Death or Glory cover
Death or Glory screenshot
Genre: Strategy

Death or Glory

New Champion, Ardelean the Vampire! The Dark lord is coming in 1.0!

Greetings Champions!

The night has come and it time for the dark lord to rise! Ardelean, the Vampire will be entering the ring at launch, and he will be bringing a new form of terror to the arena! As both a Monster and a Vampire, Ardelean will of course be using blood as the main lethal tool.

Instead of being brash and frenzy, Ardelean collects blood with his Blood Feast ability. When he consumes Blood, his attacks gain powerful effects such as Lifesteal and Perpetual that will be fatal once he starts his assault. Blood Feast can be acquired by playing specific cards that can be combed with damage enhancers, making your Blood reserves instantly full.



Unlike the other Monsters, Ardelean’s play style is more strategic and tactical. This sneaky and aristocratic Vampire will play with his foes until he feels satisfied.



Advanced players will also love experimenting with his new mechanic, Blood Rush which will increase both attack and reaction speeds. The higher a card’s speed goes, the more difficult it is for the opponent to react against. Ardelean has very interesting and high ceiling play patterns that make his card draw consistent and attacks inevitable.


Ardelean will be available 24/9/2024 at Death or Glory’s launch!

Death or Glory will be launching on the 24th of September!

Greetings Champions!

Death or Glory is going to be launching into 1.0 on the 24th of September 2024! There will be 11 champions avaliable at launch with over 500 playable cards that will range from champion actions, ultimates, items, class cards and even ally cards. Build, experiement and discover your favourite fighting style by mastering the champions of Corrum!



The launch version of Death or Glory will include 3 awesome new features!

  • A new and improved battle page that will take combat to the next level
  • A new client structure that will greatly improve performance and clarity with new assets and aspect ratio
  • A new monster champion will be coming for your blood!




Launch Rewards!
To celebrate the occasion we are also gifting all players who log-in during 24/9 ~ 8/10 to receive a free champion pack! Complete the tutorial and upon reaching Dueling Mode, you will be able to claim a free champion of your choice.

Thank you thank you and thank you for everyone who has been with us for the past year. We are truly greatful for the feedback and support given to us by each and every one of you in the community. We won't be stopping anytime soon, more maps, more champions, new cards, new skins, new game modes will be coming as we head into a new phase of Death or Glory!

EA 0.2.27 Character Balancing and Performance Update

EA 0.2.28

Patch Highlights
- Performance update improving multiplayer experience and Bug Report Feature
- Character Balancing

Performance Update
In this patch we have restructured the way multiplayer saves and syncs between one player and another. This should be a positive improvement to the stability of the overall game as we have discovered the previous savings methods was putting a lot of stress on the networking performance. We are still on the lookout for corner bugs such as desync issues, double text and window freezing which we expect to gradually improve as latest updates are live where we have been retooling many parts of the game to decrease VRAM usage. A new feature we have implemented is a Bug Reporting Button that is found in the options menu and surrender pop up. We would like to ask you and our community to help us to better the game and we would be grateful if our community can help our development by pressing the bug report button and writing a small comment when something unusual/unexpected happens. The function of the button is to send us a detailed log of the battle that we could then read and identify the root cause of the bug that was encountered. We are very thankful for our amazing community, and we will continue to improve Death or Glory with everyone’s help!

Character Balancing

Lee the Dragon Master
Lee as a character has exceeded our expectations repeatedly. With his explosives combos and action regeneration abilities, Lee can reach many heights within just 2 or 3 turns. This is further enhanced by the nature of being a Warrior where, you start and end every turn with roughly the same resources and power level making Lee very consistent playing both the offense and defence. We are making these changes to both reduce the tempo and consistency of Lee between turns so he is more affected by what the opponent does throughout the battle.

Leg Sweep
The strong control potential of Knockdown enables Lee to perform OTKs and create huge advantages in one continuous stream of attacks that the opponent cannot react against. With how explosive the control effect already is, the damage boost was making the OTKs even more consistent and often Lee will end up killing without using any “big cards” and just use his regular set ups to do more than enough damage. The damage boost is removed so Lee will have to craft a more detailed hand with specific finishers and resources to OTK his foe.

Removed Card Text : The damage of your attacks is increased by 1 until the end of the turn. 0

Leg Sweep X
The upgraded version of Leg Sweep provides a major benefit of 1 extra base damage, which effectively made this card unstoppable through blocks, and your opponent had to rely on much more expensive and specific reactions such as dodge or absorptions. With how fast Lee can be and those types of reactions typically being resource hungry, a knockdown that does 8 damage without much of a cost nor condition has pushed Lee’s deck over the curve more than what we would have liked.

Attack Damage ; 8 > 7

Tori the Paladin
Tori is the stellar embodiment of an Evangelist. Reach transcendence by gaining devotion by playing defensively to set up three powerful turns of transcendence. At that point, an Evangelist is by design blessed by the gods (the game) giving them an unfair advantage of being able to play cards to their heart’s content. This is only balanced by the fact that Evangelists are extremely restricted before they become gods, and it takes multiple turns for them to do so. But Tori’s ramp cards have made her pray with super speed with consistency, allowing her to skip her weak period after the initial turns 1 and 2 in many of her builds.

Repent
We decreased the damage of this card to make it more susceptible against Fortify and Windy effects that will now counter this part of Tori’s ramp.

Attack Damage : 3 > 2

Sacrifice X
Removed Card text : Your Devotion is further increased by 1

Reverence X
Pious Value : 3 > 2

Resolute X
Managing to land one Resolute X with the additional damage reduction effect effectively meant it was game over, as pretty much none of your opponent’s attacks can go through anymore as everything will be inside of Tori’s blocking range. Despite the cost and setup required for this card to work, we do not think ‘I win’ effects should come from reaction cards. We made a big nerf to the effect right now and looking to find some way to tune it again in later updates.

