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Genre: Role-playing (RPG), Strategy, Indie, Card & Board Game

Card Quest

Weekly Announcement and v0.62!

Hi all!

This week we have a small update with some bug fixes and wizard balance changes.
The Forest keeps growing and more areas and items are getting finished.

The new version is v0.62 and contains the following changes:

General Changes:


- Made item cards visible first (rather than the description) in the equipment menu.
- Fixed bug that prevented the tutorial unlock from getting equipped.
- Card Items' descriptions can now be seen in the unlock screen.

Wizard Changes:


- Zap now deals damage 3 + 3 per arcane charge.
- Increased the cost of the Arcane Disk by 1 stamina.

Now in case you're interested, here are a few of the battles you'll have in the Enchanted Forest. Have a good week!





Weekly Announcement!

Hi All!

I'm afraid there's no new version this week. We have been working mostly on the new dungeon and there really weren't enough new visible things to justify a version. Instead I've decided to show you some pics and tell you about the stuff we've been working on.



The forest is getting better and more bosses and enemies are being added every week. This new dungeon will have you hunting a powerful and rare beast as you explore a huge enchanted forest. Inside you'll fight against different types of beasts (boars, werewolves, worgs, unique monsters), many faery creatures (treants, sprites, pixies, animated plants), a tribe of forest trolls, the ghosts of a haunted castle and many other things.



Now, to the interesting stuff.
Here's a list of just a few of the new upcoming items:

Wizard:


- Mirror Scrolls: Arcane scrolls that create mirror images and use them to dodge attacks.
- Mist Scrolls: Pyromancy scrolls that make enemies unaware and cool your fire magic down.
- Book of the Dead: A grimoire that lets you raise and control an army of revenants.

Rogue:


- Bag of Tricks: A secondary item that comes with caltrops, bombs, and dust to blind enemies.
- Wolf Claw: A light weapon that is great for chaining attacks and has a unique mechanic.
- Faery Mask: A mask that let's you see those who are invisible and predict their movements.

Fighter:


- Javelins: A light ranged primary weapon that deals extra damage to distant enemies. (makes the old javelin bag item obsolete)
- Oaken Shield: A faeric shield that repairs itself and has a few tricks of its own.
- Hatchet: A secondary weapon for dual wielding fighters.

Hunter:


- Hunting Quiver: Full of poisonous and paralyzing arrows to weaken your enemies for the final shot.
- Faery Companion: An ally that will help you manage your fey magic and deal with your enemies.
- Faery Bow: A magic bow whose arrows only exist in the faery realm.


That is all for now. Have a good week!

Version 0.61 is up!

Hi Guys,

Hope you had a good week. We've been working hard on the Enchanted Forest and the new items and equipment for the Heroes.
Most of the new stuff is not visible but we do have some bug fixes, minor balance changes, a few new features and lots of new rooms for the Cursed City. I really want to try and make the starting areas as varied as possible, since players tend to visit them a lot.

For next week we'll keep working on the Forest, balancing and polishing and maybe we'll add a surprise or two!


General Changes:


- Fixed bug that caused enemy armor piercing not to work.
- Finally fixed the bug that caused projectiles to stay frozen on the screen forever.
- Damage and block prediction now also applies to items.
- You can now see card items' description in the unlock screen.
- Added new rooms too make Alley and River town more unique and also to Sewers, Infested Town and Cemetery.
- Added many new enemies: Big Festering Revenants, Big Crawlers, Miasma Clouds and more.
- The lucky penny is now found in Alley Town from a special character.
- Fixed a bug with a chest that can be found in the Dragon's Lair.
- The Goblin Chieftain and the Pass Guardian now drop a Healing Mushroom.
- The Priest can now sometimes give a Holy Relic instead of a blessing.
- The sick man now also gives you bandages and can infect you with 2 different diseases.

Wizard Changes:


- Dragon Familiar is now undodgeable and no longer a chainbreaker.
- Fireblast's stamina cost has been increased by 1.

Fighter Changes:


- Inner Rage draws 2 cards instead of 3 now.

Version 0.60 is up!

Hi Guys!

A new version is here!
First I wanted to thank you all for the great feedback you've given me with the hunter. :)
I hope you'll be happy with the new things I'm including in this version. Mostly Hunter and Fighter changes.

