In the upcoming update you will be able to edit the decks of your heroes and bosses right on the party select screen before you go adventuring.
We are introducing a new in-game currency, Starstone, that you can use to buff your boss from encounter to encounter.
Practice mode will be a more prominent part of the user interface because many players want to test out the changes to their decks before they go adventuring.
The City of Starfall is quite a maze in of itself. It is only fitting that this is the starting point to putting the "labyrinth" in Labyrinth. Embark on your adventures from here.
After completing an encounter there will be opportunities to gain treasure or if you didn't do so well, wounds. These are cards that are temporary, but exists from encounter to encounter.
And as always, we continue to add card art as we can.
Lastly, please remember to vote for Labyrinth. If your button is red, you still have the chance to vote. And it's OK to vote for multiple games.
Vote for Labyrinth
Please vote for Labyrinth and make it the Indie Game of the Year on IndieDB.
*If you voted once already, please vote again. This is the second stage of the competition and you must vote a second time for your vote to count.
Development
The Art Team did an art pass on tutorials, camera, fx, and game pieces; completed the Forest level; worked on North Gate map; sculpted, created low poly model and rigged Faydin; created a boss piece; worked on North Gate map; created Celestial Giant camp screen idle animation; worked on textures for adventure map; created Thieves Guild tileset; working on rift concepts; set up locations and light; and worked on map mesh art.
The Audio Team set up ambient sound links and added Tutorial 1 to 3, scenario, and adventure map ambience; improved audio setup for story encounters; added UI sounds and fixed doubled up UI sounds.
The Design Team cleaned up adventure map and camp UI; adjusted map UI for camps and waypoints, then improved gate/waypoint flow; added warfare Faydin to tutorials; edited Blade Master tutorial; worked on Lavella Tutorial maps 1-3; balanced tutorials; ported queries from Appuri to Snowflake; edited Gate District content; wrote Northgate PvE 5 scenario; created scenarios and laid out map for Smithstone and added tip UI; fixed names and portrait; wrote script for zone 2; and cleaned up deck collect view.
The Engineering Team added dynamic content loading and wishlists to Store, plus updated store analytics; made 3D map functional and iterated on 3D map elements; improved map editor and waypoints; worked on raid notice rewards; fixed health meters; enabled replays from camp; worked on Adventure decks; added gate cinematics; fixed timeline tags, resetting losing battles, and resetting level feature, self-practice, button banners, maps; fixed replay issues; added teleport effect between waypoints; refactored quests; and coded cinematics.
3D Printed Korghan
This box was much bigger than expected!
Packed with care!
There's Korghan down there. First glance, fantastic!
There's the base. Temple level with tufts of grass added!
The model is about 7" tall.
Captured from in-game modeled, looks like there was some modeling touch up work, 3D printed, hand assembled and painted.
Facial detail really holds up.
Conceivably, we could make any Hero or Boss with any pose. A custom model like this will probably cost about $200. Would you be interested in buying one, if so tell us what would be exciting to you?
This is stage 1 of a two stage competition. Labyrinth did really well in the last two years. Help it win this time!
http://www.indiedb.com/games/labyrinth-ccg
2 Year Development Anniversary!
Greetings, Backers!
Bradley here. To celebrate the 2-year anniversary of our Kickstarter Campaign, I'd like to look ahead to the future of Labyrinth and share some details about the major changes to the game that we have been hard at work on for these last few months.
Introducing: Adventure
Our next major update, which will release in early 2018, adds a totally new way to play Labyrinth: Adventure! In this new mode of play, each battle is no longer an isolated match, but is now connected to a larger story that progresses as your heroes and bosses venture deeper into the City of Starfall as it erupts into chaos.
At the start of each zone in the city, you will establish a base camp around a Keyrift. These cosmic anomalies are the source of magic in Labyrinth, and your boss must fiercely protect yours. If they succeed in doing so, you will be rewarded with loot, including Stardust with which to craft new cards for your collection.
Meanwhile, you will be able to explore the city with your heroes, encountering story-based scenarios and other player's bosses along the way. Each player boss that you defeat in PvP fights will reward you with a powerful artifact that you may use to power up your own boss.
With each new zone that you explore, your characters grow in power. The Star level of each of your decks is now directly tied to the zone that you are in--as you progress, you will always be matched with opponents of an equal power level.
All throughout this adventure, you will experience story moments that add more depth to the world, and provide new challenges for both your heroes and bosses. We've worked very hard to add a greater sense of continuity between battles by tying them to locations in the world of Labyrinth.