Removed Card Text : Reduce your opponent’s attack damage by the value blocked
Added card Text : Reduce your opponent’s attack damage by 1

A.T.A.C.R
Speed reductions make missiles invincible as they cannot be destroyed unless your attack match speed 3 or above. Although Crippling Volley is not completely dominating the meta, it is a cause for concern for becoming the next ‘can’t touch me’ playstyle for the mech. We are making this card easier to be blocked by reverting the stat buff into the more typical 4 speed stat line.

Attack Damage : 4 > 3
Added card text : During this turn, their damage is also reduced by 1.

Taj the Witch Doctor
Yes, we’re improving Taj again. But this time is perhaps the last as we feel this is very close to making Taj competitive into the meta. In the initial design phase of the character, we overvalued the worship abilities and thus reduced a lot of the base cards and skeleton of his deck to try and make him counterable. This resulted in making a lot of cards have either lower stats or have delayed effects, and caused the current issues that Taj faces. Compared to many other champions, he is extremely slow and very reliant on his attacks landing in exceedingly early turns which has made him poor competition in the fast meta. Being a mid to late game character, Taj needs access recovery and decent power scaling that can benefit off increased devotion.

Wall of Carcass X
Heal : 3 < Heal(X) where X is the damage blocked

Horrid Swarm, Dancing with Ghosts, Jar of Snakes
Requirement for Damage increase : Transcendence < Devotion value is 6 or above

Crow Avatar X, Phantom Avatar X, Serpent Avatar X
Card Text Change : Removed all conditions to active keywords

Dark Protection
We made a big change to how Taj can play by redesigning Dark Protection as a full recovery card that Taj can make use of to recover from big setbacks before his Transcendence. Bigger and bolder plays will allow him to be on the offense more often before he reaches max devotion to start building up his worship abilities. Though this does come with the cost of exhaustion and the requirement of being below certain health levels that is necessary restrict such a powerful effect.

New Devotion Value : 1 > 0
New Block Value : 7 < 8
New Speed Value : 3 > 2
New Card Text : Reset your health to maximum if your health is 15 or below. You become Exhausted.

Dark Protection X
New Devotion Value : 1 > 0
New Block Value : 7 < 8
New Speed Value : 3
New Card Text : Reset your health to maximum if your health is 25 or below. You become Exhausted.

Redeye the Werewolf - Endless Hunger and Endless Hunger X
We are adding an additional Heal ability to this card so it can serve a wider purpose to a Redeye build that priorities survival.

New Card Text : Heal(x) lives

Enryu the Gargantusaur - King of the Monsters and King of the Monsters X
The bloodlust requirement of this card is decreased so it can be more widely used throughout the battle instead of being a dead card.

Bloodlust Requirement : 4 < 3
Attack Damage : 8 > 7





Bugs and Changes
- Redeye’s Bloodboil X card challenge is altered
- Steroid will now only activate through Attack cards

EA 0.2.26 Mechanic Updates

Patch Highlights

  • Stealth and Lock-On changes


Mechanic Balancing

Stealth
Stealth has been a complicated mechanic for a while. On one hand if it fails too often, it does not provide the cost benefit for the caster, whilst on the other hand, the opponent is forced into a roulette where they roll a dice to see if their attacks succeed. We feel further nerfing/changing the percentages will not bring any aid to the problems nor is the mechanic inherently a failed design. We have decided to tackle stealth on two main aspects, its continuation throughout the game, and the methods in which the opponent can interact.

The first change will be a continuation of the previous balance patch where we will add an additional scenario where stealth will be removed. After the patch, Stealth will be removed if the evasion chance remains at 30% at the end of turn. This will make one application of Stealth at most last for only two turns with it only being at full strength on the turn it is applied. The second change is not directly on the Stealth mechanic but is a change to Interrupt. All attacks that can Interrupt will now always hit a target in Stealth, effectively making the keyword a direct counter to Stealth. The opponent will now have three options to deal with stealth, the first being the most traditional attack till it hits, the second is to stall until it dissipates and the third will be to use Interrupt attacks to break through and combo off.

Currently, we are making these changes with the notion of them being temporary. Stealth and Susan in general will be reviewed once again after a few weeks of testing and feedback.


New Keyword Text : Stealth. You have a 60% chance of avoiding active damage. This is dropped to 30% when you attack, counter and at end of turn. Attacks with Interrupt will always hit. Stealth is removed when you take any form of damage and if you end the turn with 30% evasion chance.

Interrupt
Added ability : This attack will always hit a target in Stealth.

Lock On
The highs of Critical hits is certainly one of, if not the highlight of a Sniper’s gameplay. But sometimes when luck (or misfortune) comes too early on, a huge health advantage will be applied completely out of the blue. We are making a change to Lock-Ons mechanics by mitigating the early game potential of it by removing the increased damage at level 1 but instead apply stun to the opponent whenever critical hits. The triple damage will return only when Susan applies multiple levels of Lock On whilst maintaining the stun. Given the huge changes we are making to Susan through the rework of Stealth, we are going for a lighter approach in this first change of Lock On.

New Keyword Text : Lock on. For each level of Lock on, there is a 20% chance you will take Critical damage after your reaction. At Lock-on level 1, critical attacks will apply Stun and at Lock-on level 2 and above, critical damage will be tripled as well.

Character Balancing

Susan the Sniper
Mercy Killing and Mercy Killing X
During Turn 1, most to all champions are at their most vulnerable with minimal resources and a lack of options from the cards in hand. It is very frustrating to be hit with a death mark on an unlucky initial draw, but what is more frustrating is the threat of a second death mark that will come when you show any opening. For certain classes and champions this essentially means, you completely cannot play the game and the game has been lost since turn 1 purely from a bad hand. We are making Mercy Killing a Single Use card and keeping its cost and stats as we felt this will give ample time between death marks for the opponent to ramp up and fight quickly. Of course, Susan can be lucky sometimes and redraw the card in subsequent turns, but that will come down to deck building which we think can create new and interesting dynamics for the character.

