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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie, Card & Board Game

Indies' Lies

V0.9.6 Update Log

V0.9.6 Update Log

Special Update!
To help new players ease into the game, we added a pop-up screen for players to choose a difficulty (easy, normal, hard) when they enter the game.
We also introduced a new scoring factor "Magic Copper Erosion" to reflect how tough the monsters are.
For Level 20, the monsters will become stronger (with higher Magic Copper Erosion level) when the player wins more games in a row. The leaderboard will also display Lv20 win streak information.
If you're more into the old version, you could always switch back in Steam Properties - Betas.

Others
Added card filter in the deck screen.
Players can now use ESC, SPACE or ENTER to close the card information screen called by right mouse click.
Optimized the battle background effects in The Other World.
Fixed some text errors.
Other bugfixes.

Another player has got over 6000 points! This player played as Janssen, the most popular Mechanist choice. Let’s learn from the best and find out how to master the Mechanist class.



“Auto” is exclusive to Mechanist cards. Many cards are designed for an Auto flow. This player’s build relies on two key cards: Automation and Solid Rock.

Automation: Upgrade all Strikes and Defenses - Apply Auto and reduce cost to 0. Unlike for other classes, the starting Strike and Defense cards can prove very useful in a Mechanist build till the very end of a run, especially for Janssen. After you clear Janssen’s story mode, you unlock his exclusive talent Universal Protection, which doubles his block for every 3 Defenses played. This combination allows you to build a massive Block value.

Solid Rock: Innate. Gain Stonewall effect (Block will not be removed at the start of turn). This is one of Janssen’s secret cards that you can choose at the start of the run.

Janssen is basically invincible with these two cards, as no boss could break through this defense. Then it's just a matter of time to kill the boss.

As for damage scaling, here are a few useful cards:


Hardened Piston. Hero gains 1 Overload whenever your team plays Auto cards. Stacking up Overload allows your attacks to deal substantially more damage (10% more damage per Overload stack). And you won’t even notice the side effect of Overload (Remove block equal to Overload stack at the end of the turn) thanks to Janssen’s copious amount of Block.

Destructive Flow + Heat Damage Armor (attached with Energy Rune). Destructive Flow could turn the Weary cards you get from Heat Damage Armor into Fierce. With the Retain bonus and Overload effect, Fierce could easily deal over 100 damage after a few turns.

Other Support Cards

Perpetual Motion: Draw 2 cards when energy is 0. This could help speed up your cycle.
Heat Dump: Deal 18 damage {cost+1} times to ALL enemies. Cost +1 when hero takes damage. This card would stay 0-cost because, well, Janssen is not taking any damage is he? Then you’re free to deal 18 damage at no cost!

Indie Craft 2022

In Indie Craft, you can explore dozens of indie games from Korea and worldwide in the VR exhibition hall.
Follow this link, create an avatar and party with us on May 25-28: ditoland.net/world_detail/682



will be 10% off during the event as well! Don't miss the chance to get the game!

In the previous article we checked out the key components to the build that scored over 6,000 points. Today let’s take a look at some other great cards and talents for this build!

Talents


Infinite Arts. (Rare Talent) For every 3 Skill cards you play in the same turn, deal 12 damage to ALL enemies.
Hatred. (Common Talent) Start each combat with 10 Thorn. This could help stack up Thorn while you’re still building up your deck.
Tactical Instructor. (Rare Talent) Choose a Skill card, Start each combat with this card in your hand. This effect could be used on Backflow or other key cards to get you ready right from the start.
Rules of Engagement. (Epic Talent) Each combat, the first Attack card you play will be played twice. With so few Attack cards in the deck, you can play Reverse Scales twice to double your damage if you have all your key cards in hand.
Alternate Energy. (Epic Talent) When you have no Energy, gain 1 Energy (once each turn). Needless to say, no one would pass up on this talent!
Chant of Creation. (Rare Talent) Increase Hand Limit by 2. With this, the cards you draw will have a lesser chance of ending up in the discard pile when your hand is full.

Supporting Cards


The supporting cards in this build are mainly used to draw cards.
Ambition: Discard all cards in your hand, then draw the same number of cards. Exhaust.
Ready for Action: Draw 3 cards. If the 3 cards drawn are all Attack cards, gain 2 energy.
Raptor Attack: If your last card played was a Skill card, draw 2 cards.
Wilderness Walker: Draw 2 cards. If a skill card is drawn, all gain 12 block.
Eagle Eyes Refinement: Gain 8 Block. If the last card played was a Skill card, draw 2 cards.
Quick Load: Draw cards until you have 5 cards in your hand.
Glide: Draw 2 cards. Discard 2 cards.
Surprise Attack: Deal 10 damage. Draw 2 cards.

INDIE Live Expo

We're excited to announce that is going to be part of INDIE Live Expo this year!