At the end of your journey, you arrive at the Labyrinth itself, a place where all realities are collapsed into one. This is a fearsome and mysterious place, where only the most stalwart and dedicated can survive. We will reveal more about the end game and what that means for PvP in a future update.
With the coming update, we've also made a number of improvements to the user interface, particularly outside the game, as well as a host of other small tweaks and changes.
In the meantime, we would like to thank all of you for sticking with us, as we watch the game and the community grow! It has been an amazing two years, and we look forward to what the new year has to offer.
Lastly please vote for Labyrinth to win the Indie of the Year award, then share this link. This is stage 1 of a two stage competition. Labyrinth did really well in the last two years. Help it win this time! http://www.indiedb.com/games/labyrinth-ccg
100th Update Patch
Another milestone as we keep making progress on Labyrinth! A small patch was released today. The work on the upcoming update continues to progress behind the scenes.
Card Fixes
* Offhand slot was unusable for 1 Tick if last Durability of Chain Reactor was passively used by Amped 1 Tick card played as an Instant
* Open the Killing Eye was not triggering on some Amped attacks
* Horn of the Spiritcaller was not properly increasing cost of Kindled Spirit
* Hundred Fist Strike armor buff was not triggering enough times on multiple target kill
* Bosses were playing Bomb with no visible targets
* Blast was not triggering as an Attack card
Card Revisions
* Intervention now targets allies not friendly characters (i.e. not the caster)
* Smite now deals 5 damage OR 10 damage if there are 3 or more enemies
* Ace of Thieves now gives +1 damage on your next attack this turn instead of +1 Attack this turn
* Chain Reactor now costs 2 Ticks to equip (no Amp required)
* Coiled Dragon Technique is now 5 Tick Windup, Piercing, deal 5 damage in Blast 2, 10 Fury - Gain +5 Armor during Windup
* Clockwork Beast's passive is now +2 Counterstrike on even Ticks, +2 Armor on odd Ticks and its Health is now 45
* Swipe is now 2 Tick Windup, deal 6 damage in Cone 3
* Bite is now 3 Ticks, Piercing, deal 3 damage and cause Bleeding
* Wolf Minions now use Hunter AI (seek lowest Health target)
* Charging Bovak now has 9 Health
* Rake is now 3 Ticks, deal 3 damage and cause Bleeding in Cone 3
* Fire Elemental is now named Pyrofiend
* Renewal is now 2 Ticks, restore 5 Health
New Card
* Taste for Blood (Rare Beast Perk, 1 Star): Restore 1 Health when you attack an adjacent Bleeding enemy.
Retired Card
* Savage Swipe (Rare Beast Perk, 1 Star) will be refunded with Stardust
Development
In the last two weeks, this is what we've been up to:
The the art team finished a low poly statue for the Forest Level and textured the level; created additional card art; worked on art for the new landing page; worked on world map concepts; fleshed out the Northgate district map; worked on city map pieces and made an adventurer piece; plus, sculpted Faydin.
The audio team worked on composed story mode ambience; and created hidden treasure and oracle blessing scenario audio.
The design team created new map layout for Northgate; wrote Welcoming Committee and other scenario scripts; completed 3d map scene; added new tips; worked on thief tutorial; designed Northgate specific boss scenes; worked on visual polish, caster, mech, elemental cards; rebaked art assets; added tip triggers, adventure items, and zone 2 scenario; reworked defense tutorials and encounter content; after researching moving event data to Snowflake, started ported queries to there; plus did marketing partner outreach.
The engineering team added post battle bonus encounters; worked on item inventory management; completed the card pack screen; coded the hero camp page; updated the random table generation for the store; worked on store UI; enabled tutorial rooms to reset; added a waypoints feature; added hero camp page; added purchasing using Starstones; cleaned up adventure & receipt data; installed 3D map; and added boss item rewards.
Week 100 Progress
A milestone in semantics only, we have now worked on Labyrinth for 100 weeks since the Kickstarter campaign. Today being November 1, that's a lot of ones!
We are still focused on the next big update and adding in Adventure and Story modes. Scattered throughout this short update is quite a bit of new art which is going into the game.
Development
The Art team created more card art; put final touches on Star spire ruins level; created dialog art; sculpted elements for the Forest Level, like a statue; sculpted Faydin; and worked on shell art.
The Design team designed PvE scenario scripts; developed encounter content; implemented tips, conversations, cards, rules, star stones; designed rewards and achievements; completed first pass on integrating hero tutorials; conducted marketing research and reached out to potential marketing partners.