Ammo Cost : 3 > 2
Added Card Text : This is a Single Use card.

Bugs and Fixes

  • Fixed a bug with Enrage not reducing when damage is partially blocked

EA 0.2.23 Character Balacing Update

Patch Highlights
• Character Balancing
• Stealth Mechanic changes
• Start and End turn Pass desync bugs resolved

Character Balancing

Sora the Elemental Sorcerer
Over the past few weeks, we have been continuously making changes to the mage of the stars to better her chances at making her shine through her different elements. To differentiate her deck archetype from Crystal, we have avoided giving her similar levels of controlling keywords so she can be safe whilst setting up. We want Sora to have the ability to go towards the opposite and have a new fun way of playing the spellslinger class in an aggressive manner with quick and rapid attacks. This balance patch will introduce new mana synergies and attack-based combos that Sora manipulate to create a deck that can function in early turns.

Strong Breeze
Reduced Attack Speed increase : 2 > 1
Added card text : The Mana cost of cards played this turn is reduced by 1

Strong Breeze X
Attack Speed : 4 < 5
Reduced Attack Speed increase : 2 > 1
Added card text : The Mana cost of cards played this turn is reduced by 1

Fire Bolt X
Removed Card Text : If the Ignite value on your opponent is 2 or above, this attack becomes Perpetual.
Added card Text : The damage of this attack is increased by the Ignite value on your opponent.

Engulfing Hand X
Removed Card Text : You are granted Invisibility
Added Card Text : Reduce your opponent’s attack damage by 4 until the end of turn.

Crystal the Ice Faerie
We are reworking the mechanics of this card to create balancing valve’s for us to tune Winter’s Embrace moving forward.

Winter’s Embrace
Mana Cost : 3 < 6-
New Card Text : Apply Frozen(3) to your opponent. Mana cost is reduced by X, where X is your Arcane Resonance. This is a Single Use card.

Winter’s Embrace X
Mana Cost : 3 < 6-
New Card Text : Apply Frozen(3) to your opponent. Mana cost is reduced by X, where X is your Arcane Resonance. You are also granted Build Up(4). This is a Single Use card.

Taj the Witch Doctor
Crow Worship has been tricky to play with as they are weak attack cards that can be easily blocked. With many strong upgraded blocks that can apply detrimental effects in the meta, more often than not playing crows actually benefit the opponent more than benefit Taj.

Crow Swarm
Added card text : This attack is Piercing and cannot be blocked.

Lee the Dragon Master
Parry’s in general are high stated cards compared to the normal as they don’t usually have powerful abilities which was replaced by flexibility it provides. However in the case of Dragon Tail Swipe X, the determined keyword has become a very strong mechanic in Lee’s deck which we think has become quick interesting to see. But due to the powerful stat line of this card, the application of such a core keyword has become too consistent and cheap. We are added one momentum cost to balance the cost of effect between this card and Dragon Pounce which is another enabler in Lee’s kit.

Dragon Tail Swipe X
Momentum Cost : 1 < 2

Redeye the Werewolf
Adrenaline Rush X has become the single most used card in Redeye’s competitive decks. The two abilities added together essentially allows Redeye to land any one card he choses at any point of the game even without bloodlust. We are adding an early turn requirement to this card in order to maintain the sense of urgency to work fast whilst playing as a monster.

Adrenaline Rush X
Added condition for Spirited : Before the end of turn 2, you are also granted Spirited

Animal Instinct X
Block Value : 4 > 3
Removed Card Text : If your health is lower than your opponent, it is increased by 2X.
New Card Text : If your health is 15 or below, it is increased by 2X.

Stealth mechanic balancing
Stealth as an effect is crucial to certain character’s survivability, but as it stands the randomness and consistency of it when combed with other defensive abilities, makes going up against Susan a terrible experience. We are reworking Stealth to be, in general, a 1 turn benefit to allow players to more effectively play around these strategies and require a turn-by-turn reapplication if the user wants to sustain the full effect.

Old behaviour : While you are in stealth, any attack damage misses 60% of the time. If you attack, counter or play a missile, miss chance is dropped to 30%. Any damage taken removes stealth.

New behaviour : While you are in stealth, any attack damage misses 60% of the time. If you attack, counter, play a missile or at the end of turn, miss chance is dropped to 30%. Any damage taken removes stealth.



Bug fixes
• Resolved a desync issue when players with initiative press pass too quickly at the start of a new turn
• Resolved a desync issue with the match not starting properly after the Start animation

EA 0.2.19 Character Balacing Update

EA 0.2.20
Patch Highlights
• Character Balancing : Redeye defences get dampened and Sora buffs to Ignite and Barrier playstyles

Character Balancing

Sora the Elemental Sorcerer
This patch mainly focuses on a large revamp to Sora’s overall strength in both setup speed and survivability. Up against aggressive decks, early game Sora barely stands a chance with thin barriers and mana heavy spells that can be easily destroyed by other classes. We are increasing her overall barrier gains and survivability options by giving her access to Double Heal and the capabilities of increasing her Maximum Barrier. We have also decreased the activation cost of several of Ignite cards to push forward her damage potential to start around mid game rather than late game which is more fitting of her fiery passion.

Astral Rain and Astral Rain X
We replaced the draw capability of this card with Heal to increase the survivability of Sora in the early game where she will most likely need to lose some health in order to bait out resources for a safe spell casting. Sora already has an extremely potent draw engine in the midgame with Enduring Renewal which counteracts this change and allows both cards to serve different functions.

Card text removed : Draw a card
New card text : Heal(4) lives

Fire Bolt and Fire Bolt X
With the redesign of Tsunami, the practicality of using Fire Bolt is further diminished due to how easy it is to block the card. A small damage buff was implemented to make the attack playstyle more viable.

