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Genre: Strategy, Turn-based strategy (TBS), Tactical, Adventure, Indie, Card & Board Game

Abalon

Update #15 v0.82.3 Patch

v0.82.3 Release Notes



More fixes for our winter update. Thank you so much for reporting these issues :)

  1. Fixed bug where Dante, Demon Lord’s "Deal 3 fire damage on play demon card" was able to be triggered more than once per turn as indicated in its card description.
  2. Fixed bug where Temporal Storm was properly creating return markers for each unit, resulting in some units being sent into the "unknown future" and never returning.
  3. Changed the duration for Warcry: +X/+X until start of turn again so that it persists on the players first turn only if they are the player taking the first turn.
  4. Fixed bug where the debuff removal of heal+debuff removal guardians wasn't functioning.
  5. Fixed bug where having units with aura buffs, spell power buffs, or cost discounts weren't properly removing their effect when the character was temporarily removed from the board by being knocked into water or sent into the future.

Update #15 v0.82.2 Patch

v0.82.2 Release Notes



Special thanks to our community member, mr.kitty, for quickly discovering and reporting many of the inconsistencies in the card text/ability and bugs that were fixed in this patch.

  1. Fixed the "Warcry: +X/+X until start of turn" abilities for all units so that it can now be used on the first turn. Previously, the effect was applied at start of battle for wolves and satyrs, but then wore off immediately at the start of their turn (as expected) without having had a chance to be utilized. Note: Watch out for wolves! I recommend approaching maps from the vertical ends to avoid getting ambushed and chomped up.
  2. Fixed the "Inflict Remove Equipment" for all units which was, instead, removing buffs.
  3. Fixed Invoke Elemental spell so that it can now be undone after being cast to test different tiles for different elements since this is known, not hidden information.
  4. Fixed Turn Back Time spell so that it now correctly heals all allies instead of just 1 ally.
  5. Fixed Bloom spell so that it no longer applies double buffs to plants. Also fixed targeting so it cannot be cast on obstacle plants, such as wheat.
  6. Fixed Purify so that it now correctly removes debuffs.
  7. Adjusted gold costs of all the cards for the shops, fixing, among other things, the 0 cost Celestial Thunderstrike card.
  8. Fixed Bard’s new remove debuff ability so that it now works as expected.
  9. Changed the duration of Inflict Vulnerable (All) from "until end of their turn" to "until end of turn".
  10. Fixed Melt spell so that it now works properly according to its card text.
  11. Fixed bug where the Dance with the Devil all-star team couldn’t be played because it illegally contained two Incubus (which were changed to guardians). I replaced one
  12. Incubus with a Shadow.
  13. Fixed bug with Soothsayer’s psychic attack range and his card draw ability.
  14. Fixed bug with Fairy Queen’s psychic attack range.
  15. Celestial Thunderstrike now deals shock damage.
  16. Fixed bug where player was prompted to choose biome after completing a battle in battle mode having just returned to title screen from an adventure.
  17. Fixed bug where Meditate spell was causing a stack overflow (Thanks DogSoC)

Update #15 - Land of Ice and Snow

Version 0.82.1 Release Notes



The Land of Ice and Snow



The ‘Land of Ice and Snow’ is available now to all players who own Summoners Fate.


  1. Winter-themed biome to explore, filled with appropriately themed minions such as yetis, ice golems, ninjas (for some reason), and fluffy killer bunnies!
  2. New bosses to hunt and defeat including the Yeti King, a greater frost dragon, and the ice queen herself.
  3. New powerful Summoners including a winged Valkyrie, tormenting dark elf, a dreadful demon lord and a celestial steampunk time-traveling rat. Each hero also comes with a new all-star team for the arena battle mode.
  4. Over 40 new cards featuring player-driven ideas such as viking berserkers, fairy queen, alicorn, petrifying medusa, and the celestial thunderstrike of Odin.
  5. 100s balance changes and bug fixes that further improve the versatility of existing cards, empowering players to get even more creative with their favorite synergies




The ‘Land of Ice and Snow’ update marks the 15th update for Summoners Fate since its launch into Steam Early access in June, 2022. Summoners Fate is set for a full 1.0 launch later in 2023, but there’s a lot more to come to the world of Abalon before then.



Release Notes



New Cards


  1. Summoner: Sir Cheezles, Chronomancer
  2. Summoner: Kaiyln, Valkyrie
  3. Summoner: Darakai, Tormentor
  4. Summoner: Dante, Demon Lord
  5. Guardian: Fairy Queen
  6. Guardian: Sojourn, Defender
  7. Guardian: Soothsayer
  8. Guardian: Medusa
  9. Alicorn
  10. Armored Rat
  11. Bandit Archer
  12. Cobra Striker
  13. Cockatrice
  14. Dwarf Warrior
  15. Gnasher
  16. Gnome Scholar
  17. Imperial Dragon
  18. Mantis Warrior
  19. Monk
  20. Naga Warrior
  21. Ninja
  22. Ogre
  23. Steamclock Sentinel
  24. Thief
  25. Tiger
  26. Viking Berserker
  27. Viking Warlord
  28. Viking Warrior
  29. Celestial Thunderstrike
  30. Forbidden Library
  31. Glimpse
  32. Gravity Gauntlet
  33. Invoke Elemental
  34. Purify
  35. Resurgence
  36. Temporal Storm
  37. Time Flux
  38. Turn Back Time
  39. Wall of Ice
  40. Warp Time
  41. Chronomancer Top Hat

