We are proud to share with you the Early Access version of Nadir! You can finally try out all the hell circles that we prepared, with dozens of new enemies, cards, and Damneds. You are also getting access to a second playable character - Vlad Tepesh! Start your journey now, and join us on the further development of Nadir!
On the occasion of the Early Access release, we have a brand-new trailer for you that will show you a sneak peek of the awesome stuff you can already find in the game. And there are some things to envy!
If you already unleashed your wrath in the Demo or the Prologue, or even if you are completely new to the game and decide to try it, we hope you'll like Nadir and will look forward to the extension of existing and upcoming new features! As sloth is not our trait, we already have prepared a Roadmap with our focus for the next weeks:
To tickle your greed, Nadir is being released with a 10% discount, so don't wait - get your copy now!
We'd like to thank our amazing community on our Social Media, here, and on Discord - without your cheering, support, and constructive opinions the game would not be the same! And now, satisfy our gluttony and feed us with your feedback! We'll be thankful for each post, review, and comment on our game! We'll do our best to deliver crucial improvements and fixes as soon as possible!
In the end, it comes lust. We hope there are many people who desire such a unique roguelike experience, so tell your friends and family - Nadir is available now!
See you in hell!
- Team Nadir
The last Prologue update before the game release!
Greetings, Sinners!
We have updated our free-to-play Prologue - which brings a lot of polishing touches, new features, and unlocking a lot of additional free stuff! The game is growing with content and we're able to give you some more of it, to let you taste the game.
Please find the details below, and have fun!
Additionally, we are happy to announce that Nadir: A Grimdark Deckbuilder will be released on November 8th. Save the date!
Changelog - Prologue 29.10.22
Charges System
To finally polish the battle mechanic we introduced the “Charges” system to the Enemy Cards. With this change, the enemy reaction does not happen immediately after we play the card, but only after all of the charges have been filled. The goal is to give you more room to maneuver and build some combos before being hit. It also allowed us to create more variety in monsters.
New Tutorial Battles
Since combat changed so drastically, we need to explain it once again. This update brings a brand new tutorial battles system. We would be grateful for your feedback about it!
New Jeanne’s deck
The Charges system required changes to the playable cards. Enjoy a brand-new deck!
Full character development is unlocked
All of Jeanne’s Perks are now available in the character development! Unlock special cards, new damned, or upgrade your existing cards.
A Completely new set of Damneds
To celebrate Halloween and new combat we added a completely fresh set of Damneds. Some you will get from Reward nodes on the map, other ones can only be crafted.
Redesign of all of the Monsters available in the Demo
Each and every monster has a new set of abilities, so expect a lot of gameplay changes!
Play the updated Nadir's Prologue now, share the word, and add the game to your wishlist!
Be sure to join our official Discord! We’d love to answer any questions you might have and discuss the future of Nadir with you! Get notified about the new updates as soon as possible by following our Socials: Twitter and Facebook.
Release on November 8th!
Greetings, Sinners! We're hellishly delighted to announce:
Nadir: A Grimdark Deckbuilder is being released on Steam & GoG on November 8th!
In Nadir, you descend to Hell in a form of an avatar of a Deadly Sin and fight Demons in roguelike card battles, collect loot to build your base, and expand your Underworld Kingdom. On the way down, you can create unique decks, unlock new Sins to play with, craft powerful cards, and muster tormented souls of the Condemned, who will assist you on your quest.
How's the game?
Nadir strikes with a never-seen-before action-reaction system, where you are controlling the enemy in each battle. We are very proud to show you our project, as we believe we created something refreshing for a card game even though the original idea is influenced by classics of the roguelike battlers genre: Slay the Spire and Darkest Dungeon. We plan a
Halloween in Nadir
Some of the denizens of Hell take Halloween very seriously and they changed their appearance. Try to find them all during your playthroughs! Jeanne also joined the party and she proudly wears a fancy Pumpkin Head.
Updated Demo
So, after giving you a heads up about the soon-release, we have more great news for you! We have updated our free-to-play Demo - which brings a lot of polishing touches, new features, and unlocking a lot of additional free stuff! The game is growing with content and we're able to give you some more of it, to let you taste the game.