For the hunter I've made many changes to improve and balance the class, including changes for the military quiver, the rustic quiver and the sharpshooting school.
For the Fighter I've mostly made some modifications to his Warhammer and Throwing Axes and made some important changes to his Berserker School.

The Enchanted Forest Dungeon is also progressing nicely. I'm slowly implementing all the new items and cards. This week I've mostly worked on things for the Wizard and the Fighter.

And here's the usual list:


General Changes:


- Enemy Armor icons now show their armor value.
- Improved spawning so that spawner enemies are more likely to stay in the middle of the room.
- Deactived "drag to target" mechanic (so now there's only the original click on card -> click on target mechanic). We might reimplement it again in the future once we have time to make it better, I just wasn't happy with how it was working and it was causing a little bit of confusion..
- Palerat Collective now kills normal palerats to make room for giant ones when it needs to.
- Fixed some typos and bugs and improved many descriptions.
- Increased the chances Draugar and Cultists have of throwing debris/knives when distant.
- Dwarven King know has fury on distance as well.
- High Town now always links to all areas.
- Enemies that don't give souls no longer trigger On Kill effects.


Fighter Changes:


- The inertia effect now also decreases the stamina cost of hammer attacks by 2.
- Throwing Axe now deal more dmg to distant enemies.
- The fighter now deals dmg +2 when enraged.
- Inner rage now grants dmg +2 for the entire turn but can no longer be stacked.
- Berserker Healing has been completely redesigned. It is now a lot more dynamic and works better with the class.


Hunter Changes:


- Unstable shot now has a chance to deal less damage but costs less stamina when on chain.
- Familiar arrow now causes next arrow to cost -2 stamina and draws an additional card.
- Lucky arrow now always deals a base of 2 dmg, and has a chance to deal +10 extra dmg.
- The net is now undodgeable but can only stun for a turn.
- Serrated arrows can now be stacked with another serrated arrow and a different arrow (so that you can now have 3 arrows stacked at the same time as long as 2 of them are serrated arrows).
- Royal Arrows deal less damage now, but cost less, stun and draw a card when shot.
- The Hideout mechanic now works with charges (so it only protects for X attacks), and planned escape gives 2 charges of it.
- Changed how toxicity works: it now caps at 9 and deals dmg at the begining of every battle unless its value is under 6 (the dmg is determined by how intoxicated you are).
- Fixed all bugs with the Sensory Decoction.
- Prepare Shot has become 1 stamina more expensive.
- Fey magic now decreases by 2 points per turn.
- Archer Mail no longer decreases stamina regeneration but max stamina.

Version 0.59 is up! The Hunter Update!

Hello all!

This is an important version. Besides some minor fixes and art improvements we have introduced a full new hero: The Hunter.

The class is complete with its 3 different schools, many weapons, lots of different quivers (which come with their own unique arrows), a couple of armors and lots trinkets and bag items.

The Hunter revolves around distance and ammo mechanics and has its own unique gameplay feel.
Hope you enjoy it!

Version 0.58 is up!

Hi everybody!

This new update includes an improved main menu, improved mechanics for the "Pass" button, other minor features and some Fighter balancing.

On top of that I'd like to tell you that the Hunter is almost ready! If all goes well we should have it for the next update! :)


General Changes:


- Restarting a room with the menu exploit no longer resets your deck.
- Improved the Main Menu: it looks much better now and gives extra information.
- Improved the Pass Button: pass all automatically stops if you're going to receive damage, and can also be manually stopped.
- Enemies destroyed to make room for new spawns no longer give xp nor souls.
- Archlich, Vampire Matriarch, Corpse Mountain, Cursed One and Spider Cocoons now only announce what they're summoning if there's room.
- Fixed bug that caused chests not to open when distant.
- Fixed bug that caused the paladin school and the Warhammer to start unlocked from the begining.
- Fixed a bug that caused the Corpse Mountain (and other bosses) to go off screen.
- High Pyromancer's attack now deals damage over time.


Wizard Changes:


- Increased the cost of the Arcane Disk when not on chain.