New Card Tags


  1. Angel
  2. Crystal
  3. Gravity
  4. Hex
  5. Magiscale
  6. Naga
  7. Rock
  8. Viking

Removed Tags


  1. Ice Dweller
  2. Reptis - Now split into Naga (Snake people) and Magiscale (Lizard people)

Mechanics Changes



  1. New Feature: Players can now choose their adventure biomes. After you select your Summoner, you’ll be able to choose the biome of your first chapter. Each time you enter a portal, you’ll also be able to choose the next biome (or select random). Biomes previously explored in that adventure will be removed from the list. Note: This feature only applies to adventures started after the update. Any existing adventures will continue to use randomly selected biomes.
  2. All Withereds’ "Inflict Downfall: Become a copy of this unit" has been changed to "Infect Downfall". Infect is a new keyword similar to Inflict (Give units injured by attack an effect.) except that for Infect, Counter and combo attacks don't count. This change was intended to help smaller units like squirrels be able to help wither (pun intended) withereds down without getting immediately transformed into new withereds by the counter attacks. Additionally, the Withered transformation effect will now resolve last alongside other Downfall effects, so units with Detonate will no longer become Withereds.
  3. New keyword "Hexproof" has been added to provide protection against "Hex" spells. 34 spells have been tagged as Hex, which include Mind Control, Polymorph, Smite, Touch of Death, gravity, and other such spells that manipulate, modify, or debuff an enemy. Hexproof units can’t be the target of enemy hexes.
  4. Stealth ability has changed from "Invisible until it attacks, casts or ends turn adjacent to an enemy." to "Invisible until it acts or ends turn adjacent to enemy. Recloak after defeating an enemy." This gives all Stealth units the Assassin’s ability to recloak after defeating an enemy, rendering card the "Wreck: Stealth" ability redundant.
  5. The keyword "Stun" has been replaced with "Daze" at the request of many players who noted that "Stun" traditionally means cannot move or attack in most RPGs. By contrast, "Daze" means that the unit cannot block or counter attack until the end of the current turn, which felt more appropriate as the word means "unable to think or react properly" and block and counter attacks are reactions.
  6. All elementals now deal their element as a damage type. This is not explicitly stated in their card text (for brevity) but rather, the elemental damage type is applied as a tag (Ex: Fire, Ice, Shock). Any unit that has been tagged deals this type of damage with their attack.
  7. Traps no longer trigger when allies walk over them - only enemies.
  8. "Moves up to 6 spaces per turn" shortened to "Moves 6 spaces"
  9. Considered and agreed with player feedback that Warcry and Downfall are things to avoid in guardians (as it kind of defeats the purpose of them being a guardian). We also added more guardians which benefit specific card types, or give specific vulnerabilities to enemies (as well as unique weird abilities to make them stand out from the crowd) (Thanks Qetuth)
  10. New Keyword: Double Strike - Attacks its target twice
  11. New Keyword: Pacify - Can't attack till end of their turn
  12. New Keyword: Petrify - May not act till end of their turn except to cast spells (Identical to Freeze, visually different)
  13. Mana Potions can now stack. However, stored Mana can never exceed a total of 5.
  14. Life Potion can now stack.