Changelog - Demo 29.10.22
Charges System
To finally polish the battle mechanic we introduced the “Charges” system to the Enemy Cards. With this change, the enemy reaction does not happen immediately after we play the card, but only after all of the charges have been filled. The goal is to give you more room to maneuver and build some combos before being hit. It also allowed us to create more variety in monsters.
New Tutorial Battles
Since combat changed so drastically, we need to explain it once again. This update brings a brand new tutorial battles system. We would be grateful for your feedback about it!
New Jeanne’s deck
The Charges system required changes to the playable cards. Enjoy a brand-new deck!
Full character development is unlocked
All of Jeanne’s Perks are now available in the character development! Unlock special cards, new damned, or upgrade your existing cards.
A Completely new set of Damneds
To celebrate Halloween and new combat we added a completely fresh set of Damneds. Some you will get from Reward nodes on the map, other ones can only be crafted.
Redesign of all of the Monsters available in the Demo
Each and every monster has a new set of abilities, so expect a lot of gameplay changes!
Play the updated Nadir's Demo now, share the word, and add the game to your wishlist!
Be sure to join our official Discord! We’d love to answer any questions you might have and discuss the future of Nadir with you! Get notified about the new updates as soon as possible by following our Socials: Twitter and Facebook.
Halloween in Nadir!
Greetings, everyone!
Autumn leaves cover the roads leading to hell. Nights are darker and lengthy, allowing the Filth to crawl out and disturb the land of the living. All those abominations you can meet on your way down are coming from the depths. But in the depths, there are still a few heroes who fight to ward off the ghosts of the forgotten.
In Nadir's Prologue, we are joining the celebration of Halloween with an introduction to a special in-game event. Our game is already fitting the topic of this holiday pretty well, but we have gone the extra mile to wink at you with some specials.
Those who are seeing our game for the first time - Welcome!
Nadir is an upcoming grimdark roguelike deck-builder with a twist: the cost to play a card is an enemy reaction you can predict. It’s a riddle that’s both an intense exchange of punches and a careful tactical match. Rise in power, slay demons and enslave denizens of Hell to seize control over the underworld. And have fun!
And now, let's check the unique theme we prepared for you for Halloween!
Combat scene background
You can spoil your inner sinner with a unique, spooky theme. We are adding new event combat background filled with rotting pumpkins, creepy spiders, and ghosts. Depths of Nadir has never looked as scary and hilarious at the same time!
Characters & Enemies
Some of the inhabitants of hell are infected with spookiness. Their appearances changed to fit the Halloween mood, and reference some of the pop-culture symbols of the Halloween holiday. Do you remember the iconic marshmallow from Ghostbusters? One of our elites may bring familiar associations!
We also made Joanne wear a pumpkin helm! She may not be happy about that, as we can now say she's a little empty-headed, but she still has some guts to stand against her adversaries in Nadir and cuts her way down in an updated game version.
Along with adding an event theme, we addressed some of the reported bugs and made some polishing touches here and there. Thank you for your reports and feedback
We wish you a spooky Halloween, tasty pumpkin pie, and a lot of fun in our game Prologue!
Join our official Discord and get notified about the new updates as soon as possible by following our Socials: Twitter and Facebook.
A new update for Nadir’s Demo just went live. We polished some of the systems in the game and introduced a few bug fixes to found and reported issues. Thank you for playing the new build and sharing your feedback and reports via our official Discord!
We are happy to continue our work on the game, and we have prepared a neat work-in-progress insight to show you some more improvements we prepared thanks to your feedback, and tell you more about how we are planning to shape our game core.
Today, you are getting the first insight into the Charges mechanic. We’re glad that you like the idea of controlling your opponent in our game, and we received very positive feedback about it. Yet there are still some aspects of this system that could be improved to introduce more tactical layers to it and make your gameplay even more interesting and rewarding.
We are also addressing your opinions about the visuals of the game, showing some changes on that matter, and how we will differ every circle of hell to have its unique colors and theme. We are also working on updating the Descent scene to be closer to our beloved art style.
We hope you’ll like what we have prepared, and you will have a lot of fun with the updates that are coming. We would be also very thankful if you could consider posting a short review for our Prologue on Steam, and share your opinion about it with us and others who may be interested in our project.