Attack damage : 4 < 5

Water Caress
Overall we are increasing the barrier values of most enchantments to allow more survivability against aggressive decks by making it easier to sustain a barrier for the end turn added benefits.

Increased Barrier value : 3 < 5

Water Caress X
Double Heal is a new ability Sora gains access with. The previous version of this card really lacked a signature and most of the time it was really not worth an upgrade unless Cure was essential to include. With Double Heal and the new changes to Astral Rain, Sora can come back from the grave every turn and will present a tall hurdle for opponents to answer and climb to victory.

Increased Barrier Value : 4 < 5
Added card text : You are granted Double Heal

Raging Inferno and Raging Inferno X
Ignite often works best when it is applied early repetitively, and the cost made it a completely dead card for most of the game, and by the time you could effectively play Raging Inferno, Internal Combustion could probably do close or more at a higher mana efficiency. We are retuning the stats of both cards to make them viable options to build around.

New Mana Cost : 4/5 > 2
New Spell Damage :5/6 > 3
Raging Inferno New Card Text : Apply Ignite(3) to your opponent. If your Windy is active, apply Ignite(5) instead.
Raging Inferno X New Card Text : You are granted Windy(1) and apply Ignite(3). If your Windy is active, apply Ignite(6) instead.

Tsunami and Tsunami X
To support Sora’s survivability, we have decided to allow Sora to be the first character in game to increase the maximum barrier value. This will allow Sora to gain benefits through Tsunami from the early game and present a different path to support her other effects rather than relying purely on reactions.

Mana Cost : 5 > 4
Added card text : Increase your Maximum Barrier value by 1.

Violent Tornado
From the playtesting since the release of Sora, we have noticed that Windy has been the weakest part of Sora’s deck. On paper, Windy can be extremely powerful, coupled with Sora being able to increase her attack speed, she can quickly lock opponents out from attacking or blocking. But this has mainly been just a dream, as she wouldn’t have enough time to do all of those things within the multiplayer meta. We are increasing the synergised benefits from Violent Tornado to open up more strategies that can revolve around her wind magic.

Increased Barrier Value : 2X < 3X

Violent Tornado X
Increased Barrier Value : 2X < 3X
Card text change : Removed Ignite requirement for Ignite(X)

Favourable Wind
Sora’s main control package revolves around speed and Windy. Without access to more powerful keywords such as Frozen and Stun, we wanted to expand her buff and debuffing capabilities through stat reduction from this card.

Added card text : If your Arcane Resonance is 2 or grater, the effect lasts until the end of the game.

Favorable Wind X
Added card text : Your opponent’s attack speed is reduced by 1 until the end of turn.
Added card text : If your Arcane Resonance is 2 or grater, the effect lasts until the end of the game.

Howling Gale
A small redesign of this card was done to give Sora one more Arcane enabler that would be mana efficient and have subsequent additional Windy effects.

Mana Cost : 2 > 1
Windy Value : 2 > 1
Added card text : Increase your Arcane Resonance by 1.

Howling Gale X
In addition, we have added in an Ignite synergy for the upgraded version to allow another way of speeding up Sora’s offensive capabilities.

Mana Cost : 2 > 1
Windy Value : 2 > 1
Added card text : Increase your Arcane Resonance by 1 and double the value of Ignite on your opponent.

Enduring Renewal
Increased Barrier value : 5 < 6

Sudden Squall X
Sora doesn’t seem to be able to take advantage of Steroid as many of her playstyles doesn’t rely on attacks. We substituted the ability with Windy to better fit her overall playstyle.

Removed Card Text : Removed Steroid
Added Card Text : You are granted Windy(1)

Redeye the Werewolf
The big bad wolf right now is a very strong champion, with huge damage potential and great counters to a lot of other strategies. Monsters are designed to be aggressive and highly dependent on bloodlust which requires damage being done to the opponent through high stat attack cards. This is something we do not want to touch as it is pivotal and key to the monster playstyle. However, monsters on the other hand should not have access to multiple dominating defense cards that can completely prohibit the opposing set up. We are tuning down the defense package of Redeye and maintaining his offensive potential to give a chance to other characters in the meta.

Ignore Pain
Cure was removed to give some vulnerability to Redeye from other characters that can be easily countered from Cure.

Removed Card Text : You are Cured

Ignore Pain X
We are retaining Cure for Redeye in the form of this upgraded card but at the same time we are reverting the Bloodlust reduction. A 7/3 block that can be played turn 1 and without restriction or setup is too all rounded for an aggressive deck like Redeye.

Bloodlust requirement : 0 < 1

Dice and Dice X
Having access to two Interrupt cards and the ability to Unleash makes playing spells against Redeye almost impossible. We are removing Interrupt from Dice to give spells a chance when Redeye has poor card flow.

Removed Card Text : This attack can Interrupt spell casting.

Leap Aside X
Similar to Ignore Pain X, we are removing the reduction of Bloodlust to balance out the advantageous and weaknesses of Redeye.

Bloodlust requirement : 1 < 2
Attack speed bonus : 1 < 2


EA 0.2.19 Character Balacing Update

EA 0.2.19
Patch Highlights
• Sora and Taj improvements towards the competitive meta
• Character and ability balancing
• Bug Fixes and Performance updates

Sora the Elemental Sorcerer
Sora is the latest champion introduced to Death or Glory. As the fire mage and most offensive spellcaster in the game, she acts as a countermeasure towards defensive heavy and control decks as spells cant be destroyed unless your opponent attacks. However, Sora currently struggles with turn 1 and turn 2 of the game with mediocre but mana heavy blocks, it is often very easy to deny Sora from her set up by just not playing cards. We made adjustments to her early game defensive package to make her mana build more flexible and card efficient so that her mid to late game can realistically happen.