Balance Changes


  1. Acheri changed from a cost 4 Guardian to cost 3 unit. Life reduced from 10 to 5.
  2. Ant Pheromones changed from "All insectoids get double movement" to "All allies get double movement until end of turn"
  3. Araknia, Spider Queen’s life increased from 11 to 13
  4. Arcane Giant changed from cost 4 Guardian to cost 5 unit and gains abilities: Wreck: Mana +1, Other ally elementals get +2/+2
  5. Army of Darkness All-Star deck changed to use the Necromancer as guardian. Acheri becomes a cost 3 card that replaces the Fire Elemental in this deck.
  6. Attack Dog changed from "Warcry: +2/+0 until end of turn. All enemies face this unit." To "Warcry: Rotate all enemies so their backs are facing you. Moves 6 spaces"
  7. Bard gains ability Support: Remove Debuffs. Life increases from 11 to 12
  8. Bat changed from Void to Freewill
  9. Bear gains ability "Inflict Daze"
  10. Bear Trap damage increased from 3 to 4
  11. Black Dragon power increased from 5 to 6
  12. Blinded by the Light now only reveals every enemy Surprises and Stealth units instead of all
  13. Bloodlust changed from Freewill to Nature
  14. Bloom changed from "Give an ally +0/+3" to "Give an ally +0/+3. If it’s a plant, give it +0/+5 and Resist Fire (3)."
  15. Boss Croakus’s empathic damage ability changed from "When damaged as the direct target of an enemy it faces, all enemies it faces feel its pain." To "When injured by an enemy attack, all enemies it faces feel its pain."
  16. Carniflower cost reduced from 2 to 1. Life reduced from 5 to 4. Gains ability: Vulnerable (Fire 3)
  17. Cat of Nine now tracks lives left as the number of times it can still resurrect. It has to be defeated 9 times to be discarded. So, it starts with 8 lives and when its status shows 0 lives left, that is its last life.
  18. Celestial Barrier changed from "Surprise: Counter the next enemy range attack or spell on target ally" to "Surprise: When damage by a ranged action, negate the effects and gain Veil until end of turn on target ally."
  19. Celestial Blast damage to Void unit increased from 3 to 4.
  20. Celestial Shield cost increased from 0 to 1. Gains ability: Gain Armor (5) until end of turn (in addition to preventing next damage)
  21. Cleanse cost increased from 1 to 2 and changed from "Remove all buffs, debuffs and surprises from the board." to "Remove all enemy buffs, equipment and surprises from the board. Remove all debuffs afflicting allies."
  22. Cleansing Fire changed from "Remove all buffs and debuffs from any unit. If it’s an ally Chaos unit, Heal 4." To "Remove all debuffs from an ally. If it’s Chaos, Heal 4. OR Remove all buffs from an enemy."
  23. Cleric gains ability Inflict Remove buffs
  24. Cora’s ability changed from "Freeze units injured with ice" to "Freeze enemies injured with ice"
  25. Cover of Shadows changed from Freewill to Arcane. Additionally, the effect now resolves "On Cast Resolve" instead of "Preemptive" and negates the effects of the attack. This way, you can see which of the opponent’s units attacked you to trigger the surprise stealth.
  26. Crocodile gains Pierce
  27. Cure changed from "Remove all debuffs from an ally, heal 2 life and give immune (Poison)" to "Remove all debuffs from an afflicted ally, heal them 3 life and give immune (Poison) and immune (Freeze)."
  28. Dark Elf Archer life increased from 1 to 2
  29. Dark Elf Assassin gains ability "Inflict Remove buffs". Life increased from 4 to 5. Additionally, with the new Stealth mechanics and the fix for giving proper "defeat credit" for units defeated by poison, a dark elf assassin can now return to stealth mode on the enemy turn after a unit it poisoned is defeated.
  30. Demonic Lash changed to give +3/+0 instead of +3/-3.
  31. Demonic Strength Cost reduced from 2 to 1. Additionally, the +2/+0 boost increased to +3/+0.
  32. Dispel Magic changed from "Remove all buffs, debuffs and surprises in visible 3x3 area" to "Clear enemy buffs, debuffs and surprises in visible 3x3 area."
  33. Drain Life damage/heal increased from 2 to 3
  34. Drax, Scorpion Lord’s life increased from 14 to 15. "Sting for Poison (2) when attacked" changed to "Inflict Poison (2)"
  35. Dreadnought Axe Slayer gains ability "Inflict Vulnerable (Fire 1) until end of turn"
  36. Dreadnought Titan loses ability Taunt
  37. Dreadnought Warrior gains ability "Inflict Destroy Equipment"
  38. Enrage changed from Cost 2 "Give an injured ally below 7 health +3/+3, Taunt, Vigil until healed." to Cost 1 "All injured allies get +2/+2 and Knockback (1) until the end of their turn".
  39. Expose the Rear changed from Chaos to Arcane
  40. Fennec fox gains abilities: Stealth, Moves 6 spaces
  41. Fire Shield loses ability "Immune (Fire)" and is renamed to Ring of Fire
  42. Frog Demon regains Taunt ability. Additionally, it’s text changes from "When injured as the direct target of an enemy it faces, that enemy feels its pain." To "When injured by an attack, that enemy feels its pain."
  43. Frost Dragon changed from Freewill to Arcane
  44. Frost Nova - Gains ability "Deal 2 ice damage to surrounding enemies" in addition to Knockback(1) and Freeze. No longer affects allies.
  45. Gargantuant changed from Freewill to Nature
  46. Gateway has been changed from "You may see and move through target obstacle until end of turn." to "Remove any unit from the board until end of turn. If it's an obstacle whose space is now occupied, remove it from play."
  47. Gladiator life increased from 11 to 12
  48. Golden Dragon gains ability "Knockback (1)"
  49. Gravity Well artwork changed to a vortex with people and rocks being pulled into it. Previous gravity well artwork is now used for the new Gravity Gauntlet spell.
  50. Griffon gains ability Vigil
  51. Harpy life increased from 5 to 6
  52. Heal All cost increased from 1 to 2 and the amount healed increased from 3 to 5.
  53. Hellhound Puppy changed from cost 4 Guardian to cost 3 unit (Unique). Times it revives on Downfall reduced from 5 to 3.
  54. High Elf Warrior increased power from 2 to 3
  55. Horse Demon cost increased from 2 to 3
  56. Hydra changed from "3/11 Vigil, Taunt, Gain +2/+2 when injured. Vulnerable (Fire 5)" to "3/14 Vigil, Taunt, Gain +2/+0 when injured. Regenerate (3), Vulnerable (Fire 3)"
  57. Ice Bomb cost reduced from 2 to 1