And now, let’s dive into the full improvements and fixes list:
Changelog 04.10.22
Fixes:
- Fixed a bug that locked a game when a player canceled a card selection after clicking on a Soulshard card with 0 Soulshards. - Fixed a bug that deleted a card with the Burn effect from the deck. - Fixed a bug that would keep the Status Effects on enemies from previous runs. - Fixed a bug that could lock a game when facing the “Hideous Gnarl” enemy. - Fixed a bug that hid the HP/Armor bars of an enemy defeated in a previous run. - Turned off the option to change the language during gameplay, which caused problems. The options ---should be available only in the main menu. - Fixed some empty fields in the language options. - Fixed a bug that showed damage/effect indicators when Profanity/Desacrate was in play even though the damage/effect was not applied. - Fixed some missing card names and images. - Fixed wrong speech messages from Jeanne. - Fixed tooltip descriptions for effects that spawn cards. - Fixed tooltip descriptions for abilities with Amplify effect. - Fixed wrong Obols and Soulshards values while in the City of Nadir. - Fixed a bug that resulted in cards added at the start of a battle do not discard properly when Robespierre Damned was in play.
Polish:
- Fixed the color of Desacrate and Profanity status effects to Red to fit with the rest of Debuffs. - Changed the button icon to the right one on the tutorial popup. - Moved the speech bubbles so they won’t be covered by the Enemy Cards. - Changed the position of targetting arrow to be above the enemy cards. - Changed the position of the Options menu to be above Enemy Cards.
Work in Progress Insight
Charges mechanic
We received a lot of feedback about our game's unique mechanic of action-reaction, and we can see it was warmly welcomed, but the fact that the enemy always reacted back immediately sometimes felt odd for some of you and in fact was sometimes limiting your options. How much better would it be to introduce some more tactics in the gameplay, and have more flexibility during combat?
Our restless designers spend some time trying to figure out what we can do about it, and we agreed that it may be nice to get back to our old idea of “Enemy Charges.”
How it works you’ll ask?
Each enemy Card has a number of charges on itself represented by little indicators, similar to the ones on our cards, that were telling us what is the “cost” of playing given half, so how many enemy cards will be flipped. Each time you play a card, one of those circles gets filled… and that’s it! As long as there are unfilled charges, the enemy will not use a reaction from that card.
It is somehow making the game easier at first glance, but rest assured – it can now present an even more engaging challenge. You have more time and control over your enemy, but as enemy moves can be designed and balanced even better, we are able to make more variations of the enemies and surprise you with even more challenges.
We had to rebalance all of the player and enemy cards of course, but the game plays smoother. It also helped us design new monsters, as we simply had more options to play around with. The system is currently being tested and refined. Like the last time, we will launch this update on the beta testing branch for you to experience it before it goes officially live. Keep an eye on that!
Updated visuals
Aside from unique gameplay, Nadir also stands out when it comes to its visuals. Our artists are extremely grateful, as our players like their vision and praise the game for its astonishing art style. We have heard your feedback about the combat scene background and wanted to show you some improvements on that matter.
As you know each circle in hell is dedicated to a different sin. We can easily differ the theme and setting in the game when you will be traveling through hell, by using different colors and images in the background.
Here is a gif that shows a smart way to accomplish such an effect:
And how it looks in the game:
And that would be all from us now. Be sure to join our official Discord! We’d love to answer any questions you might have and discuss the future of Nadir with you! Get notified about the new updates as soon as possible by following our Socials: Twitter and Facebook.
Hold tight, Sinners, and Add the game to your wishlist!
A new update for Nadir’s Prologue just went live. We polished some of the systems in the game and introduced a few bug fixes to found and reported issues. Thank you for playing the new build and sharing your feedback and reports via our official Discord!
We are happy to continue our work on the game, and we have prepared a neat work-in-progress insight to show you some more improvements we prepared thanks to your feedback, and tell you more about how we are planning to shape our game core.
Today, you are getting the first insight into the Charges mechanic. We’re glad that you like the idea of controlling your opponent in our game, and we received very positive feedback about it. Yet there are still some aspects of this system that could be improved to introduce more tactical layers to it and make your gameplay even more interesting and rewarding.
We are also addressing your opinions about the visuals of the game, showing some changes on that matter, and how we will differ every circle of hell to have its unique colors and theme. We are also working on updating the Descent scene to be closer to our beloved art style.