We'll have a special discount to celebrate with our players as well! will be 10% off from May 20 8PM to May 27 8PM (GMT-7). Don't miss this chance to get the game if it's been sitting on your wishlist for a while :)



INDIE Live Expo is an information filled program for the hottest indie game news. It is broadcasted in 3 languages Japanese/Chinese/English, and has been viewed by over 42.5 million people with more than 1,200 games introduced.

Find us in this year's livestream on the May 21 session: https://indie.live-expo.games/en/


Recently, a rare high score of

6,153 points

appeared on the leaderboard. This is actually the first time I’ve seen a score over 6,000! And the player was using the Sigourney character, which is not a common choice. That certainly piqued my interest, and you must be wondering what deck he used to slay the bosses with full HP!



The deck might look a bit confusing at first glance. It is mostly Skill cards with very few Attack cards.




Key Cards



Grudge is selected as the Secret Card. Looks like this deck relies on frequent card draw to play Grudge repeatedly to increase Thorn stack.
Reverse Scales. Once you've stacked up Thorn in a few turns, deal massive damage with Reverse Scales.

The choice of talents is vital for maximize the effects of this build:
Raptor Counteract. Gain 8 Thorn at the beginning of the combat, and 2 Thorn at the end of each turn thereafter.
Wild Feedback. For every card played, Sigourney gains 1 Thorn.
Activate Hybrid. Start each combat with Thorn equal to the number of deck cards.

Each of these three talents has its pros and cons.
Early in the game, Raptor Counteract is the strongest. Before you get the cards you need to cycle through your deck quickly, it takes about 3 turns to play Grudge once. During these 3 turns, Raptor Counteract could help you stack up Thorn. But as your deck thickens, the effect of Activate Hybrid will catch up with Raptor Counteract. If you accumulate enough 0-cost cards later in the game, Wild Feedback could get you plenty of Thorn in 2-3 turns.

With only Raptor Counteract and Activate Hybrid, it’s still difficult to kill the Boss in a short amount of time. It’s up to Wild Feedback to finish the job.

2 Backflow with Transmute Rune. This player has 2 Backflow, both with Transmute Rune attached. How did they get more than 1 Backflow or 1 Transmute Rune? – You might be wondering. There are 2 ways for you to make an exact copy of a card, one is a special event, the other is an epic talent Master Blacksmith, which allows you to copy a card in your deck (Rune effect included). The technique here would be to repeatedly play Backflow to draw the other Backflow, and just watch your Thorn go up and up!

V0.9.5 Update Log

New Features


In camp selections or events with card options, players can now right click the mouse to check card details


Visuals



  1. Updated arts for 20 General/Curse cards
  2. Updated animation effects for Backfire to make it stand out
  3. Strangle card now causes less screenshake
  4. Added effects for some Ranger cards

Bugfix



  1. Fixed the HP bar refresh bug when discarding item
  2. Fixed the bug where repeated camps appear in the camp selection screen
  3. Fixed the bug where repeated items appear in shops in higher levels

Story & Texts



  1. Polished some texts in story mode
  2. Optimized texts in chapter selection screen
  3. Fixed some inaccurate card descriptions

In the previous article, we analyzed the Mechanist deck of a top player. Today let’s look at some cards that can boost the strategy for Mechanists.

Slaughter Aura. When an enemy dies, hero gains 3 max HP. If you are lucky enough to get this card in the 1st stage, then you can easily have a max HP of over 200 by the time you make it to the 3rd stage.

Destructive Flow. every time you draw a Status card, it will be turned into a Fierce card. Fierce deals 20 damage, and that damage is increased by 10 for each Retain turn. I believe that many players have had to put up with Status cards from enemies, such as Burn, Timid and Stampede. They pollute your hand, and to make things worse, they cannot be negated by Immune buff. With Destructive Flow, you can convert all these annoying Status cards into attack cards. How amazing!



Ragged Blade and Heat Damage Armor create a great combo with Destructive Flow. Ragged Blade deals 4 damage 4 times, and Hat Damage Armor grants you 20 block; and they both add 2 Status cards to your hand. With Destructive Flow in your pocket, you can use these cards to your advantage! Not to mention that Ragged Blade can deal significantly more damage if you stack up Strength.



Now let’s take a look at some Rune cards favored by Mechanists.
Persist Rune. All gain 3 Strength when Exhausted.
Advent Rune. All heal 10 HP when Exhausted.




Remember the Magic Recovery card we introduced in the last article? Magic Recovery brings Exhausted cards back into your hand so you can boost Strength and HP for your team repeatedly!

There’s also a powerful talent that you shouldn’t miss!
Artisan. For each Runed card you have, reduce target Strength by 1 when you play your first Strike card. This might be a Common talent, but it could be very useful, especially at the later stages of a run, where you could reduce enemy Strength by 10 easily. The cost of this will be for you to is to keep a starting Strike card in the deck, but it does more good than harm.