  58. Ice Fall changed from "Deal 2 Ice damage to non Ice Dwellers in any 5x5 area" to "Deal 2 Ice damage to non allies in any 5x5 area"
  59. Ice Giant gains ability Other ally elementals +1/+1. Reduced Vulnerability (Fire) from 3 to 2. Changed from Freewill to Arcane
  60. Ice Golem life increased from 6 to 7
  61. Ice Trap damage increased from 2 to 3
  62. Imperial Armor changed from Celestial to Freewill
  63. Imperial Helmet changed from Celestial to Freewill
  64. Increased Arthropod Walker Armor from 2 to 3
  65. Incubus promoted from cost 3 unit to a cost 4 Guardian. Life increased from 7 to 12.
  66. Kablooie cultist - Remove ability Downfall: Mana +1
  67. Kyra, Bard changed from Celestial to Freewill
  68. Lions Fury now gives Hexproof in addition to Immune (Freeze) and Immune (Immobilized)
  69. Magma Giant no longer damages surrounding allies when its power triggers, only enemies. Gains ability: Other ally elementals +1/+1
  70. Marauder Retiarius increased life from 3 to 4
  71. Marauder Warrior increased life from 3 to 4
  72. Meditate spell changed from "Draw a card. It costs 3 less. Receive Immobilized and Vulnerable (2) until end of their turn" to "Draw a card. It costs 3 less. Receive Vulnerable (All 3) until start of their turn."
  73. Melt changed from "Unfreeze all allies and heal 5." To "Remove all debuffs on an ally OR deal 3 (Fire) damage to an enemy and remove their equipment."
  74. Mountain Troll Armor increased from 3 to 4
  75. Mummy life increased from 5 to 7
  76. Mummy Queen gains abilities: Support: Heal 2, Remove Debuffs. Life reduced from 15 to 14.
  77. Naga Demon changed from Void to Chaos and renamed "Devourer". It loses ability Regenerate (3), and gains Lifesteal and Taunt.
  78. Necromancer promoted from cost 3 unit to cost 4 Guardian. Power increased from 2 to 3. Life increased from 7 to 11. Gains ability: Sprintshot: Attack.
  79. Necromancer Staff changed from Void to Freewill
  80. Necropid power reduced from 3 to 2
  81. Oni changed from cost 5 unit to cost 4 Guardian. Power reduced from 6 to 4. Life reduced from 12 to 10.
  82. Orc Battlehorn changed from Nature to Chaos
  83. Orc Champion changed from Freewill to Chaos
  84. Orc Huntress changed from Freewill to Chaos
  85. Orc Huntress life increased from 4 to 5
  86. Orc Shaman gains ability: Support Heal 3
  87. Orc Warrior change from Freewill to Chaos
  88. Orc Warrior gains ability: Warcry: +1/+0 until end of turn.
  89. Orc Warrior life increased from 4 to 5
  90. Paralyzing Spider changed from Void to Freewill
  91. Paralyzing Spider cost reduced from 2 to 1.
  92. Phoenix gains Elemental and Fire tag. Deals Fire damage.
  93. Poison Blade change from Nature to Freewill
  94. Power Overwhelming’s lightning shield effect that previously dealt 4 damage whenever attacked/counter attacked has been changed to "Deal 4 Damage Knockback (4) when melee attacked while armored." Counter attacks will no longer trigger the lightning bolt, and players will see a visual change of the lightning shield VFX removed once armor has been reduced to 0. The VFX/damage effect returns whenever the armor is restored.
  95. Rat changed from Void to Freewill
  96. Red Dragon fire breath damage increases from 4 to 5
  97. Red Imp now gains Stealth if he defeats an enemy. Previously, he only gained Stealth if he swapped places with enemy unit.
  98. Reduced the cost of Psychic Blast from 2 to 1.
  99. Rejuvenate changed from "Draw your last 3 discarded cards and Exile this card." to "Shuffle your last three discarded cards back into your deck. Exile this card."
  100. Restoration gains "If healed 10 or less, give them +0/+5"
  101. Rogue changed from Nature to Freewill
  102. Rogue gains abilities: Vigil, If attacked unit has 2 or less life, attack again. Gains Bandit tag.
  103. Rust changed from "Destroy all buffs and Equipment on any enemy. Discard: Deal 2 damage to closest enemy." to "Destroy all buffs and equipment on target enemy and Deal 3 damage."
  104. Sabertooth Tiger gains Stealth, Wreck:Stealth
  105. Sacrifice gains ability "Remove debuffs" in addition to heal 5 life for destroying an ally.
  106. Scorpion changed from "Sting for Poison (2) when attacked" to "Vigil, Inflict Poison (2)"
  107. Seeker Missile cost increased from 0 to 1. Damage increased from 2 to 3.
  108. Shadow Bolt healing reduced from 5 to 4 and cost reduced from 2 to 1.
  109. Shadow Life reduced from 8 to 7.
  110. Shaman Staff - Increased Heal from 3 to 4.
  111. Shatter changed from Freewill to Arcane
  112. Shatter spell gains the ability to destroy petrified minions in addition to frozen minions and obstacles.
  113. Skeletal Legions All—Star deck changed to swap 1 Necromancer for extra Soul Harvester as Necromancer has now become a cost 4 Guardian.
  114. Skeleton Breaker’s inflict ability increased from -2/-0 to -3/-0
  115. Skeleton Giant life increased from 12 to 14
  116. Soul Harvester power increased from 2 to 3 (Note if seems to strong, increase life instead by 2)
  117. Soul Reaver armor increased from 2 to 3
  118. Spoil the Surprise cost reduced from 2 to 1.
  119. Sunder Armor changed from Freewill to Arcane. Renamed "Deconstruct". Text changed from "Destroy target enemy’s Armor and Equipment. Deal 2 damage." to "Destroy target enemy’s Armor, Equipment and buffs. Draw a card. OR Remove debuffs from an ally."
  120. Time Trap cost reduced from 2 to 1
  121. Titus, Gladiator changed from Celestial to Freewill
  122. Trixie, Time Bandit renamed to Trixie, Timeblade
  123. Unusual Size now triggers "when attacked on enemy turn" instead of "when hurt on enemy turn".
  124. Vampire Hypnotist gains ability Pierce
  125. Vampire Hypnotist promoted from cost 3 unit to a cost 4 Guardian. Life increased from 6 to 14. Gains ability Pierce.
  126. Vampire Lord stats increased from 3/15 to 4/16 and gains Pierce
  127. Vampire power increased from 2 to 3. Life increased from 6 to 7.
  128. Vigilant now gives Taunt in addition to Vigil ability.
  129. Warlock’s power increased from 3 to 4.
  130. Water Drake life increased from 7 to 8
  131. Weaken now improved to give -2/-2 instead of -2/-0
  132. Withered Goblin life reduced from 3 to 2
  133. Wolf Added "tuft of fur" to the wolf’s chin (Thanks mr.kitty)
  134. Yeti gained ability "Immune (Freeze)"
  135. Zenon, Arch Mage - changes from Arcane/Celestial to Arcane/Chaos.