We hope you’ll like what we have prepared, and you will have a lot of fun with the updates that are coming. We would be also very thankful if you could consider posting a short review for our Prologue on Steam, and share your opinion about it with us and others who may be interested in our project.
And now, let’s dive into the full improvements and fixes list:
Changelog 04.10.22
Fixes:
- Fixed a bug that locked a game when a player canceled a card selection after clicking on a Soulshard card with 0 Soulshards. - Fixed a bug that deleted a card with the Burn effect from the deck. - Fixed a bug that would keep the Status Effects on enemies from previous runs. - Fixed a bug that could lock a game when facing the “Hideous Gnarl” enemy. - Fixed a bug that hid the HP/Armor bars of an enemy defeated in a previous run. - Turned off the option to change the language during gameplay, which caused problems. The options ---should be available only in the main menu. - Fixed some empty fields in the language options. - Fixed a bug that showed damage/effect indicators when Profanity/Desacrate was in play even though the damage/effect was not applied. - Fixed some missing card names and images. - Fixed wrong speech messages from Jeanne. - Fixed tooltip descriptions for effects that spawn cards. - Fixed tooltip descriptions for abilities with Amplify effect. - Fixed wrong Obols and Soulshards values while in the City of Nadir. - Fixed a bug that resulted in cards added at the start of a battle do not discard properly when Robespierre Damned was in play.
Polish:
- Fixed the color of Desacrate and Profanity status effects to Red to fit with the rest of Debuffs. - Changed the button icon to the right one on the tutorial popup. - Moved the speech bubbles so they won’t be covered by the Enemy Cards. - Changed the position of targetting arrow to be above the enemy cards. - Changed the position of the Options menu to be above Enemy Cards.
Work in Progress Insight
Charges mechanic
We received a lot of feedback about our game's unique mechanic of action-reaction, and we can see it was warmly welcomed, but the fact that the enemy always reacted back immediately sometimes felt odd for some of you and in fact was sometimes limiting your options. How much better would it be to introduce some more tactics in the gameplay, and have more flexibility during combat?
Our restless designers spend some time trying to figure out what we can do about it, and we agreed that it may be nice to get back to our old idea of “Enemy Charges.”
How it works you’ll ask?
Each enemy Card has a number of charges on itself represented by little indicators, similar to the ones on our cards, that were telling us what is the “cost” of playing given half, so how many enemy cards will be flipped. Each time you play a card, one of those circles gets filled… and that’s it! As long as there are unfilled charges, the enemy will not use a reaction from that card.
It is somehow making the game easier at first glance, but rest assured – it can now present an even more engaging challenge. You have more time and control over your enemy, but as enemy moves can be designed and balanced even better, we are able to make more variations of the enemies and surprise you with even more challenges.
We had to rebalance all of the player and enemy cards of course, but the game plays smoother. It also helped us design new monsters, as we simply had more options to play around with. The system is currently being tested and refined. Like the last time, we will launch this update on the beta testing branch for you to experience it before it goes officially live. Keep an eye on that!
Updated visuals
Aside from unique gameplay, Nadir also stands out when it comes to its visuals. Our artists are extremely grateful, as our players like their vision and praise the game for its astonishing art style. We have heard your feedback about the combat scene background and wanted to show you some improvements on that matter.
As you know each circle in hell is dedicated to a different sin. We can easily differ the theme and setting in the game when you will be traveling through hell, by using different colors and images in the background.
Here is a gif that shows a smart way to accomplish such an effect:
And how it looks in the game:
And that would be all from us now. Be sure to join our official Discord! We’d love to answer any questions you might have and discuss the future of Nadir with you! Get notified about the new updates as soon as possible by following our Socials: Twitter and Facebook.
Hold tight, Sinners, and Add the game to your wishlist!
A new update for Nadir’s Prologue just went live. We polished some of the systems in the game and introduced a few bug fixes to found and reported issues. Thank you for playing the new build and sharing your feedback and reports via our official Discord!
We are happy to continue our work on the game, and we have prepared a neat work-in-progress insight to show you some more improvements we prepared thanks to your feedback, and tell you more about how we are planning to shape our game core.
