The difference is that almost every system supporting that experience has now been expanded, rebuilt or refined.

A separate post containing the full version 1.0 patch notes will follow.

Whether you are beginning your first run or returning after Early Access, Sheva 1.0 is available now.

Cheers,
Ben & Doron

Already Own Sheva?

Version 1.0 changes almost every card, deck and enemy in the game.

Start a new run, experiment with the rebuilt systems and see how much the fight has changed.

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