Tsunami and Tsunami X
We have redesigned this card to synergise with all other barriers as both an enabler to them and as a defensive tool for Sora in the midgame. This new ability also fits the name and story of the card a bit more.
Mana Cost : 4 < 5 -
New Card Text :
Tsunami - Increase your Barrier value by 6. Mana consumption is reduced by your existing Barrier value.
Tsunami X - You are granted Spell Ward(2). Increase your Barrier value by 6. Mana consumption is reduced by your existing Barrier value.

Water Bubble and Water Bubble X
Mana Cost : 2 > 1
Barrier Increased : 4 > 3

Water Jet and Aqueous Screen
Arcane Requirement for bonus block value : 2 > 1

Water Jet X
Block Value : 5 < 6
New Card Text : Increase your Maximum Mana by 1. If your Arcane Resonance is 2 or greater, block value is further increased by 2.

Aqueous Screen X
Block Value : 4 < 5
New Card Text : Increase your maximum Mana by 1. If your Arcane Resonance is 2 or greater, increase your Maximum Mana by 2 instead.

Taj the Witch Doctor
Taj has been a strange one. On one hand, he probably has the most broken set of keywords and mechanics with access to poison, fear, fortify and much more. But on the other hand, Taj probably has the weakest stat lines with many of his defences and worship applications having slightly lower values than the norm. This was done to balance out his snowballing potential, as a fully activated Taj can quickly be unstoppable through just a lucky turn 1. To counteract the various problems Taj may be facing, we have decided to lessen the activation requirements for many of his upgraded worship enablers without touching the stats to leave him still open to certain weaknesses which the opponent can try to combat against. We have also adjusted the time worship and ascended worships stay active, giving Taj a meaningful power boost once he manages to activate his abilities through set-up and careful card ordering.

Keyword Adjustments
Crow, Spirit, Snake Worship Activation turns : 4 < 5
Crow, Spirit, Snake Ascendancy Activation turns : 4 < 5
Spirit Ascendancy - Soul Ward reset value : 25 > 20

Dancing With Ghosts X, Jar of Snakes X, Horrid Swarm X
All forms of Ascendent Worships are now applied directly instead of an activation through reapplying the same type of worship.

Mindless Appartition X, Slithering Terror X, Endless Agony X
The penalities of playing these cards has been changed from Devotion below 6 to their respective Worships not being active when played.

Wall of Carcass X
Heal : 3 < 4

Dark Protection X
Block Value : 6 < 7

A.T.A.C.R
Well, this robot, or less i say tank, has far exceeded our expectations for a defensive build. The design of A.T.A.C.R was supposed to be surrounding damage boosted multi-hits and explosive missiles, but it is clearly overshadowed by the fun and exciting “Turn 18” gameplan. All jokes aside, this nerf had to happen and I think not much explanation needs to be given.

Concussive Blast X
Removed Text : You are granted Forcefield
Added Text : Apply Daze(1) if you have not taken damage this turn

Defensive Mode X
Ammo Reloaded : 4 < 5
Added condition to text : You are granted Forcefield instead of Barrier if your health is 15 or less

Crippling Volley X
Removed text : Apply Stun to your opponent.

Lee the Dragon Master
Despite all the nerfs to Lee, he has still been a very strong contender. We think he is in a good spot and has both offensive and defensive capabilities that secures him a spot in the top tier of champions. We are making the following changes to mitigate any impossible or sure win match ups against long ranged characters and giving a slight boost to his offensive abilities through decreasing the cost of Dragon Blitz so that it can be more flexibly played.

Forward Roll X
Removed text : You are granted Invisibility
Added condition to text : If you have no cards in play, Draw a card.

Dragon Blitz

Momentum Cost : 2 > 1
Attack Damage : 6 > 5

Redeye the Werewolf
Stun is a keyword we are increasingly becoming more aware of and careful with when balancing out characters in the current meta. We think stun has a place in Redeye’s kit but perhaps an unconditional one that is difficult to block without a cost, maybe too strong in Redeye’s already explosive deck list. We are adding the same play restriction of the normal card into the upgraded version to create more counterplay as well as changing both cards into Long Ranged attacks so that Redeye won’t be completely shut down by knockbacks.

Silent Stalking
Attack Range : Short < Long

Silent Stalking X
Attack Range : Short < Long
Added condition to text : This card is only playable if you have taken damage this turn.

Crystal the Ice Faerie
This is just a minor change to Winter’s Embrace to avoid repeated Frozen spells that can lock out an opponent very early into the game on a good few turns. We are actively looking at perhaps balancing the mechanic as a whole if Crystal frozen loops start becoming a dominant part of the multiplayer scene.

Winter’s Embrace and Winter’s Embrace X
Added text : This is a Single-Use card.

Tai Shang the Force Mage
Kinetic Feeler
Increase Arcane Resonance : 1 > 0

Omni Pull
Text change: You are granted Force Charge < Increase your Arcane Resonance by 1.

Keyword changes
Stealth
• Dealing Counter damage will now reduce stealth to 30% as well as attacking
Enrage
• Enrage value is now decreased when an attack is played instead of dealing damage
Build Up
• A maximum value is now implemented at 12
Trauma
• Trauma value is now only increased by attack damage






Challenge Changes
• Due to Tsunami and Tsunami X’s card text changes, we have redesigned the upgrade challenge to “Play Tsunami whilst a barrier is active 5 times”. Challenge progress will be reset unless it has already been completed prior to the update.

Bug Fixes
• Build Up behaviour is now fixed and playing a Counter will now remove the effect.
• Network Optimisation has been done to decrease the finalizing delay at the end and start of turns.
• The opening video has now been removed

Control the Elements!

EA 0.2.16

Patch Highlights
• New Champion : Sora the Elemental Sorcerer
• Double EXP Week!
• Card Balancing
• Build Up behaviour changes
• Bug and stability fixes

New Champion - Sora the Elemental Sorcerer
For most practitioners of the arcane art, gaining high proficiency within a magical domain, requires years of dedication. It is therefore unusual for a sorcerer to master a range of elemental skills. Sora has pushed herself harder than most because she is haunted by the last words of her late father. Constantly feeling inadequate and needing to prove herself, she believes her achievements can speak for themselves, not knowing even the most potent magic cannot heal a broken heart.