Today, you are getting the first insight into the Charges mechanic. We’re glad that you like the idea of controlling your opponent in our game, and we received very positive feedback about it. Yet there are still some aspects of this system that could be improved to introduce more tactical layers to it and make your gameplay even more interesting and rewarding.
We are also addressing your opinions about the visuals of the game, showing some changes on that matter, and how we will differ every circle of hell to have its unique colors and theme. We are also working on updating the Descent scene to be closer to our beloved art style.
We hope you’ll like what we have prepared, and you will have a lot of fun with the updates that are coming. We would be also very thankful if you could consider posting a short review for our Prologue on Steam, and share your opinion about it with us and others who may be interested in our project.
And now, let’s dive into the full improvements and fixes list:
Changelog 04.10.22
Fixes:
- Fixed a bug that locked a game when a player canceled a card selection after clicking on a Soulshard card with 0 Soulshards. - Fixed a bug that deleted a card with the Burn effect from the deck. - Fixed a bug that would keep the Status Effects on enemies from previous runs. - Fixed a bug that could lock a game when facing the “Hideous Gnarl” enemy. - Fixed a bug that hid the HP/Armor bars of an enemy defeated in a previous run. - Turned off the option to change the language during gameplay, which caused problems. The options ---should be available only in the main menu. - Fixed some empty fields in the language options. - Fixed a bug that showed damage/effect indicators when Profanity/Desacrate was in play even though the damage/effect was not applied. - Fixed some missing card names and images. - Fixed wrong speech messages from Jeanne. - Fixed tooltip descriptions for effects that spawn cards. - Fixed tooltip descriptions for abilities with Amplify effect. - Fixed wrong Obols and Soulshards values while in the City of Nadir. - Fixed a bug that resulted in cards added at the start of a battle do not discard properly when Robespierre Damned was in play.
Polish:
- Fixed the color of Desacrate and Profanity status effects to Red to fit with the rest of Debuffs. - Changed the button icon to the right one on the tutorial popup. - Moved the speech bubbles so they won’t be covered by the Enemy Cards. - Changed the position of targetting arrow to be above the enemy cards. - Changed the position of the Options menu to be above Enemy Cards.
Work in Progress Insight
Charges mechanic
We received a lot of feedback about our game's unique mechanic of action-reaction, and we can see it was warmly welcomed, but the fact that the enemy always reacted back immediately sometimes felt odd for some of you and in fact was sometimes limiting your options. How much better would it be to introduce some more tactics in the gameplay, and have more flexibility during combat?
Our restless designers spend some time trying to figure out what we can do about it, and we agreed that it may be nice to get back to our old idea of “Enemy Charges.”
How it works you’ll ask?
Each enemy Card has a number of charges on itself represented by little indicators, similar to the ones on our cards, that were telling us what is the “cost” of playing given half, so how many enemy cards will be flipped. Each time you play a card, one of those circles gets filled… and that’s it! As long as there are unfilled charges, the enemy will not use a reaction from that card.
It is somehow making the game easier at first glance, but rest assured – it can now present an even more engaging challenge. You have more time and control over your enemy, but as enemy moves can be designed and balanced even better, we are able to make more
We had to rebalance all of the player and enemy cards of course, but the game plays smoother. It also helped us design new monsters, as we simply had more options to play around with. The system is currently being tested and refined. Like the last time, we will launch this update on the beta testing branch for you to experience it before it goes officially live. Keep an eye on that!
Updated visuals
Aside from unique gameplay, Nadir also stands out when it comes to its visuals. Our artists are extremely grateful, as our players like their vision and praise the game for its astonishing art style. We have heard your feedback about the combat scene background and wanted to show you some improvements on that matter.
As you know each circle in hell is dedicated to a different sin. We can easily differ the theme and setting in the game when you will be traveling through hell, by using different colors and images in the background.
Here is a gif that shows a smart way to accomplish such an effect:
And how it looks in the game:
And that would be all from us now. Be sure to join our official Discord! We’d love to answer any questions you might have and discuss the future of Nadir with you! Get notified about the new updates as soon as possible by following our Socials: Twitter and Facebook.
Hold tight, Sinners, and Add the game to your wishlist!
The biggest update of Nadir’s Demo is already here!
