Genre: Role-playing (RPG), Strategy, Indie, Card & Board Game
Card Quest
Weekly Announcement!
Hi guys!
We're getting very close to releasing the forest. There's still a lot of testing and balancing to do and we're still missing many effects and sounds. Technically we could be able to get it all ready for next sunday, but I think we'll take an extra week to make sure everything's as good as it can be for the forest release.
Our current plan then is to release the forest in two weeks so that you guys can play for some time. We'd like to get some feedback on it before and polish it a bit more before getting Card Quest out of early access.
We also have many new items coming on top of the Forest ones. These are very special and unique items that you'll get after killing the final bosses in each dungeon. I'm not sure if we'll be able to add them for the forest release but in any case, they're also coming soon.
Okay guys, have a nice week and I'll leave you here with a screenshot of the final version of the Forest map:
Weekly Announcement!
Hi there!
Hope you're all well.
Card Quest keeps moving closer to its release date. We're also happy to announce that all the texts for the game are now done.
There's not much else to say this time so I'll just leave you here with the intro text for the forest.
Until next week!
Weekly Announcement!
Hi all!
Here we are again.
Everything seems to be going fine. Most of the game's art is done and we're mostly missing texts, sounds and special effects. And of course extensive testing and balancing!
In case you were wondering, we probably won't be releasing any new versions until the Forest is ready, since we're focusing all our efforts on finishing it.
Oh and by the way. We appeared in a list of the best 43 games of 2017 in Rock Paper Shotgun!! That's kind of nice. :)
Here's our weekly announcement as usual.
The game is doing well. We're mostly working on art and item implementation and finishing all the details for the forest. We're aiming to have the new dungeon ready by the end of the month. Hopefully we can make it in time!
Here are some screenshots where many of the new items are visible! ;)
Weekly Announcement!
Hi all!
We keep working hard on the Forest items and it's all starting to take shape!
Here's a few of the new items for those of you who are interested.
Rogue
- Blink Dagger: A dagger that allows you to blink closer or further to enemies when you need to.
Wizard:
- Moon Robes: A new set of robes that is able to convert arcane charges into souls.
Fighter:
- Woad Paints: A new armor for the berserker which improves the amount of damage that Resist Hit is able to block.
Hunter:
- Fairy Quiver: A quiver that slowly replenishes your ammunition and whose arrows can only be used in the fairy realm.
And some Screenshots!
Weekly Announcement and v0.66!
Hi all!
This week we have another minor update with mostly some balance changes for the wizard.
More and more items are getting done and I've already finished the art for many of them. The end of the forest dungeon is starting to get closer.
Here are a few of the new items:
Rogue
- Scourge: A whip that is initially weak against armored targets but can stun and debuff enemies.
Wizard:
- Guardian Scrolls: An undead guard that protects you and attacks your enemies (in card form) with a stat representing its health that gets replenished after every battle.
Fighter:
- Boar Hide: An animal skin that works great with the berserk. It helps him generate rage and allows him to charge into enemies to reach them when they're distant and to stun them.
Hunter:
- Witch Quiver: A quiver that generates arrows by consuming your health, can blind and poison your enemies and can drain their health on kills.
Now the change list:
General Changes:
- Fixed a bug with the hidden enemies that caused them to become invisible and untargettable.
Wizard Changes:
- Firestorm now draws 2 cards.
- Firestones now have 3 charges.
Fighter Changes:
- Unlocking the dwarven warrior subclass can now be accomplished with the warhammer, the battle axe and the dwarven liquor too.
And finally the usual screenshots!
Weekly Announcement and v0.65!
Hi all!
A minor update this time. Mostly some fixes and improvements.
We are happy to say though that all the forest areas have been finished. All that remains now is finisihing the remaining items and making their art, along with all sound and texts. After that, the forest will be ready for the players!
Now the list:
General Changes:
- Enemy healers no longer attempt to heal if no one is hurt.
- Unlocking screen now has both card and description buttons visible at all times.
- Improved coin spawning.
- Fixed the swashbuckler subclass so that it get +2 stamina like its description says.
And some screenshots!
Weekly announcement and v0.64!
Hi all!
Another important update here!
We have tuned the XP system more and experience now comes from completing rooms instead of killing enemies. It seems to be working quite well. Now levels are always achieved at the same intervals and the level up popups no longer interrupt combat at strange moments.
We also have a new great addition. Enemies no drop coins instead of xp. These coins can then be used at shops in different areas of the dungeon to buy perks and consumables.
I thought I could also use this opportunity to share our social media links for those who are interested in following us. We're not very good at the whole social thing but it won't hurt to try. :P
- Experience is now gained by clearing rooms instead of killing enemies.
- Enemies now drop gold that can be used in shops.
- Shops can now sometimes be found after clearing an area and consumables and perks
can be purchased in them.
- Most bosses no longer drop consumables.
- Fixed a bug with the fire runeglove that made it appear as the firestones in the status window.
- Fixed a mysterious bug with the ghost quiver that caused it to disappear.
Fighter Changes:
- Lay on Hands now cures diseases and poisons (and also removes the rune of death effect).
Rogue Changes:
- Royal Elixir now cures diseases.
And now, some nice new screenshots of the forest!
Weekly announcement and v0.64!
Hi all!
Another important update here!
We have tuned the XP system more and experience now comes from completing rooms instead of killing enemies. It seems to be working quite well. Now levels are always achieved at the same intervals and the level up popups no longer interrupt combat at strange moments.
We also have a new great addition. Enemies no drop coins instead of xp. These coins can then be used at shops in different areas of the dungeon to buy perks and consumables.
I thought I could also use this opportunity to share our social media links for those who are interested in following us. We're not very good at the whole social thing but it won't hurt to try. :P
- Experience is now gained by clearing rooms instead of killing enemies.
- Enemies now drop gold that can be used in shops.
- Shops can now sometimes be found after clearing an area and consumables and perks
can be purchased in them.
- Most bosses no longer drop consumables.
- Fixed a bug with the fire runeglove that made it appear as the firestones in the status window.
- Fixed a mysterious bug with the ghost quiver that caused it to disappear.
Fighter Changes:
- Lay on Hands now cures diseases and poisons (and also removes the rune of death effect).
Rogue Changes:
- Royal Elixir now cures diseases.
And now, some nice new screenshots of the forest!
Weekly Announcement and v0.63a!
Hi all!
This is an important update. Apart from some Wizard balancing changes and some minor improvements we have introduced an important change to the game. Levels are no longer permanent and now reset on each run.
This means that all runs now start with level 1 characters but also that it's now much easier to level up, usually reaching level 10 by the time you get to the final bosses. Schools are still unlocked by reaching a specific level, but once a school has been unlocked the perk is permanently replaced by one that recovers some health instead.
The leveling curve might still need some balancing but I would like to hear what you guys think first. I think it's a change for the better. :)
Now, the usual list of changes:
General Changes:
- Levels now reset on each run.
- Enemies that transform into other enemies now have a better special effect for the transition.
- Improved the SFXs for Precise Shot.
Wizard Changes:
- Crow now draws a card and gives souls when used instead of attacking and no longer
grants you extra cards for the first few turns.
- Lightning Strike arcane cost increased.
- Fire Mastery Perk now only increases max stamina by 1.
We keep working on the Forest and we'll soon have all its areas ready. After that, we'll have to finish their remaining items and their art, write all the texts and make all the new sound effects.
Here are some screenshots for those of you who like to see them:
Edit: As of GMT 01:09 03/05/2017 we have uploaded a patch that makes players starting from area 4 start at level 4 instead of 1.