Battle Maps


  1. Removed the Dragon Eggs from the 6x9 cave map at request of players
  2. Changed the second player spawn position of the "forward ambush" map at request of players

Achievements Changes


  1. New Achievement "Lil’ Hellraiser - Rescue a Hellhound puppy" added. Note: Credit for this achievement is not granted for puppies rescued prior to this update
  2. Elemental Apprentice "Summon 30 elementals" reduced to 20
  3. Frankenstein’s Apprentice "Mutate or transform 30 allies" reduced to 10
  4. Stunner "Stun or immobilize 100 enemies" reduced to 50. Changed to "Daze"
  5. Camper "Consume 250 marshmallows" reduced to 200
  6. Mind Bender "Mind control 50 enemies" reduce to 10
  7. Animal Lover "Summon 250 animals" reduce to 150
  8. Elemental Master "Summon 100 elementals" reduced to 50
  9. Creepy Crawlers "Summon 30 insectoids" reduced to 10
  10. Combo King "Trigger 100 combos" reduced to 50
  11. Undead Army "Summon 200 undead" reduced to 100
  12. Sacrifier "Destroy 50 allies" reduced to 5
  13. Chaotic "Cast 500 Chaos cards" reduced to 150
  14. Strongest Shield "Block 250 attacks" reduced to 50
  15. Poisoner "Deal 300 poison damage" reduced to 100
  16. Seer of the Unknown "Draw 150 cards with magic or abilities" reduced to 30
  17. Lifestealer "Lifesteal 250 health" reduced to 50
  18. Supporter "Support 100 allies" reduced to 20
  19. Celestial Army "Summon 75 Celestial units" reduced to 30
  20. Void Master "Cast 500 Void cards" reduced to 150
  21. Demon Lord "Summon 100 demons" reduced to 50
  22. Master of Nature "Cast 500 Nature cards" reduced to 150
  23. Mind Destroyer "Mind control 150 enemies" reduced to 50
  24. Necessary Sacrifice "Destroy 100 allies" reduced to 20
  25. Nature Strikes Back "Summon 100 plants" reduced to 10
  26. Discarder "Discard 200 cards" reduced to 10
  27. Frankenstein’s Successor "Mutate or transform 200 units" reduced to 50
  28. Warcryer "Activate warcry 250 times" reduced to 30
  29. Time Traveler "Send a unit to the future 100 times" reduced to 5
  30. Ultimate Surprise "Surprise the enemy 300 times" reduced to 30
  31. Psionist "Deal 100 psychic damage" reduced to 50
  32. Spell Destroyer "Deal 1000 spell damage" reduced to 500
  33. Arcane Apprentice "Cast 50 Arcane cards" reduced to 30


Bug Fixes and Improvements


  1. Performance Improvement changed how grid cells are mapped from point.toString() to GridMap to improve memory and performance lag.
  2. Performance Improvement removed a function call in the game loop to isDebugBuild that was eating up performance and causing lag.
  3. LOS Improvement LOS for high ground terrain improved
  4. Visual Improvement Improved the visuals for dirt roads/paths
  5. Fixed bug where dynamic light was appearing in upper right corner of the map due to having a linked light with the mist of mayhem.
  6. Fixed bug Where staircases in the world map were not orienting in the correct direction
  7. Fixed bug player couldn’t move diagonally between two ally units at camp using arrow keys
  8. Fixed bug where destructible tile skin wasn’t applying biome mods
  9. Fixed bug with Toxic Spores not awarding the Carniflowers to the caster of the spell. (Thanks mr.kitty)
  10. Fixed bug Phoenix would be permanently lost if stolen via Dreamstealer or Mind Control. The card text has changed to "Downfall: Return this card to its owner’s hand" instead of "your" hand.
  11. Fixed bug Guardians controlled by Your Soul Is Mine and then defeated could not be revived with the Revive card because they were not being returned to the control of the original owning player. Any units defeated will not revert their control back to their original owner after any downfall effects are trigger.
  12. Fixed bug where Air Elemental and Preserver’s card discounts remained if defeated by a Psionist or Psychic Blast.
  13. Fixed bug When using First Strike, Barbarian did not get his bonus for attacking and killing
  14. Fixed bug If Hellhound puppy is defeated on last move, it doesn’t return even tho it has lives left.
  15. Fixed bug where fire damage on Armor doesn’t melt freeze effect - it should.
  16. Fixed bug Units mind controlled with Your Soul Is Mine at the end of battle remain in player’s control.
  17. Fixed bug Electrocutioner can hit units diagonal to her even though she has farshot
  18. Fixed bug where cave entrances were not shown on the map


Multiplayer Prerelease


And a friendly reminder that we've kicked off our multiplayer prerelease testing. Please review and fill out this form if you're interested in participating: https://forms.gle/8Hny22x1nNTY1iZ36 and I'll get you added to our test group ASAP.

Show Your Support with a Steam Review


Please support the development of this game by writing a Steam review of Summoners Fate. I can't stress enough how much this helps and how much I appreciate it. If you have issues with the game, please let me know and give me an opportunity to make it right.

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross

Update #14 v0.81.5 Patch

v0.81.5 Release Notes



Fixed AI Sync error caused because the Hellhound puppy fetches a different card for the player than the AI. This particular bug had me stumped the past two days until I finally noticed it was only affecting players with the Chinese localization. This happened because the card pool the puppy draws from is first filtered and sorted (alphabetically). But, if the player is using a localized language, such as Chinese, the alphabetical sort yields a different order. Big thanks to (捕虫小能手, 我有特别的骚*作, 我 and yzy1987523)!

Multiplayer Prerelease


And a friendly reminder that we've kicked off our multiplayer prerelease testing. Please review and fill out this form if you're interested in participating: https://forms.gle/8Hny22x1nNTY1iZ36 and I'll get you added to our test group ASAP.

Update #14 v0.81.4 Patch

v0.81.4 Release Notes



Thanks again to our players for sharing your feedback! In addition to working on the winter content and new AI update, I’m also regularly reviewing your reports. Our two biggest issues appear to be AI Sync errors, which occur when the game state of the CPU thread controlling the AI becomes out of sync with the player’s board state, resulting in, well you guessed it, bugs! The other is the elusive lag build up that occurs for some of our players (which is very frustrating). The current workaround for that is to restart the game. Do keep reporting these issues when they occur, the more data I have, the sooner I can determine the cause and create a solution.

For the AI Sync error, I believe I’ve finally identified one of the causes after analyzing many player reports - the undo button. This should now be fixed in this build, though I suspect there are other potential causes, and to that end I’ve implemented better error logging to help solve these issues for good in future patches.