We’ve spent a lot of time and effort to bring you, what we believe to be the best version of our game! A lot has changed so let’s take a look at all of the new and updated features:
Double Cards
The highlight of this update, double cards bring a lot of new features with them. But let’s take a closer look at the cards themselves.
From now on each card is divided into two parts: blue and red, each with its own unique effects. When you play the card on the blue enemy card, the blue part of the card will activate. Play the same card on the red Enemy Card, and the red effect will activate instead.
Why did we do it?
Cards in 2 separate colors may seem ok, but they generated a lot of problems the longer you were playing. The task of keeping your deck in balance was put on you, players, which was less than ideal. Also, other mechanics like Deck Change and Shop started to fall apart. We had to start introducing more and more safe mechanisms for the game to not fall apart which make it more and more overcomplicated.
Double cards solved all of the issues above, by simply... being double cards. You ALWAYS have the same amount of blue and red options in your hand, as every card is blue and red at the same time.
How does it look now?
With the introduction of double cards, the gameplay is smoother and also more unique. No more situations where your hand was unplayable, simply choose a card and play. It also gave us a great opportunity to add more fun features like…
Cards Crafting
This is as huge as the double cards themselves as it changes the approach to the “deckbuilding” question itself. It’s not that you choose one of the cards presented to you, no no, you can MAKE your new cards. Mix and match your blue and red parts to create your own deck, and bring it to battle!
Why did we do it?
We couldn’t let an opportunity like that slide. Also making battle rewards as double cards would be very difficult to balance and we would for sure left out some of the combos you wold like to see. We opted for a more open system, but also one that is pretty unique for a card game.
How does it look now?
After each combat you will choose 1 red and 1 blue card part to use in crafting. The new Deck Change station on the map is the place where you can put those parts together into a new card. You can mix and match the parts as long as their cost stays the same. You can also dismantle existing cards to make new combinations of your own, or simply reduce your deck size.
City Management
We added a “base” for your characters, a place they could call home. The titular City of Nadir finds its place in-game. Expand on the City by adding new structures, and unlock new characters, enemies, cards, and more.
Why did we do it?
Every modern roguelite has some kind of “meta progression” in it and its our take on the idea. Instead of filling some Experience Bars we decided to make a city that can grow as progress through the game.
How does it look now?
Each beaten enemy will leave some resources for you to gather. Bring those resources back to the City and you will be able to spend them on some structures.
The whole run structure changed with that as well. Now you can return to the city in between battles if you feel that the resources you gathered are enough for now.
New Cards and Effects
With such a huge change what’s written on our cards had to change as well. Some effects changed the way they work, some of them were fixed, a few highlights:
Ethereal cards: special cards added by the enemy or other cards. They will disappear after using them or when you use the Redraw option.
Boost effect: each time you use a card with boost, the next time it shows up, the Damage will be higher by the Boost effect. Be careful, as enemies also have access to this effect.
Breaking: deals Damage to only Armor, but now it also clears any Shielded buff from the target, making it more useful.
Why did we do it?
Redesigning a deck or making new enemies also begs for some new effects or changes to the existing ones. We also gathered a lot of feedback from our community that helped us make the game more fun.
How does it look now?
Each effect now has a tooltip explaining what does it, so make sure you read them all, as some of the effects you may be familiar with could change.
Improved Cards Descriptions
We improved the way the text on our cards is written. We use way more formatting options than before, making the cards more readable and comfortable to use. We also have some cool icons in the text!
Why did we do it?
The old way of formatting did not necessarily make it easy to read and understand. Lines were jumping where they shouldn’t and keywords were not highlighted properly. And in a game about cards, it is more than important to make the cards look good.
How does it look now?
Keywords are written in bold and are highlighted with gold color.
Each status effect has a proper icon right before its name.
Words for Actions are written in italic.
All of the above also applies to tooltips. We are really happy with the results, and we do plan to expand on it in the future.
Enemies - New and Old
A completely new set of adversaries awaits you. You will encounter rebalanced enemies from the old version of the demo as well as completely new ones.
Right now you can fight 12 common types of enemies, 2 elites and a completely new boss: Belzebub, the Lord of the Flies.
UI & UX Improvements
Almost every panel and other UI element has been touched upon. We’ve added some card animations to clearly show where they are coming from and where they are going after use. It’s not fully finished yet and we will polish it till the very release date, but we are happy with the improvements.