This is everything for Mechanists! Let us know what characters/classes you want to read tips about! Join our Discord server for more strategy discussion 😊

We are starting a series of weekly posts with a goal to introduce real strategies for building powerful decks. Here, we will explain the ideas and core cards behind certain winners' builds.



Last week, an Evelyn player stood out among all the Keely players and made it to the top 3 of the leaderboard. Let’s check out their strategy for mechanists!


First let’s take a look at this player’s deck.




  1. 3 Phantom cards. It seems that this player chose camp Flame Blessing Academy at the start of the game to gain 3 Phantom, at the cost of losing 50% max HP
  2. Healing Shield. With this card, every time you are attacked this turn, you can heal 2 HP. Paired with Phantom, you can more than ensure survival, by having your HP going up while getting attacked.
  3. Magic Recovery. It puts 3 random Exhausted hero Skills into your hand. As long as you have a relatively “clean” deck, you could recover Phantom and Healing Shield every time
  4. Pandora's Box. So far this seems like a perfect defense, but let’s not forget about the cost. This player attached an Energy Rune to Magic Recovery but that’s far from enough. Ah wait, do you spot the 2 Pandora's Box in the deck?! Pandora’s Box completely ignores card costs and plays X cards on top of your draw pile in order until it's empty. Except for the fact that it can only target the front row, there doesn’t seem to be any drawback. There’s also a key talent at play here - Experienced, which increase X-cost card effects by 2.

  5. Perpetual Motion with Copy Rune attached, which allows you to draw 4 cards and accelerates your card flow.


After looking at defense, how about offense on this deck?

  1. Automation. Upgrade starting Attack and Defense cards, and reduce their costs to 0. It also applies Shock debuff to the enemies, and that Shock stack will be doubled at higher levels.
  2. Resonance is also a good choice for a Shock build. It could build up massive damage (the square of Shock stack). Although its cost increases per turn, but don’t forget that Pandora’s Box can back you up on that.
  3. Cash Dash. Resonance could deal high damage but the build-up takes a few turns. Cash Dash is a great solution. It costs you 50 gold to deal 50 damage, but it still works when you’re short on cash 😉


This is it for today’s content. Next, we’ll talk about other support cards and tips on Runes for this deck. Stay tuned! For more strategy discussion, feel free to join our Discord server!

Strategy: Weekly Digest #1 (Part II)

Continuing on the previous article, let's analyze the hidden logic behind this deck’s auxiliary cards and runes!

As you remember, the "Stab" card were used as the main source for dealing damage. Therefore, the whole deck was built around it, and, naturally, around enhancing its "Combo" effect (+1 damage this turn to all Combo cards for using a Combo card).

Let us check other Combo cards first!



  1. Falcon Drop — adds 6 points to the Combo stack needed for the Stab cards. It also has Retain effect, allowing this card to stay in hand till the right time comes.
  2. Hardened. The card adds 5 points to Combo, while its Innate feature ensures that the card appears in hand at the start of each combat.
  3. Catalyst — apart from dealing instant damage, Stabs now apply additional delayed damage from Poison. After several rounds, the damage caused by Poison will be double of the Stabs.



Above are cards that can directly increase damage dealt by Stab cards.

What about cards that could be boosted by playing Stab cards?

"Stab" cards feature: 0 cost, large amount, damage increase through Combo effect. So, it affects cards that apply damage/effects based on the number of cards played this turn:

  1. Throat Lock — each time a card is played, additional 8 points are added to the Poison stack.
  2. Execution — deal 10 points damage for every Attack card played this turn.



They both have their timing tactics. Throat Lock suits best for the beginning of the turn when your hand is not yet formed, and gives a DoT boost to your strategy. Execution, on the other hand, shows better performance when it is played later. This card has more strict conditions than the first one, BUT it can use Strength bonus. Plus, it works well together with Keely’s Initial Talent Demon Hand — additional 4 damage points each time an enemy receives unblocked damage.

However, both cards have the same setback — they don’t have Retain effect, causing them to be somewhat “situational”.

The rest of the auxiliary cards in this deck use similar logic.

Next, let's talk about the choice of Runes!



  1. Dispel Rune — This player uses it at its fullest. We've heard some players complaining about certain enemy’s buffs being too powerful. Yet, they tend to ignore ways to dispel these buffs. So, here we are, and I will say it one more time: Dispel Rune deals no damage, BUT its functionality is AWESOME!
  2. Transmute Rune — it works best when attached to Backflow, which makes a huge deck more flexible. Transmute Rune allows you to take a card from the Exhaust pile, and Backflow — take one card from the Discard pile.
  3. Healing Rune — it is also a relatively powerful card. The game’s healing resources are very scarce, so this stable HP recovery card is just like a guarding angel.



If you have any questions, or would like to discuss more about strategies, feel free to join our Discord server!