Fighter Changes:


- Moved Dwarven Shield to Spider Caves.
- Moved Battle Axe to Goblin Village.
- Moved Throwing Axes to Dwarven City.
- Moved Holy Water to Harpy Nests.
- Lowered the amount of health all armors give.
- Berserker's Enraged state now makes defensive cost +2 stamina instead of +1.
- The Soul Stab now only costs -2 stamina when on chain.

Version 0.57 is up!

Hi all!

Our new version is up!
We have many new things this time!

Firstly we have introduced 1-use items. These are small items that appear in the "Inventory" we added last version and do things like healing 1 or 2 hps or damaging a target. They can be found in chests, by helping special characters or by beating some bosses.

Secondly I've been working on the Rogue and Fighter, balancing and improving them. Mostly on the Fighter. All his armors have been improved as well as most of his weapons. His weapons should now all feel more unique, since most of them have new special mechanics that affect gameplay more than before. And we also have 2 new weapons for him! The warhammer and the flail.

Hope you like the changes!



General Changes:


- Added a damage and blocking prediction system.
- The map can now be seen when you start a new run in a Dungeon.
- Beating an area now replenishes a percentage of your max health instead of the old 5 hps.
- Added new rooms to Old Mines, Dwarven Tunnels, Dwarven City, Dwarven Fortress, Spider Caves and Garrisons.
- Added many 1-use items to the game (mushrooms, potions, bombs and more).
- Added new room and miniboss to Goblin Village.
- Necromancer and some other enemies now only spawn enemies if there's room.
- Improved Dark Knight boss.
- Some items are now marked as upgrades and remove the older versions once you upgrade them (old shield, rusty weapons, etc...)


Fighter Changes:


- The Rosary has been improved and can now be found in the sewers.
- The old Holy Relic has been removed from the game but you can now find minor 1-use Holy Relics inside some tombs.
- Added 2 new secret items for the Fighter that can be aquired by upgrading an existing one.
- New Flail Weapon can now be found in Rivertown.
- Bastard Sword has been removed.
- New Warhammer weapon can now be found in Old Mines.
- Battle Axe has been improved and can now be found in Spider Caves.
- Spider Liquor can now be found by rescueing a Dwarven Brewer in Spider Caves.
- Arming sword is now Long Sword and appears as an upgrade for the Rusty Sword.
- Black Sword now appears as an upgrade for the Long Sword and can be unlocked in the Castle.
- Heater Shield now appears as an upgrade for the Old Shield.
- Sword Hack and Cursed Hack are now cheaper but deal less dmg and no longer stun.
- Sword Stab and Soul Stab now draw cards without being on chain, gain armor piercing when chained and no longer stun.
- Axe Hack now costs less stamina, but has an increased cost on chain and draws without chain.
- Axe Strike now draws a card and stuns when on chain.
- Cursed Armor can now be unlocked in the Roofs Area.
- All armors have been improved, most of them no longer reduce stamina regeneration and have more active uses.

Rogue:


- Backjab, Backstab, Killer Strike and Vampire Stab now have armor piercing 2.
- Improved daggers' card descriptions.
- Poison darts now poison for 3 turns.
- Dull Stab, Stab, Backstab and Vampire Stab draw cards again when on chain, but are now chainbreakers.
- Short Sword now appears as an upgrade to the Rusty Short Sword.


Edit for 0.57a: As of monday 23:34 GMT we have uploaded a patch with a fix for a couple of bugs (one with the warhammer's inertia mechanic and the other with upgrades) and made a few minor balance changes.

Edit for 0.57b: Fixed a bug that caused hidden enemies not to spawn.

Version 0.56 is up!

Hi all!

The new weekly version is up.
We've added the remaining training adventure (the rogue one) and made some minor UI adjustment in preparation for some things we'll be adding in the future. I've also been working on the Fighter: the Heater Shield now has a different card to differentiate it more from the Kite Shield and there's a new weapon, the Battle Axe.
The Hunter is also progressing nicely. All his equipment and 70% of his cards have their proper art ready. :)


General Changes:


- Added a scroll bar to the equipment screen.
- Inventory Bag button. (it does nothing at the moment)
- Passive effects from blessings and curses can now be seen by clicking on the xp bar (we'll soon be removing them from the status area).
- Added Rogue's training.
- Increased Cadet damage.
- Fixed some typos.
- Fixed bug with the Arcane Robe giving too much arcane charges.
- Added a new room in Alley Town.