Control the Elements!

The last character to complete the second cycle of releases will be Sora, a spellslinger that is an expert in casting fire and water magic. Usually, one can only be a master of a single type of magic, but through her determination, Sora has mastered both the offensive flames and the protective waters. Use her ignite cards to create huge balls of fire that will cause tremendous amounts of end turn damage that cannot be blocked. Or become inevitable by replenishing and empowering yourself through a reservoir of barriers. Sora has multiple powerful builds that can focus on different mechanics, making every step of her battle, more difficult for the opponent to predict. A deck of potential combos awaits discovery and mastery.


Sora is now avaliable in Death or Glory! Founder's will automatically unlock Sora upon updating the game.

Double EXP Week!
To celebrate the release of Sora, double EXP will be available for all characters for a week! Earn, grind and collect cards at a much faster rate to prepare for upcoming tournaments and build your ultimate combo!


Character Balancing
In this update, we have addressed several issues brought up by the community following the last tournament.

Lee - Hidden Dragon
Death Mark cards are fun and we want to keep it as a viable build-around for players who like this element of both surprises and telegraphed moves. However, with such a powerful ability, cards that apply Death Mark cannot completely stand on their own to keep the balance. We have received feedback regarding techies feeling helpless against Death Mark as reloading becomes impossible since Hidden Dragon will be played whilst they are immobile. We have decided to reduce the base attack power of Hidden Dragon to a level where Barriers are also countering the card. Additionally, we feel that Death Mark cards should always require some form of setup and pre-requisite that is actively done by the player rather than being based on the opponent having a bad draw of their weaker reactions.

Attack damage : 5 > 2

A.T.A.C.R - Repulsion Field X
To put it short, this card was an oversight that we should’ve picked up on earlier. The ability to apply a forcefield at no cost significantly makes certain classes impossible to set up and makes half of a game’s turn threatless for the A.T.A.C.R. We have added back the heat cost to this card for now, and looking at other directions that can be implemented in the future.

Heat Generated : 0 < 5
Persistence : 3 < 4
Added Card Text : Draw a card, if your health is 15 or less.

Taj - Dark Protection and Unholy Refuge and Upgraded Versions
Taj’s defence package is intentionally designed to be slightly weaker than the average champion as a balancing valve to the powerful worship abilities. Especially with the reactions that can apply worship, Taj would be extremely oppressive if those abilities can be activated at a very consistent rate through reactions. However, because his other reactions all require strict restrictions to play, either through devotion, worship or even health levels, his overall deck is essentially reactionless. In a reaction heavy meta, this puts Taj at a huge disadvantage compared to his fellow champions as he cannot set up and prevent his opponent’s set up. Both our changes to these two cards are designed improve the overall reaction package of Taj by removing their original play restrictions or allow them to function some purposes even at the start of game.

Dark Protection and Dark Protection X
Removed restriction : Single-Use
Added Card Text : When this card is discarded, you are granted Fortify(1).

Unholy Refuge and Unholy Refuge X
Block Value : 5 > 3
Removed restriction : This card can only be played if your devotion is 6 or greater.
New additional card Text : If your Devotion is 6 or greater, the value of this block is increased by 2. During Transcendence the block value is further increased by 2.

Susan - Fragmentation Shot and Mercy Killing and Upgraded Versions
As pointed out from various community members in the discord, Susan’s lack of any short ranged attacks makes Rush and Invisibility cards almost an auto-win against her. We think a sniper should be weak in short range, but to be completely shut out of the game by just including a single card into a deck, is admittedly going a bit too far. We have decided to break the fantasy (slightly) and change two of her cards as short-range attacks. Along with her missiles and defensive abilities, we think she will now at least be able to counterattack to try and win against the unfavourable matchup.

Attack Range : Long < Short

Crystal - Eternal Goddess and Eternal Goddess X
Eternal Goddess was designed to be a build around and win condition for Crystal that was an alternate to her signature Freezing. But the low base damage of the card meant it was unreliable and easy to fail due to reactions, and the only way Crystal can set up the card to succeed was through Frozen, thus making the objective fall apart. We have decided to make the attack damage scalable through Arcane Resonance so with the right set up and build, this card can shine and break through without always relying on frozen.

Attack Damage : X < 2X


Build-Up
Thanks to our community, we have been made aware of the incorrect interactions this buff has had in the game. We have decided that build-up should only affect active damaging effects such as attack and counters. Although counters are a reaction, it is an active choice made by the player to do damage with a reaction, thus the effect will trigger. However, things like life loss and end turn damage, should not trigger build up since they are passive and involuntary. If there are any moments that triggers build-up not by actively playing a card, it will be considered a bug, so if we missed any, we appreciate it if you could let us know in bugs and feedback, thank you!

Bugs and Performance improvements
• Angry Swipe X behavior fixes
• Timers will now only start countdown after your opponent has finished finalising in the end turn phase
• Fixed various bugs in achievement claiming
• Fixed a bug in Enryu’s cards that caused crashes and invisible cards to appear during battle





The Awakening Raid Event!

New Game Event : The Awakening Raid
Challenge the awakened in a brand-new game mode which will test your determination in an all-out Boss Fight between the Living Legend and your champions!

What is a raid?
This new game mode will feature an all-new system that expands a single battle into multiple rounds. Raid bosses have extremely high HP and powerful scaling abilities that makes prolonged battles very tough to handle. But you are not alone, the power of one may not be enough but what about the power of 5! Call on the help of other champions to battle the boss by switching into them for the next round. With a combination of big missiles from techies, big spells from spellslingers and gigantic punches from warriors, even the impossible will start to seem possible.

