Dragon Evo cover
Dragon Evo screenshot
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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Indie, Card & Board Game

Dragon Evo

The Adventure Update

Hi everyone!



Today we're really excited to share the latest update with you - our long-awaited Adventure Update!

Single player content has always been one of our top priorities. Dragon Evo is a story-rich world and game, so presenting this content in a way that engages, while it fits the story is something we've been working on for a long time!


The Adventure Update brings a gorgeous, explorable map of the entire Dragon Evo world: the continent of Erendor! Gone are the placeholder mission lists from before, and in comes a whole new map mode where the story unfolds across the entire map, as you play it.

To make things more engaging, we've gathered three separate storylines into what we call "Story books". Each faction has their own story book and takes you through the story while it unlocks new chapters as you progress. In addition to this, there's a separate "Adventure book" with standalone mission sets where you get to take on some of the tougher missions with your own decks and cards.


Each faction has their own story book

As part of The Adventure Update, we've also rewritten and updated our Narrative Engine, giving us new ways to push the story forward as you play. The recently released updated tutorials was the first part of the game to use the new Narrative Engine, and all the other missions and stories are now using the same engine.


The Adventure Update is also available in the demo, with a selection of the different missions available. If you haven't bought the game yet, check out the demo!

We hope you enjoy playing this update as much as we're enjoying making it.

Enjoy!

Early access update 0.9.760

Hey peeps!

Just a small, but important update today - an updated rulebook explaining the game mechanics as they're supposed to work.

We also tweaked up card event descriptions a bit and grouped them better together on cards and in the collection view.

Enjoy!

Early access update 0.9.750

Hey there!



This weeks build is focusing on polishing up inconsistencies in the game experience. In addition, card action event targetting have been rewritten almost from scratch, since this was becoming a bug-fest. As a result we hope the card events behave more consistent now. There are still some bugs to iron out, but the overall experience should be more consistent.

This release also contains last weeks massive card balancing for the three main factions.

New or Changed



  • Notable: Item cards no longer target cards that have not been readied.
  • Player cards in-game will now auto-sort with the same sorting as the deckbuilder
  • First turn cards are enabled again
  • The game now warns you when time is running out
  • Only "important" events are now auto-expanded in the event log
  • More event log entries will display the correct icon and a corresponding number
  • First player now generates friendly taunts upon game start


Fixed



  • Calculated counter-damage is no longer taking into account the state of adjacent/sweep attack of the attacking card
  • Fixed a number of card event bugs causing events to not properly target the correct card, player or slot
  • First player card positions in the popup is now identical to game
  • DMP increase card events will now correctly show added DMP for cards that didn't previously have any DMP
  • Game speed has been tweaked to be smoother when several events are happening
  • Flying cards can now be targetted again
  • Flying cards should now properly attack their target in the following round
  • Cards should no longer be stuck in "used" state in the following rounds
  • Improved error handling when trying to sell cards in deck
  • Fixed a case where a card taking burning damage would show up in the event log as being healed
  • Fixed an error when selling multiple cards
  • Fixed an error that would occur if you attacked a card outside the battlefield with an attack that had "attack all cards" and the battlefield was empty
  • Fixed an issue that caused poisioning many cards simultaneously to take very long time
  • Fixed several issues in the deckbuilder where equipment cards would not correctly update the visual representation of the card properties in the deck card list

Dragon Evo demo available now!

Hey everyone!

If you've wanted to try out the game, but wasn't sure whether to buy it, now is the time to check it out!
You can download the free demo and try the game without purchasing it!



Demo content


A free demo, huh? What's in it? In the demo, you get access to the following:

  • Full tutorial
  • A complete starter deck
  • Ranked and unranked PvP matches
  • Unranked AI training matches
  • No play-time limits!
  • Progress carry over to the full game


We think that's a pretty sweet deal! So download the demo now, and see you in-game!

Early access update 0.9.651

Hey peeps!

This week we're introducing a brand new tutorial and onboarding experience, as well as some changes in how the first turn works!

Changes / additions


When playing against other players, there is now a small animation to show who goes first
When playing against other players or training matches against the AI, the first player now gets a "First turn" card automatically played onto their board, with a small penalty to offset the advantage of going first. This card is automatically removed after the round ends

Fixes


Structure cards in the world faction can now be built by all players
Fixed several issues related to structure cards
Fixed several issues related to card events, their targets and their activations

Please continue to let us know if you find bugs. We're listening and working hard on fixing them!

Early access update #3

Welcome to another Early access update!



Another week has flown by, but we haven't exactly been slacking! This previous week saw 3 updates, and a lot of tweaking of the various in-game systems based on the feedback we get on Discord and what we see from players streaming and playing the game.



Equipment card levels


One missing piece of functionality from the equipment card introduced in last weeks early access update, was the level requirement on equipment cards. Just as loot you'd pick up in RPG would sometimes have a level requirement, so do equipment cards. This level requirement means you need to level up your deck cards to be able to use certain powerful equipment.

Upgrade improvements


We've listened to feedback about the way cards level up. This was seen as too unpredictable and random and we didn't do a good job of presenting how cards upgrade. So we reworked the numbers a bit so the upgrading appeared less random, as well as introducing an upgrade preview when upgrading cards.


This way, you can more easily choose which card to upgrade based on how the stats improve. Big win!

More gold


Another thing that made the game progression slower - and the entire game less enjoyable for it - was the gold payout from missions, individual games and selling cards. We always wanted the progression to come naturally as you played, but because the rewards were so small and far between, it felt more like a grind than a progression.