We also added some changes to the naming of things. You will notice that the [I]stelas are now called [I]enemy cards.
Why did we do it?
UX is the “make or break” of every game, and we constantly try to improve it in Nadir. Through gathered feedback, we found out that players have some problems with the onboarding process of our game. Thanks to that we changed the tutorial and decided to rename [I]stelas to [I]enemy cards (let's be honest, not many people know what a [I]stela is in the first place). It also made the game more consistent.
How does it look now?
Take a look yourself! UX is something you need to feel yourself. Don’t forget to leave some feedback!
More Music and Sound Effects
We’ve added a lot of new audio samples to the game. Cards now make more sounds when used, drawn, or discarded. We also added new music tracks which are pretty cool!
That's all, folks!
We hope you will enjoy playing this updated version of Nadir as much as we enjoyed working on it! Remember that you can always join our Community Discord to leave some feedback, ask questions, and get some early access to big updates like this.
Double Cards Crafting Update is Live!
The biggest update of Nadir’s Prologue is already here!
We’ve spent a lot of time and effort to bring you, what we believe to be the best version of our game! A lot has changed so let’s take a look at all of the new and updated features:
Double Cards
The highlight of this update, double cards bring a lot of new features with them. But let’s take a closer look at the cards themselves.
From now on each card is divided into two parts: blue and red, each with its own unique effects. When you play the card on the blue enemy card, the blue part of the card will activate. Play the same card on the red Enemy Card, and the red effect will activate instead.
Why did we do it?
Cards in 2 separate colors may seem ok, but they generated a lot of problems the longer you were playing. The task of keeping your deck in balance was put on you, players, which was less than ideal. Also, other mechanics like Deck Change and Shop started to fall apart. We had to start introducing more and more safe mechanisms for the game to not fall apart which make it more and more overcomplicated.
Double cards solved all of the issues above, by simply... being double cards. You ALWAYS have the same amount of blue and red options in your hand, as every card is blue and red at the same time.
How does it look now?
With the introduction of double cards, the gameplay is smoother and also more unique. No more situations where your hand was unplayable, simply choose a card and play. It also gave us a great opportunity to add more fun features like…
Cards Crafting
This is as huge as the double cards themselves as it changes the approach to the “deckbuilding” question itself. It’s not that you choose one of the cards presented to you, no no, you can MAKE your new cards. Mix and match your blue and red parts to create your own deck, and bring it to battle!
Why did we do it?
We couldn’t let an opportunity like that slide. Also making battle rewards as double cards would be very difficult to balance and we would for sure left out some of the combos you wold like to see. We opted for a more open system, but also one that is pretty unique for a card game.
How does it look now?
After each combat you will choose 1 red and 1 blue card part to use in crafting. The new Deck Change station on the map is the place where you can put those parts together into a new card. You can mix and match the parts as long as their cost stays the same. You can also dismantle existing cards to make new combinations of your own, or simply reduce your deck size.
City Management
We added a “base” for your characters, a place they could call home. The titular City of Nadir finds its place in-game. Expand on the City by adding new structures, and unlock new characters, enemies, cards, and more.
Why did we do it?
Every modern roguelite has some kind of “meta progression” in it and its our take on the idea. Instead of filling some Experience Bars we decided to make a city that can grow as progress through the game.
How does it look now?
Each beaten enemy will leave some resources for you to gather. Bring those resources back to the City and you will be able to spend them on some structures.
The whole run structure changed with that as well. Now you can return to the city in between battles if you feel that the resources you gathered are enough for now.
New Cards and Effects
With such a huge change what’s written on our cards had to change as well. Some effects changed the way they work, some of them were fixed, a few highlights:
Ethereal cards: special cards added by the enemy or other cards. They will disappear after using them or when you use the Redraw option.
Boost effect: each time you use a card with boost, the next time it shows up, the Damage will be higher by the Boost effect. Be careful, as enemies also have access to this effect.
Breaking: deals Damage to only Armor, but now it also clears any Shielded buff from the target, making it more useful.
Why did we do it?
Redesigning a deck or making new enemies also begs for some new effects or changes to the existing ones. We also gathered a lot of feedback from our community that helped us make the game more fun.
How does it look now?
Each effect now has a tooltip explaining what does it, so make sure you read them all, as some of the effects you may be familiar with could change.