How to join raids?
Join raid battles by using event tickets that can be easily earned through playing Dueling mode and completing daily challenges during the event. Entering a raid will cost a certain number of tickets according to the difficulty of the battle. Every damage done to raid bosses will count towards a final score that will be tallied for rewards across the event period. Higher difficulties and defeating raid bosses will award you with additional score multipliers at the end of the battle. Accumulate more raid score to unlock all of the exclusive card backs available during the event, along with new and more interesting awards that will come in future raids. This is our first beta raid event, so we will be carrying over a portion of the score earned into the next raid to award players for joining in and helping us innovate this mode and mechanic further.

The Bosses
Three bosses have emerged from the shadows of the lost city with an eerie power surrounding them. This phenomenon is known as the Awakening where the inner power of one becomes unleashed, empowering them over time to unimaginable heights. Fight against Test Subject 41507 the Rabid Dog, Dila the Barbarian Axeman and Qian Shou the Living Legend in the ultimate arena. With an enormous pool of HP, the battle will be tough as a bad move may cost you the game if they gain an opportunity to burst you with combos. Additionally, as the battle progresses, a new perk that they gain is the Awakening, which allows them to draw additional cards and start turns with increased action points. There will come a point where the Legend herself will become unstoppable and that is the time to switch into your next champion to continue into the next round where their awakening will be reset and the opportunity for a comeback arises. Take your time to learn your own champion and others that you switch into to find a big combo and win the fight!

What is next?
This is Death or Glory’s first Early Access event raid, and we are excited to hear the feedback from players to implement changes and improvements for the next event. We have scheduled more events such as tournaments and other raids into the content schedule for the coming months leading up to Early Access. The introduction of the character switch mechanic is the first step to our upgrade plans to the PVE experience as well as a potentially interesting inclusion into PVP as limited time modes and party rules. Gameplay wise we are in the process of making two additional features in to the raid mode, the fist being deck edits and special PVE specific cards, secondly is a carry on system that brings more elements from previous rounds into the next after a switch to develop cross character synergies that could be exciting. New rewards systems and exclusive items such as special card arts are also in the pipeline for the next events that are also just around the corner.

New Feature – Battle Tips
In this update we are also launching a new tips feature that will share with new players what kinds of strategies and gameplay details they should look out for whilst playing different characters. This feature is automatically enabled after the update and can be toggled on and off through the settings menu.


Character Balancing
Lee the Dragon Master
After analysing the deck builds and momentum of his deck, we’ve concluded that he is currently too flexible for the current meta. This originated from several buffs and overhauls we made in previous balance patches where we made the upper and lower combo cards have effects trigger at a much higher rate which essentially made Lee restriction-less with his ability to recover action points. Along with the eye poke and knee kick package which was both a game winner and a set up card 2 in 1, there was really no downside to him when up against most other champions. This patch will see several of Lee’s core package toned down as we think he is heavily limiting a lot of slower decks with just his base cards alone. This may or may not be too heavy coupled with the last update so we may give some strength back to Lee in the future but in a different form that the approach we took with action points and flexibility.

Knee Kick and Eye Poke
Momentum increase : 1 > 0
Knee Kick X
Text Change : Draw a card. If an Upper Strike is in play, draw 2 cards instead. > If an Upper Strike is in play, draw 3 cards.
Eye Poke X
Text Change: Apply Daze(1) to your opponent. If a Lower Strike is in play, apply Daze(2) instead and you are granted Stealth > If a Lower Strike is in play, apply Daze(3) to your opponent.
Crouching Dragon X
Remove Text : This attack is both an Upper and Lower Strike Card.
Added Text : You are granted Strength to Strength.

Redeye the Werewolf
Bleeding is a mechanic that is synonymous with the imagery of a hungry werewolf with anger management issues. We want to enable more synergies and play arounds with this mechanic so it will become a viable direction in Redeye’s deck builds.

Eviscerate
Added Text : If your opponent is already bleeding, increase damage by 2.
Eviscerate X
Text Change : Apply Bleeding(3X) to your opponent, where X is your Bloodlust. < Apply Bleeding(2X) to your opponent, if your opponent is already bleeding, increase damage by 3.
Endless Hunger X
Added Text : If your opponent is Bleeding, draw X cards.
Bloodboil X
Text Change : This is a Single-Use card < This is a Single-Use card unless your opponent is bleeding.

Roxxor the Giant
Choke is a cool mechanic that we want to be in the spotlight a bit more, especially for a big giant. Trunk Whack was also underwhelming as a parry card, along with the fact that Roxxor is quite vulnerable to big damage, we redesigned the card into a Counter card.

Head Twist
Added Text : If your opponent already has Grapple applied to them, apply Choke(6) instead.
Head Twist X
Momentum Cost : 2 < 4
Damage value : 7 < 8
Removed old text and added new text : Apply Choke(8) to your opponent.
Trunk Whack
Changed card type : Parry < Counter
Momentum Cost : 0 < 1
Added Text : You are granted Reprisal
Trunk Whack X
Changed card type : Parry < Counter
Momentum Cost : 0 < 1
New Text : You are granted Reprisal and Determined.

Susan the Sniper
Lock-on is a sniper’s most unique trait, but it has been underwhelming and synergizes poorly. Which doesn’t make sense for a sniper. We are making small buffs to 3 cards that play around the mechanic and decreasing the benefits of Kinetic Release so that games won’t be completely one sided depending on draw.

Targeting Drone
Ammo Cost : 2 > 1
Damage value : 2 > 1
Power Shot
Added Text : If Lock-On is active, your attack speed is increased by 1
Power Shot X
Text Change : If Lock-On is active, your attack damage and speed are increased by the value of your Lock-On.
Silent Shot X
Damage Value : 8 > 7
Removed text : If Lock-On is active, your attack damage is increased by 3. This attack is Piercing.
New text : This attack is Piercing. If you have not taken damage this turn and Lock-On is active, draw a card.
Kinetic Release
Damage Boost Value : 5 > 3
Kinetic Release X
Damage Boost Value : 12 > 8 and 5 > 3

Crystal the Ice Faerie
The effects from Hypothermia X were too much for a simple trigger and its just not a fun mechanic to overuse.