Here’s what’s changed in this update:

  1. Fixed sync error between the player and AI game states that could occur in conjunction with using the undo button. (Thanks to many players for your reports that helped track this down)
  2. AI Sync Errors: Centralized the SyncErrorLogic to help further diagnose and track down the cause of remaining player/AI sync issues
  3. Fixed bug where Demonic Lash was still damaging ally units and where the +3/-3 stat was showing as -3/-3 (Thanks Nameless)
  4. Fixed bug where massive army of Red Starlings died suddenly when the Sandstorm effect triggered. (Thanks Nameless)
  5. Fixed bug where the "Chilled" debuff was being applied after removing Frozen via Immune to Freeze ability, Dispel Magic, or other buff removal spells. Chilled will only be applied when the target remains frozen for the duration of the effect.
  6. Balance: Orc Shaman and mummies will no longer turn to face their target to heal them after attacking, which was exposing their back to the enemy.
  7. Fixed bug where units entering into the gladiator arena might would pop into place instead of run
  8. Fixed bug where game would fail to render on startup if the window was perfect square because we didn't have a default orientation.
  9. Fixed bug where units pathing to enter a map might glitch (rapidly face the opposite direction they were moving in from) due to the bezier rotation.
  10. Fixed bug where breaking camp resulted in units pathing away form their final destination instead of teleporting away from their current position.

Multiplayer Prerelease


And a friendly reminder that we've kicked off our multiplayer prerelease testing. Please review and fill out this form if you're interested in participating: https://forms.gle/8Hny22x1nNTY1iZ36 and I'll get you added to our test group ASAP.

Update #14 Hot-Fix #2

v0.81.3 Release Notes



Wow, thanks everyone for the quick response on the last patch. Seems that the last patch fix caused a different bug that slipped past me. If were seeing this error when pathing your party into a battle:

Error: Clock cycle error: TypeError: Error #1009
at view.animations.unitAnimations::HM_UnitRunToPointAnimation/onComplete()
at view.animations::HM_Animation/complete()
at view.animations::HM_UnitAnimation/handleUnitViewAnimationComplete()

I apologize for this bug, and I thank you very much for your reports that enabled me to catch this mistake and correct it right away. This is now fixed in v0.81.3.

Multiplayer Prerelease


And a friendly reminder that we've kicked off our multiplayer prerelease testing. Please review and fill out this form if you're interested in participating: https://forms.gle/8Hny22x1nNTY1iZ36 and I'll get you added to our test group ASAP.

Update #14 Hot-Fix

v0.81.2 Release Notes


Thank you for your bug reports everyone!

  • Fixed bug where the Sandpit arena encounter would soft lock after the player recruits the arena champion gladiator to join them in the fight against the marauder. (Thanks nkMEGA, TheMaliciousLorax, Carnyveil and 翼)
  • Fixed bug where Fairy Kiss event would throw an exception when wishing for your choice of a new card. (Thanks PorkDiesel, Fantast90, tomylee001001, 树上有猢狲, Rogo, Batty512, and Oranger).
  • Performance Improvement: Made an adjustment to our armature animation system to help improve performance.
  • Fixed bug Fixed bug where the Hellhound puppy could appear as an enemy in the forest and then lock up the game. Puppies should never be your enemy. (Thanks Kuza)
  • Fixed bug where defeating a Cat of Nine or Hellhound Puppy as the last unit in the battle would lock up the game by throwing the victory screen and then dropping the revived unit. (Thanks Kuza)
  • Fixed bug where "No Usable Cards" found prompt triggered when searching weapon racks in Battle Mode. All searched objects in Battle Mode should always provide a card. This fix should also fix similar issue where searching armor/weapon racks in adventure mode could also return the "No Usable Cards" prompt.


Multiplayer Prerelease


And a friendly reminder that we've kicked off our multiplayer prerelease testing. Please review and fill out this form if you're interested in participating: https://forms.gle/8Hny22x1nNTY1iZ36 and I'll get you added to our test group ASAP.

Update #14 - Bug Fixes and Multiplayer Prerelease Invitation

Version 0.81.1 Release Notes




Merry Christmas, everyone!

According to our roadmap, I had planned to release our Winter content update in time for a Christmas event. As things turned out, I had so much feedback to catch up on after the release of Demon World that I was unable to make this deadline. Sometimes it's necessary to take a beat and fix those bugs.



Let me say just how much I appreciate the detailed feedback and support from your in-game reports, Discord messages and Steam discussions. This made all the difference in getting these issues fixed and I hope you enjoy a smoother experience.

The Winter update should be coming out in the next few weeks. In the meantime, I promised I had a special announcement to make before Christmas (aside from the gift of many bug fixes, of course)...

Multiplayer Prerelease Invitation - Round 1



At the request of our Discord community, I've decided to open up our internal multiplayer testing to a small cohort of players from our Steam community. Woah!!

Before you get too excited, please note this is not an "official" feature release. Per our roadmap above, the full multiplayer isn't due till spring. What I'm aiming for here is a small initial audience of active community members who are willing to accept the very early development phase of our multiplayer feature and help shape it directly. It'll be a step beyond the typical Steam Early Access, and I will be personally corresponding with players directly for feedback.

To keep these conversations meaningful and productive, I'll only be accepting a small group at first. For anyone interested, please head over to our Discord server where you can find the details on our #announcements channel.

Why not roll out multiplayer to the entire Early Access?


Simply put: When a game has multiplayer, players expect a large audience and judge it based on its multiplayer features. Releasing this feature en-masse opens us up to to reviews and critique for expectations I simply can't deliver on yet. The worst thing that can happen to a game is to release multiplayer too early because players might assume the game is "dead" - which creates a self-fulfilling prophecy where the game actually does "die". Rather, we are a fledgling seed with the potential to grow into something big. So, I won't release the multiplayer as an official feature until it's ready to meet the Steam community's expectations.

This multiplayer prerelease is my way of rewarding our active players and ensuring the future of this game and community for everyone in the Steam community. As we continue to progress, I'll keep you informed with additional opportunities to get involved.

I'll be taking tomorrow (Christmas) off to be with my family, and I'll be back on Monday to help start getting players setup in the multiplayer prerelease. Enjoy your holidays!

Release Notes


Here's everything fixed in v0.81.1. Keep an eye out for your Steam handle. I do my best to personally thank individuals who help contribute to improving the game with each update!