The Engineering Team worked on adding system for wandering monsters appearing in cleared rooms; reset some rooms when retreating to Lair; worked on modes to map; implemented rewards; coded store UI; worked on tutorial system and handling multiple dungeons; coded for multilevel adventure data; updated rewards receipts; created a map node editor; and fixed screen ratio issues.
Week 98 Patch
Work in Progress UI for new Labyrinth Adventures
*Note: The image above is a work in progress and is an earlier concept for the new Adventure mode in Labyrinth. There is placeholder art and some of what you see has already changed and we have plans to modify other aspects of it. However, it should give you a taste of what's in store in the near future. Can you guess what new features are being added and how Labyrinth will be played?
This patch is a small update to fix a critical bug and make some tweaks to cards.
Menu Fixes
* Defense Tutorial was locked for certain players
Gameplay Fixes
* Amp spending was being triggered early by certain abilities
Gameplay Revisions
* Manessa and Adolphus AI set to long range not full kiting
Card Revisions
* Anox's Blessing is now 2 Ticks, Give friendly character +2 Attack on their next attack OR 3 Devotion kicker this has Duration 4 instead
* Essence Extractor is now an Offhand, Equip 2 Ticks, Durability 3, Gain an Amp and lose 2 Health on use for 1 Tick OR When you kill an enemy gain an Amp and this loses 1 Durability
* Chain Reactor is now an Offhand, Amp: Equip and gain an Amp 3 Ticks, Durability 4, Gain an Amp on use for 1 Tick OR When you spend an Amp gain an Amp next turn and this loses 1 Durability
* Pounce is now a Spell card, but the damage still counts as an attack like Blitz kicker
* Magma Surge is still a Spell card, but the damage now triggers as an attack like Blitz kicker and Pounce
* Bellowed Challenge is now 1 Tick cost, Duration 3
* Awakened Might is now 3 stars, at half-health enemy characters damaged by attacks can't move on their next turn
Card Fixes
* Revised text on Pickpocket to link to Orb drops placed by it
* Word of Pain with Relic of Ynoth was not showing targeting highlights prior to casting
* Breath of Insight wasn't drawing 2 cards with 6 cards in hand
Development
The Art Team sculpted broken edges on, created ao maps for, and added colors to the Star spire Ruins; worked on normal maps for the Adventure map; and added more card art.
The Audio Team added results sounds.
The Design Team refactored definitions; added Adventure scenario dialogs, map content and encounter content; implemented tutorial story conversations and integrated the tutorial into the map; implemented status panel; designed rewards flow; worked on Gate district scripts: Wrecked house, night market; Starstone spec and visuals; and conducted marketing research.
The Engineering Team added map and dungeon shapes; implemented Adventure "chess pieces" along with movement; added HP display on map, lock/key, and linked art map to graph nodes; worked on the Encounter Dialogs system; added random PvE encounters and rooms; added Fold modes into map; implemented handing out receipts from rooms; implemented rewards; implemented Store 2.0 and store deals; replaced Photon servers with own; and for mobile: created targeting HUD; fixed actions on mouse up so there are no double clicks/taps; fixed inspect camera; and finished Map select controls.
Week 96 Patch
Gameplay Fixes
* First Tick of Channels was prematurely using stats from next Tick in certain cases
* Unit card inspect was not including stat changes from Perks and card effects
Card Revisions
* Anox's Blessing targets friendly characters not just Heroes
* Eerie Blessing targets friendly characters not just Heroes
* Judgement of Urix kicker heals friendly characters not just Heroes
* Favor of the War God targets friendly characters not just Heroes
* Intervention targets friendly characters not just Heroes
* Fire of Life targets friendly characters not just Heroes
* Rejuvenate targets friendly characters not just Heroes
* Light of Ahnsai heals allies not just other Heroes
* Hone has been renamed Concentration
* Aim from Within is 2 Ticks
* Essence Extractor is 5 stars
* Reprisal is a Spell instead of Enhancement
* Spiked Vambrace is 2 stars
* Commune with Ancients is 2 Ticks
* Centurion's Helm grants +1 Armor instead of +1 Attack
* Glacial Shield targets friendly characters not just Heroes
* Relocate targets friendly characters not just Heroes
* Flashfreeze targets friendly characters not just Heroes
* Everfrost Fragment restricts targeting to allies not other Heroes
* Pyromantic Trance is 2 Ticks
* Quicksilver Bauble targets allies not just Heroes
* Removed range limit from Elemental Infusion
* Staff of Destruction is no longer a Windup
* Awakened Might is 5 stars
* Monstrously Huge is 6 stars, 20 Health
* Steel Sentries are 2 Attack, 2 Health, 1 Armor, Speed 2, size 1 and Lair card summons 2 of them
* Summon Security is no longer a Windup
* Minelaying is no longer a Windup, but Dynomine has Speed 2
* Place the Magnetron is no longer a Windup
* Cannoneer has 8 Health
* Siegebot has 6 Attack
* Summon Bushwacker is 4 Ticks no Windup and Bushwacker is now 5 Attack, 6 Health, 1 Armor
* Double Dynomine is 2 stars, but increases cost of Minelaying by 1
* Assemble Sentry is 4 Ticks no Windup and Brass Sentry is now 5 Attack, 5 Health, 1 Armor, Range 7
* Berserker is 4 stars
Card Fixes
* Passive attacks like Queen of the Northern Wastes ability and Voidmine explosions were not being caught by attack-triggered abilities and buffs
* Restless Wraithound was not reducing non-attack damage from adjacent enemies
* Shape from Stone was not discounting cost for Spare Parts
* Quicksilver Arrow with 10 Focus and Tremor with Earthquake were not showing the correct costs on the card
New Feature
* Developer Badges. You will see a "D" next to the names of developers when you raid their bosses.