Since the game doesn't have any microtransactions of any kind, there's no reason for the grind to feel - or be - artificially slow. As a result, we significantly increased the gold payout from individual games and selling cards, so it now takes fewer games to get more cards than before! In addition, the increased payout from selling cards makes selling the cards you don't need or want a viable way to to get more gold, instead of it hardly being worth anything.

Board improvements


The stun counter was sometimes a bit hard to understand, because it seemed like it would only randomly start to count down on your own turn. This was only related to when the stun was applied, but when 4 cards are stunned on the board - who's keeping track?! So we introduced a small notification on the stun counter to indicate that this counter will only start counting down on the next turn. This completely eliminated the confusion around stun counters.


Balancing changes and bugfixes


In addition to all the bigger changes listed above, we're constantly fixing bugs and annoyances as well as balancing cards. We also introduced a more friendly way of notifying you when there is a new version available, so you won't be surprised when the game server restarts for an upgrade, or miss out on new functionality.


Demo!


Another thing we've understood is that a lot of you want to try out the game before you buy. Even though we're still in early access the game is very playable, so we really want as many of you as possible to get to try it!

We've prepared a demo version that will allow you to play through the tutorial games, as well as play ranked and unranked matches against the AI and human opponents. We're reserving the single player story mode for when you buy the game, as well as the ability to upgrade cards and collect new cards - but this will give you a good taste of what the game is like!

Expect the demo to be out "soon"!

All in all another amazing week for the 3(?) brothers, so stay tuned!

Early access update 0.9.600

Todays update is the result of feedback from players, asking for a more consistent and predictable upgrade path for cards. This update introduces a new algorithm for upgrading and levelling up cards, as well as adding previews for the upgrade before you upgrade!


In addition, equipment cards now require specific card levels to be equipped in the deck builder.

Another small but noticeable change is an indication on stunned cards that have only recently been stunned, so you can see the difference from cards that have started to count down their stun counter and those that have not.


Let us know if you have thoughts, ideas or feedback! We're listening!

Fixes



  • Crabs will attack row protectors where possible
  • Restarting the game should not appear to update daily quests
  • Cards without attack points are no longer allowed to attack
  • Hero cards should no longer be stuck in the middle of the board if played at the end of a turn at the same time as the opponent turn starts and an event card triggers
  • Locked adventures are now locked also when trying to progress in adventure mode
  • Decks without heroes no longer has the menu pop up under the deck
  • Structure card pop up now lets you scroll if you have more than 6 structure cards


Changes



  • Auto-spawned cards such as meteorites are no longer movable
  • Adventure rewards are now only claimable once per day
  • Gold rewards for matches are significantly increased
  • [experimental] Turn timer increased from 60 to 90 seconds
  • Stun counter now has an indicator showing when the stun counter start counting down

Early access release 0.9.550

Hey everyone!
Many of you have given us feedback that dragging and dropping was not working out very well, so we've spent a lot of time polishing the drag and drop feature so it should behave as expected.

If you found the dragging and dropping misbehaving a lot before, you'll like this release. In addition to this, we also added a little indicator to show when cards have associated action events, so you don't have to hover every card like McFly just to see what's going on.

Enjoy!

Fixes



  • Dragging and dropping should behave as expected now


Changes



  • The entire avatar is now a drop area for gold- and action point-generating actions, instead of the gold puch or action points list
  • Cards now have a small indicator to show if they have associated action events


Known issues



  • The hero action "Give HP to random own card" may sometimes not work as expected
  • The hero may sometimes be stuck in attack position for a round. This is only a visual glitch and will reset itself in a round or two.

Tutorial loading screen bugfix

Hey everyone!

A small (but very serious) bug managed to get into the previous release, preventing the game from getting past the first tutorial. This build fixes that.

Sorry!

Early access update #2

Hey again!
We've received a lot of feedback about the way cards are unlocked and collected throughout the game, and after discussing internally and with some of you players, we've decided to change the progression and unlock system a bit.

In addition to this big change, which we hope will make the card progression more enjoyable, we've also added a bunch more, so read on for the details!

Research packs disappear


The Research packs was a good idea, but we feel the progression around getting new, unlocked cards was unfairly balanced against the need for "more" cards, as well as some other issues some of you have highlighted.

Introducing market card packs



Instead of the previous research packs we are introducing tiered card packs, with guaranteed unlocks. This way, you will get more cards for your collection, making upgrading and improving your deck easier. Each card pack tier will guarantee 1 or more cards of a certain card tier (the "dots" on the card indicate the card tier, more dots = higher tier). This will be explained clearly in the market and on the packs. The card pack tier decides which card tier you are guaranteed to get. In addition, each card pack - regardless of "tier" - will unlock a new card.

Research points replaced with in-game gold


Research points was a bit of an odd "currency", and when research packs disappear, they have no use - so we're replacing it with gold. Gold will be used to buy avatars and card packs, and other items in-game. IMPORTANT: GOLD WILL NEVER BE A REAL-WORLD CURRENCY. We cannot emphasize this enough. Dragon Evo will never have in-game purchases. This is only done to reduce the different things to keep track of in-game.

Equipment cards!



The final category of cards - equipment cards have now been unlocked for use. As soon as you get equipment cards, you can add them to select cards in your deck. Look out for cards that can be equipped with powerup cards in the deck builder and become INVINCIBLE.

Volume settings and music!



We've updated the sound and music library used in-game, added volume settings for in-game music and sound effects, and turned the volume up to 11! Ok that's not true, we've actually turned down some of the sounds. I think you know which one.

Deck builder love


The deck builder has seen some significant improvements in this release. We're onboarding players a bit with the deck builder now, and the deck builder has a filter menu to find the cards you want.



As always - please let us know what you think!