  1. Fixed bug "BB" status that was lingering on the Birthday Boy (Thanks N.N.Q)
  2. Fixed bug where player couldn’t undo an action that resulted in their own defeat. (Thanks mr.kitty and BlackDragonMagic)
  3. Fixed bug where Chilled Status was stacking its effect (but not reporting this on the status pane). Chilled no longer stacks. (Thanks mr.kitty)
  4. Made it so that any unit that Inflicts Freeze now deals Ice Damage with their attack as well.
  5. Fixed bug where Spell Damage bonus modifier was not applying on the text of certain cards until undoing an action. (The bonus was functional, but the card did not have the green numbers reflecting this) (Thanks mr.kitty)
  6. Fixed bug where Cat Caller lost her animal buff ability when triggered as an ambush encounter. (Thanks mr.kitty)
  7. Fixed bug where Ice Trap wasn’t dealing Ice Damage. (Thanks mr.kitty)
  8. Fixed bug where Cat of Nine would appear to infinitely attack a vigil unit (ex: Samurai). This was the result of the cat reviving itself after each counter attack of the vigil unit and attacking again, but the parallel animation system wasn’t waiting between each attack to show the revive. Thanks (Otherwise Occupied)
  9. Fixed bug where flying units moving over other units might end their movement facing the wrong direction. (Thanks mr.kitty)
  10. Fixed the design of several maps in Harvest World that was resulting in enemies spawning in unreadable areas. Thanks to many players for reporting these occurrences.
  11. Fixed bug where attempting to portal to the next world while Red Starlings were in the party could result in the party not teleporting correctly and the portal becoming missing upon game reload. (Thanks Thăm Ngàn, 余常乐, Frosty the Pyro, and Meeky)
  12. Fixed bug where loading a game while Red Starlings were in party would show double the stat buff from the starlings on each member until the player enters a battle.
  13. Fixed several typos/text in lore and prompts (Thanks mr.kitty)
  14. Fixed bug where chests on a treasure map adjacent to a shop could become tagged as belonging to the shopkeeper (Thanks Filthy Goon)
  15. Fixed bug where player could attack items in a shop before exploring the shop map by extending the mist around shops to conceal these items.
  16. Fixed bug Where rescuing a guardian in a battle encounter, then reviving it resulted in it being unable to have it join your party. Ex: "I tried to talk to Gargantuant. Clicking him caused that I attacked him. I'm not in battle though." (Thanks N.N.Q)
  17. Fixed bug where entering a dungeon room ambush could result in the ambush prompt not triggering and the monsters remaining idle and not attacking. (Thanks Filthy Goon, Lone Sylvan, and many others)
  18. Fixed bug where player received a "drawMovePathArrow" error when attempting to draw a path through a portal or staircase when other units blocked the path. This resulted in the movement path being broken and the engine being unable to complete the request due to the invalid path. (Thanks LoneLord and Sane Snake)
  19. Fixed bug where units with Regeneration ability that had additional Regeneration status effect applied would trigger their regeneration twice, resulting in twice their "Regeneration" X instead of the cumulative stacked amount. Likewise, fixed a similar issue for units with natural Vulnerability and an additional Vulnerability effect applied.
  20. Fixed bug where the Grease spell’s Vulnerability to Fire effect was not functioning.
  21. Fixed bug that would generate a #1009 error on soundManager::SoundRecord/resume() caused by the sound channel being overloaded while pausing/resuming the game. (Thanks to many)
  22. Fixed bug where the procedural world generator could place the boss-key walled area around a farm map instead of a swamp map if Croakus is initially populated in the farm and then relocated to be placed in the swamp. (Thanks Nameless)
  23. Fixed bug where hero could become trapped and unable to move if they ended a battle surrounded by firetraps. (Thanks JJinHEAVEN)
  24. Fixed bug where portal of a boss defeated in the fire trap room could become unreachable if the boss is defeated in the middle of the firetraps due to the firetraps blocking pathing while exploring. The portal will no longer open on tiles that cannot be pathed. (Thanks corfaeitoic and cowapple81513)
  25. Fixed bug that resulted in no portal opening when Nithsrot Gerr stole a Transfer Consciousness card and is then defeated while in the body of the new unit and likewise if Savage Transformation is stolen and he is defeated in bear form (Thanks N.N.Q)
  26. Fixed bug where casting Savage Transformation and then Transfer Consciousness would result in your original summoner being lost and your soul being trapped in the body of the transferred unit forever.
  27. Fixed bug where casting Transfer Consciousness and then retreating before the hero was defeated resulted in seeing two hero life bars above each unit.
  28. Fixed bug where casting Transfer Consciousness while in a Fortune Teller animal form, then changing back into a summoner while your soul is in another unit and retreating or losing your original summoner in battle resulted in the original hero being lost.
  29. Fixed bug where goblin party was dropping in then performing equipment spin animation instead of already being equipped.
  30. Fixed bug where world could fail to load due to the game view transitioning faster than it takes to create the game engine.
  31. Fixed bug where a large party of units could be truncated when exploring a narrow corridor exceeding 10 tiles in length. Note: A large party of units will still be truncated if entering an area with insufficient unexplored tiles to fit the entire party.
  32. Fixed bug where units would "pop" into position when transitioning into new maps instead of completing their movement animation for a more seamless transition.
  33. Fixed bug where keys and lore would not show on the map when having last moused over an area of interest (such as a campsite or stair case). (Thanks mr.kitty)
  34. Fixed bug where retreating from a battle and then immediately opening the map freezes the character movement until restarting the game. (Thanks Nameless and ¯\_(ツ)_/¯)
  35. Fixed bug where a procedurally generated river cut through a map and bull-dozed the crate containing the lore that was supposed to be hidden on that map. (Thanks Otherwise Occupied)
  36. Fixed bug where silver key is missing in Harvest World because the swamp island treasure map was not flagged as requiring a key even though it had a locked treasure chest. (Thanks mr.kitty)
  37. Fixed bug where lore spawned in the secret dungeon stair map but could not be retrieved because the map did not contain a destructible object in which the lore could be obtained from. (Thanks mr.kitty)
  38. Fixed bug with the Discard for Mana ability where player can discard two cards to gain +1 mana. In the last build, I extended this ability so that it could be used more than once per turn, but I did not account for resetting the cards discarded flag. This caused an issue where any cards discarded after the first (including when a summoned unit was defeated) would generate 1 mana. This has been fixed so that you have to discard 2 cards for each 1 mana during a single turn as intended.
  39. Fixed bug where the Demon Lord was regenerating life when demons were defeated instead of losing life points/health as intended. This was because the status effect storing his modifier was set to remove and replace instead of keep but modify existing.
  40. Fixed bug where guardians in a standard 3 hero party could become lost when entering a prompted fate encounter (such as Dinner A-Fowl or the Catch of the Day) from an area outside the maps playable bounds that resulted in the Summoner needing to move onto the field. (Thanks Meeky and zac_s_d)