Improved Cards Descriptions
We improved the way the text on our cards is written. We use way more formatting options than before, making the cards more readable and comfortable to use. We also have some cool icons in the text!
Why did we do it?
The old way of formatting did not necessarily make it easy to read and understand. Lines were jumping where they shouldn’t and keywords were not highlighted properly. And in a game about cards, it is more than important to make the cards look good.
How does it look now?
Keywords are written in bold and are highlighted with gold color.
Each status effect has a proper icon right before its name.
Words for Actions are written in italic.
All of the above also applies to tooltips. We are really happy with the results, and we do plan to expand on it in the future.
Enemies - New and Old
A completely new set of adversaries awaits you. You will encounter rebalanced enemies from the old version of the prologue as well as completely new ones.
Right now you can fight 12 common types of enemies, 2 elites and a completely new boss: Belzebub, the Lord of the Flies.
UI & UX Improvements
Almost every panel and other UI element has been touched upon. We’ve added some card animations to clearly show where they are coming from and where they are going after use. It’s not fully finished yet and we will polish it till the very release date, but we are happy with the improvements.
We also added some changes to the naming of things. You will notice that the [I]stelas are now called [I]enemy cards.
Why did we do it?
UX is the “make or break” of every game, and we constantly try to improve it in Nadir. Through gathered feedback, we found out that players have some problems with the onboarding process of our game. Thanks to that we changed the tutorial and decided to rename [I]stelas to [I]enemy cards (let's be honest, not many people know what a [I]stela is in the first place). It also made the game more consistent.
How does it look now?
Take a look yourself! UX is something you need to feel yourself. Don’t forget to leave some feedback!
More Music and Sound Effects
We’ve added a lot of new audio samples to the game. Cards now make more sounds when used, drawn, or discarded. We also added new music tracks which are pretty cool!
That's all, folks!
We hope you will enjoy playing this updated version of Nadir as much as we enjoyed working on it! Remember that you can always join our Community Discord to leave some feedback, ask questions, and get some early access to big updates like this.
Double Cards on beta branch Live Now!
The long-awaited update for Nadir is available for testing!
We have an early version available for you on our beta test branch. If you are interested in helping us polish this update, before it goes live officially, hop in, please!
How to access the beta branch: 1. Find Nadir: Prologue in your Steam Library. Right-click it and choose Properties. 2. A new window will pop up. Click on the BETAS tab on left. 3. From the dropdown menu choose betatest - Beta test branch. 4. The game should start updating for you now.
We will drop a few updates to this branch before it goes live officially, so keep an eye on them. If you find some bugs, glitches, etc, please report them on the #🐞bugs-here channel. All your feedback is welcome on the #🖤demo-feedback channel. If you don't understand something and need help, there's always the #❓ask-questions channel.
We are heavily testing the very same build you have access to, but every bit of help is more than welcome.
What can you expect and test already?
Double Cards
Each card is made of two parts, blue and red. Play the card on the blue enemy card to activate the blue effect, play it on red, and the red effect will activate instead. It’s the biggest change in this build, that not only adds a unique feature but also makes the gameplay faster and more comfortable.
Cards Crafting
You can craft your own double cards using the halves acquired from battles. You can also edit the cards you already have in your deck. There are tons of possible mixes, the only limitation is that both halves have to have the same cost.
City management
The City of Nadir is your home and base of operations. You’ll be able to add new buildings to it to unlock new features. The amount of buildings in the Prologue is limited, but in the main game, you’ll be able to unlock new characters, new enemies, bosses, cards, you name it. You gain resources from fights with enemies, these resources are necessary for upgrading the City of Nadir. If you think you gained enough of those Resources you can go back to the City to construct something. Death is not the end anymore, you simply go back to your home to start a new adventure. Although, some of the resources gathered will be lost.
KNOWN ISSUES
Cards do not react to the cursor properly. This is only a visual bug, and they can be selected even when they do not enlarge under your cursor.
Icons in the text are hard to read. We already have a new set, it will be updated soon.
Clicking on structures in the City of Nadir does not change the camera position on the structure.
The card balance is off. We will introduce a new set in the next update.
Hold tight, Sinner! Hell is on the way. Be sure to add the game to your wishlist!