Fighter:


- Spiked Block no longer costs less stamina on chain and blocks 1 less.
- The Heater Shield now has a new card (Shield Parry) replacing the old Shield Block.
- Improved art for the Throwing Axes.
- New weapon: Battle Axe. Can be found in the Old Mines.
- Arming Sword can now be found in Alley Town.
- Wine Skin can now be found by rescueing a Drunken Guy in Alley Town.
- Holy Relic can be found in tombs in the Catacombs or the Cemetery.


Wizard:


- Dragon familiar now also gives arcane charges at the start of every battle.


Rogue:


- New Trinket: Garrotte, can be unlocked by completing his training.

Version 0.55 is up!

Hi all!

Here comes a new version!
Our most important addition this time is the new training adventures.
At the moment, only the Wizard and Fighter ones are available. But we'll have the Rogue one for next week.
These adventures consist of 7 rooms (like a normal area) and are designed to teach some of the basic strategies in Card Quest. They also include new enemies, texts and even a new item at the end of each adventure. This is an experiment, and also a first official iteration. So you can expect these training adventures to improve with time.

Besides that I've also added new rooms to the mountains, some of which contain new characters that can grant blessings when rescued.

Finally, I've also been working on the rogue a lot and nerfing his daggers and swords. The assasination school in particular still needs more balancing but I'll be working on it this week.


General Changes:



- Added new Training Mode.
- Made Mushroom Heart Boss easier (it now has less dmg on contact).
- Added new rooms to the Mountain Pass, Goblin Village, Dwarven City and Spider Caves.
- Added 4 Rune Dwarves that grant special blessings when helped.
- Added 2 new minor items, unlocked by beating the training adventures.


Rogue:



- Decreased dmg for the Vampire Stab.
- Decreased the dmg of the serrated jab.
- Jabs no longer cost less on chain.
- Backstabs no longer draw cards.
- Vampire Stab now only draws 1 card normally, but draws an extra 1 on kill.
- Killer Strike no longer draws a card.
- Decreased the cost of Flurry of Attacks and it now draws 2 extra cards.
- Shadow Cloak no longer decreases Stamina.
- Killing Blow is now a CHAINBREAKER.

Version 0.54 is up!

Surprise version!

This one will mostly include rogue balance changes and a complete rearrangement of items for the starting areas. The idea is to make the difficulty curve less steep so that new players can unlock new cards sooner and get a more complete view of what the game has to offer.

Hope you like the changes!


New Things and Bug Fixes:



- Added new rooms to Mountain's Foot.
- Improved Dwarven Bombs explosion effect.
- Improved Gas Bombs explosion effect.
- Fixed bug with slave goblins not running away.
- Fixed bug that caused the drunk state not to kick in when you reloaded a save.


Wizard Changes:



- Scrolls of the Damned are now unlocked in Old Town.
- Book of Storms is now unlocked in Mountain's Foot.
- Lightning Scrolls are now unlocked in Harpy Nests.
- Blink Stone is now unlocked in Alley Town.


Fighter Changes:



- Heater Shield is now unlocked in Old Town.
- Bastard Sword is now unlocked in River Town.
- Wine Skin is now unlocked in Alley Town.
- New Item (Javelins) is now unlocked in Mountain Pass.
- Dwarven Ale Cask is now unlocked by rescueing a Dwarven Merchant.


Rogue:



- Increased the chained stamina cost of Acrobatics.
- Flurry of Attacks no longer draws 3 cards nor decrease dmg of next 3 attacks.
- Thirsty Jab no longer weakens.
- Moved Dagger to Old Town.
- Moved Secret Knife to Alley Town.
- Moved Black Cloak to River Town.
- New Item (Smoke Bomb) is now unlocked in Hight Town.
- New Item (Poison Darts) is now unlocked in Mountain's Foot.
- Lucky Penny is now unlocked by rescueing a certain someone.
- Sharpening Stone is now unlocked by rescueing a Dwarven Merchant.
- Magic Mushrooms now have a faster recharge rate.
- Poison Kit starting effect only lasts for the first 2 turns.