Support Summoners Fate Development with your Steam Review


Want to see this game grow to become the premiere, go-to title in the tactical CCG genre? So do I! Help us get there by writing a Steam review for Summoners Fate. It doesn't have to be long, just enough to share what you enjoy most about the game so other players can discover us. I really appreciate your support :)

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross

Update #13 - Demon Realm

Version 0.80.1 Release Notes




The Demonic Realm



The Kablooie Cultists, long know for causing chaos in the Harvest World, have gone too far this time. By practicing an ancient ritual known as the "Demon Dance", they have ripped open a vortex to a dark dimension of demons. Twisted, powerful creatures now threaten to invade the harvest world - unless someone is brave enough to dare traversing the portal and face the Demon Lord himself.

Those who make it to the Demon Realm have a unique opportunity, for it is said that deep within the Demon Lord's hell pit are the hellhound kennels. These beasts are vicious, but their puppies are highly coveted for their extreme loyalty and other-worldly abilities. They're also notoriously cute!

A quick aside: In what other game besides Summoners Fate can you start with the "Demonic Realm" and end on notoriously cute, I mean, come on!

About this Update



In this update, the Demon Lord joins the host of three bosses that can potentially inhabit Harvest World during an adventure run. The added content makes Harvest World the most diverse of our current biomes, with as many as five distinct regions including an entire parallel dimension and a demon dungeon rumored to have a secret entrance.

I've also added our first "Nemesis" - a new mechanic inspired by player collaboration - who is an elite Summoner that actively hunts the player. Plus, another new player-created rivals team and a host of new cards (demon-inspired of course) - and let's not forget our new Summoner, the Priestess - our first playable hero to combine Celestial and Void magic.


Some of our new cards

Release Notes



Here's everything that's new and improved in v0.80.1:

  • NEW SUMMONER: Ishari, the Priestess dutifully presides over the powers of life and death. She offers healing and longevity to her allies, and terrible curses upon her enemies. Our first summoner to command Celestial and Void magic.
  • NEW BIOME: Demonic Realm
  • NEW BOSS: Dante, Demon Lord
  • NEW CARD: Satyr Archer
  • NEW CARD: Satyr Champion
  • NEW CARD: Satyr Warrior
  • NEW CARD: Satyr Javelineer
  • NEW CARD: Necropid
  • NEW CARD: Oni
  • NEW CARD: Naga Demon
  • NEW CARD: Hellhound Puppy
  • Balance: Demonic Lash changed from "Deal 3 damage. If it is an ally demon, give it +3/+0" to "Deal 3 damage -OR- Give an ally +3/-3 and +3 spaces per move until end of turn."
  • New Mechanic: Nemesis - Roaming elites that pursue the player on a count-down mechanic based on the number of tiles they have traveled while exploring. Players cannot fast travel while chased by a nemesis. Players can retreat from a nemesis, but it will leave minions to guard the territory where the battle was fled.
  • New Rival Adventurer team: "Blast to the Past" by player and community member, Inlaa.
  • New Fate Encounter: Demon Dance - Fight against waves of powerful demons, influenced by a roll of your trusty D20 dice, to seize control of the portal to the Demonic Realm.
  • New Fate Encounter: Hell's Kennels - Rescue a hell hound puppy, but beware the wrath of the Demon Lord!
  • Improvement: Footstep SFX now match the material being walked on. This may seem like a small change, but it turns out players LOVED the splish & splash SFX of the swamp so much that I was inspired to do the same treatment for all of the other terrain types and it really kicks up the immersion.
  • Improvement: Increased the movement speed in the overworld from 3 tiles per second to 3.5 tiles per second. Units move approximately 17% faster.
  • Improvement: Units rushing the map will now start their rush from off screen as opposed to materializing on the map edge (which gave the appearance of them popping into existence rather than running from a previous destination).
  • Improvement: Player will now receive extra mana each time they have discarded two cards in the same turn, not just the first time they discard two cards in the same turn.
  • Fixed bug where Fire Trap would throw an exception when placed on the board.
  • Fixed bug where the parallel animation engine didn't wait for surprise card triggers to complete before playing next animation in the sequence.
  • Fixed bug where parallel animations could run while a spell card was casting. Any kind of cast events will now suspend other animations so they wait for the cast to complete before running.
  • Fixed bug responsible for causing several of the desyncs reported with the AI
  • Localization: All in-game translations for supported languages are now up-to-date!



Show Your Support with a Steam Review


Please support the development of this game by writing a Steam review of Summoners Fate. I can't stress enough how much this helps and how much I appreciate it. If you have issues with the game, please let me know and give me an opportunity to make it right.

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross

Nominate Summoners Fate for The Steam Awards

Hot on the heels of our 12th update for Summoners Fate since launch, Value has opened up calls for this year's Steam Awards. Thank you to my players on Discord for bringing this to my attention :)

Each Steam member can nominate a game for a single category, and if there's one thing I strive for above all else, it's delivering you a high quality gameplay experience. I do this by listening to your feedback, considering your ideas, and diligently working hard to provide you exciting updates.

Show your support for Summoners Fate by nominating us for Most Innovative Gameplay.

Much appreciation,

~Ross