Development
The team is focused on getting the new Adventure mode working. Perhaps by the end of the week we can start our first internal tests. Most of the tasks below relate directly or indirectly to the next major release which will include Adventure mode.
The art team worked on the Starspire Ruins level, including creating concept art, modeling the buildings, creating lowpoly background pieces, adding UVs, arting the play area, and making mechanical parts for the level; worked on animations for the Duelist; rigged the Spirit Beast; made more card art; worked on forest lair environment; created priestess skin; sculpted annox; and created map pieces and icons for Adventure mode.
The design team worked on game economy and scenario design; started a test run of a Game Print model; ran experiments to create a Boss Deck analyzer; redesigned Store; designed a new deck builder scheme; created Blademaster Tutorial; and for Adventure Mode: designed map layout, UI, potions, loot drops, designed Victory/Defeat transitions, implemented non-combat encounters, added placeholder PvE Encounters, and worked on boss encounter design.
The engineering team removed code for old Ranked mode; adding asset bundles support; created special deal system for Store; and for Adventure mode: reorganized code for Decks around stars; worked on unexplored rooms; improved raid shell flow; refactored deck data; added Deck star limit overrides for development; worked on UI raid transition and maps; completed boss encounters; worked on adjacent room display; added a map interface; coded Bosses in rooms; enabled moving/showing pieces; did a first pass on code for boss placement; completed matchmaking algorithms; cleaned up mouse input; refactored card controller; added level data; polished up Intro/Outro animated sequences; and worked on hero/boss status. Then for mobile, worked on cam/controls: single tap, single pan, new orbit and zoom, inspect, target select, as well as weapon/guard.
Week 93 Patch
Gameplay Revisions
- Tenacity now (once again) only prevents the movement debuff of Provoke
Card Revisions
- Marrik now has only 1 Armor, but his passive ability is "While Marrik has Provoke, he has +1 Armor and Tenacity."
- Battle Stance is now 1 Tick, Duration 3
- Throw the Gauntlet now has a 5 Fury kicker to gain Provoke until next turn
- Renna's passive is now "When Renna plays a Fire card, she gains Counterstrike 2 until her next turn."
- Shozen's passive is now "When Shozen equips a Hero with Equipment, he draws a card."
- Focus the Sun is now Windup 3, deal half-Focus damage, rounded up
- Staff of Destruction is now Durability 2, deal Focus damage, no Focus 15 kicker
- Stormbringer now has Random targeting within Range 4
- The Clockwork Beast now has 40 Health
- Queen of the Northern Wastes' passive ability now has Blast 2 range and counts as an attack
- Riftspawning now costs 3 stars
- Urath now has attack speed 5
- Lifespeakers now have attack speed 4
- Sworn Swords now give Boss +1 attack during life not as Last Words
Card Fixes
- Sarkhet's hero card did not make clear that his ability only triggers upon killing enemy characters, not Structures
- Word of Pain with Relic of Ynoth did not have a highlight preview during Windup
- Renna's short display name was incorrectly linked to Lavella's
- Elemental Infusion could not be played on self with full hand
- Queen of the Northern Wastes' passive ability did not trigger for certain card types
- Farstriker Totems were not increasing Blast radius
- Shrine to Gilgarra was activating before start of battle
- Warpriest's Inscription was giving double the Fury gain intended
Bug Fixes
- Fixed direction on scroll bar for buffs/debuffs under cards when inspected
- Fixed matchmaking server delisting players' bosses when they equip a hero less than level 5