Hypothermia X
Remove Text : If your opponent is Frozen, apply Daze(8).
Added Text : This card costs no Mana, if your opponent is Frozen.
Life from Within X
Heal value : 4 < 5
Remove Text : If your Arcane Resonance is 3 or above, Heal (8) instead.
Added Text : You are granted Regen(1)

A.T.A.C.R
Small tweaks to the defense package of the mech and a buff to the damage boost playstyle

Repulsion Field
Added condition : Draw a card if your health is 15 or less
Lots of Bullets X
Damage Boost requirement : 10 > 9
Death and Destruction X
Remove Exhaustion
Added Text : This is a Single Use card.

Taj the Witch Doctor
Discard triggered abilities prove to be above curve and frustration to play against in PVP.

Maleficent Spirit X
Remove Discard triggers for Fear and Poison

Enryu the Gargantusaur – King of the Monsters
Damage boosted by cards in hand : 2 < 3

Tori the Paladin – Strength
Damage value : 6 > 5




Bugs and Performance fixes

  • Bugs regarding reported cards has been fixed
  • Certain text overlaps whilst being dazed has been fixed
  • Performance optimizations have been made that results in a decrease in memory requirements. This could potentially improve the performance of players who have crashed due to an Async Event:HTTP. Further improvements are scheduled for a June release.
  • Enigma Sphere Ai changes






EA 0.2.11 Roxxor enhancements and Upgraded Cards Balancing

EA 0.2.11

Patch Highlights

  • Character Balancing - Roxxor playstyle enrichment and problematic upgraded cards balancing

Character Balancing
Roxxor the Giant
Designed to be straightforward and simple to pilot, the idea behind Roxxor is to become the stat powerhouse of the game. With many cards in his deck having premium base stats, a simplistic resource system and an overwhelming punch, Roxxor is meant to be opposite of complex deck building like the A.T.A.C.R where a lot of cards are powerful but only when used inconjunction one with one another to create a synergy that makes 1 + 1 become larger than 2. We want Roxxor to be the counter for the setup decks, with a strong punch, he is less reliant on different mechanics, but is empowered by the mastery of the fundamentals behind attack and defense. However, this tends to lead to repetitive and predictable battles where after a few games and learning his cards, the opponent can quite easily guess the incoming moves and prepare for them. We feel like although Roxxor isn’t necessarily underpowered, the ceiling and potential of Roxxor is limited by his lack of variety and as a card game, will quickly become boring. We are adding in various abilities into his kit that whilst still focuses on the attack/defense trope, adds various new interactions that can make him more interesting to fight against. We are aware that these changes may at first seem to make Roxxor, stat wise a bit more powerful against most other characters, but we are optimistic to see how the format will change and adapt to a new powerhouse in the meta. A close eye will be kept on him to see how everything will settle in the coming weeks.

Mountain Split
Added card text : If your Momentum is 5 or greater, attack with Multi-Hit(2).
Damage Stat : 12 > 11
Mountain Split X
Text Change : Apply Trauma to your opponent. If the effect is already active, attack with Multi-Hit(2).
Damage Stat : 12 > 11
Danger Brave
Text Change : If an Attack card is in play, increase the block value of this card by 1 < 2.
Home Defend
Removed card text : You are granted Persistence(4)
Added card text : If Persistence is active, your block value is increased by 3.
Home Defend X
Removed card text : You are granted Persistence(4)
Added card text : If Persistence is active, your block value is increased by 3.
Strength Test
Text Change : Apply Trauma to your opponent.
Damage stat : 8 > 7
Strength Test X
Text change : Apply Trauma to your opponent and you are granted Strength to Strength.

Upgrade card balancing
Upgrade cards was first introduced when we launched Adventure Mode, our PVE mode which focused on deck building and working with looted cards to challenge bosses in three maps that get more powerful the deeper you travel. At first, these cards were designed to be tools to match against powerful and at most instances, unfair boss characters that had crazy damage and single cards that wrecks your gameplan if you don’t prepare for them. This was why we introduced various mechanics that triggered on discard, which was a guaranteed benefit for a rare upgraded card slot that wouldnt be rendered useless when up against unfair bosses. This however changes when, PVP is into the equation. We are very happy with how the game has evolved with the introduction of upgraded cards that created many different strategies and deck builds that werent possible with the size of the old card pool. Thus with the new vision in mind we will now be reevaluating the power levels of all cards starting with cards without counters that apply massive debuffs with effectively no counter, namely Winter’s Embrace X. More balances, both nerfing and buffing will be conducted in every balance update that will come at a regular schedule starting from May! Please stay tuned for our evolving meta and leave us feedback in discord to share your thoughts.

Crystal - Winter’s Embrace X
Removed Text : When this card is discarded, apply Frozen(1)
Added Text : You are granted Build-Up(4).
Damage Stat: 4 < 5
Enryu - Foot Stomp X
Removed Text : Apply Stun to your opponent.
Text Change : If your opponent has a Barrier active or if your are enraged, damage is further increased by 8.
Lee - Leg Sweep X
Action Points Cost : 0 < 1
Damage Stat : 7 < 8
Lee - Neck Chop and Goin Strike
Removed Text : You are granted 1 Action Point.
Susan - Preemptive Shot X
Damage Stat : 6 < 7
Tori - Favoured X
Text changed : If you have a Bleesing on you consume it, your block value is increased by 2, speed by 1 and you are granted SHallow Grave. Any block success wil consume the blessing.
Block Stat : 7 > 6
Speed Stat : 4 > 3
Tori - Salvation X
Regen stat : 2 > 1
Block Stat : 8 > 7
Tori - Invocation X
Text Change : If this card is discarded, you are granted Fortify(3) and Persistence(3) > Fortify(1) and Persistence(1).