Once again, we are inviting you to join us and charming streamer Inayesel to try out our game on Saturday, February 26st at 10:00 PM CET
In Nadir, you will embark on a roguelike adventure influenced by Dante's Divine Comedy. Face powerful demons, build your deck, and progress the Seven Deadly Sins as they cut their way through Hell. Using Sacrum and Profanum energy, plan both your and the enemy's moves, for every action you take feeds your opponent and can turn the tide.
Fixes and improvements:
We are happy to answer our community feedback and prepared some fixes and improvements based on it. Thank you for sharing your thoughts with us, and we hope the changes will be welcomed.
– Fixed an issue causing the "Blur" effect to not work properly. – Fixed an error in map layout, causing it was possible to block the progress on the shop node at half of the descent. – Fixed an issue where changing the main volume option required the application restart to be applied. – Fixed an issue causing markers on the map to work incorrectly: Those could be not initialized after the new run start, but only after completing a non-combat node.
Your reports allowed us to pinpoint the sources of those inconveniences, and are much appreciated. Thank you for your help and indulgence.
Be sure to follow our Socials: Twitter and Facebook - we would be happy to share with you some behind-the-scenes action, work in progress insights, and more! It would be great to hear more of your feedback and talk with you about the game, so, feel more than welcome to let us know what do you think after trying out Nadir's Demo!
Play Nadir during Next Fest!
The Livestream play session of Nadir, where we invited a charming streamer Inayesel to try out our game will be held on Monday, February 21st at 10:00 PM CET
The developers will be at your disposal for two hours since the event starts to give you some insight into the game and satisfy your curiosity by answering any questions on chat. You can also play the updated demo of the game!
In Nadir, you will embark on a roguelike adventure influenced by Dante's Divine Comedy. Face powerful demons, build your deck, and progress the Seven Deadly Sins as they cut their way through Hell. Using Sacrum and Profanum energy, plan both your and the enemy's moves, for every action you take feeds your opponent and can turn the tide.
On the occasion of Steam Next Fest, you can also admire a new Nadir Trailer, featuring new mechanics, enemies, and gameplay. Enjoy!
In Nadir, we take a unique approach to card battler roguelikes and introduce a special Sacrum and Profanum system. Both you and the enemy will take turns using the very same resources. Those are conflicting types of energy - red and blue - remaining in a turbulent balance. You can play a card to utilize them, and after being played, they turn the consumed Sacrum points into Profanum, and vice versa.
So after every card played, your remaining resources become different – the cards which were too expensive just seconds ago, are now available to use, while the others might suddenly get unusable... until you change that in your favor.
This allows you to perform long and devastating combos by choosing the proper order of actions, expanding the gameplay with puzzle-solving mechanics. This way, Nadir’s combat is much more tactical than in average card-battlers. However, the enemy’s moves depend on the same pool of resources. You must also take it into consideration – besides planning your own moves, you're manipulating the future enemy's actions to their advantage.
Updated map
As you descent to hell, you will be able to admire the new design of the hell circles map, inspired by the actual Hell from Dante's "Divine Comedy"! But be cautious while you explore the vestibule of Hell. Each level is distinct by the layout of nodes, eventually leading to a challenging boss fight, but with many tactical options to choose from.
Join us on our Discord!
We are also launching a new Discord for you! Join us, meet the developers standing behind Nadir and let's cut through Hell together!
Be sure to follow our Socials: Twitter and Facebook - we would be happy to share with you some behind-the-scenes action, work in progress insights, and more! It would be great to hear your feedback and talk with you about the game, so, feel more than welcome to let us know what do you think after trying out Nadir's Demo!
The gates of hell open again - play the updated Demo build!
Greetings, sinners!
It's time for the first update this year on the development of Nadir. We're constantly working hard on Nadir to bring you the best - hellish - experience possible. And by no means is this work fruitless - we have the pleasure to present you with the updated Demo!
More than that - Nadir will be present at the Demo Festival during the upcoming Steam Next Fest, which will take place February 21-28,
Read more below!
Steam Demo Festival
Yes, that's true - Nadir is coming to the Demo Festival! It's a perfect opportunity for us to put in some extra polish of the demo build, and see how you - the players - like the game which we love so much. We believe the players themselves should always be part of the development process, and that's why we want you to have an insight into what's going on with the project.
You will be able to see the changes we made by yourselves and share your feedback and opinion about them with us. And we have much to tell you about those new features and core mechanics!
Sacrum & Profanum
In the first place, Nadir is a roguelike, and as such it'll see you inventing and mastering new tactics, only to eventually switch to even better ones. Similarly in the development - we took our time to play with the combat mechanics and refined them even more. A new feature grew upon the basics and evolved into something we're really proud of: the Sacrum & Profanum system. it's definitely something else, something tactical, enjoyable, and unique among all the roguelike deckbuilding card games. So, what's it about?
Unique for the card-battling games, in Nadir both you and the enemy will make turns using the very same resources: Sacrum and Profanum. Those are conflicting types of energy - red and blue - remaining in a turbulent balance. Your cards utilize one of them, and after being played, they turn the consumed Sacrum points into Profanum, and vice versa.
What does it mean? After every action, your remaining resources become different – the cards which were too expensive just seconds ago, are now available to use, while the others might suddenly get unusable... until your change that in your favor.
This allows you to perform long and devastating combos by choosing the proper order of actions, expanding the gameplay with puzzle-solving mechanics. This way, Nadir’s combat is much more tactical than in average card-battlers. However, the enemy’s moves depend on the same pool of resources. You must also take it into consideration – besides planning your own moves, you're manipulating the future enemy actions to their advantage.
The map of hell
We're also working on the way we descent to hell. Inspired by the classics of the genre, we're developing the new run map - which is going to be the actual Hell from Dante's "Divine Comedy"! But be cautious while you explore the halls and streets of Nadir. Each level is distinct by the layout of nodes, eventually leading to a challenging boss fight, but with many tactical options to choose from.
We're already preparing our original approach to this feature, and we believe those are closer to the vision of Dante's Inferno, which is our inspiration:
And that's not all - we have improved the visuals of the game, made countless User Experience improvements, and we are implementing support for gamepads, and touchscreens, to make our game playable on more platforms. The journey started again, and we will be delighted if you would accompany us on it.
Play the demo, share your feedback, and reach us with any questions or suggestions you have. See you soon!
The gates of hell open again - play the updated Demo build!
Greetings, sinners!
It's time for the first update this year on the development of Nadir. We're constantly working hard on Nadir to bring you the best - hellish - experience possible. And by no means is this work fruitless - we have the pleasure to present you with the updated Demo!
More than that - Nadir will be present at the Demo Festival during the upcoming Steam Next Fest, which will take place February 21-28,
Read more below!
Steam Demo Festival
Yes, that's true - Nadir is coming to the Demo Festival! It's a perfect opportunity for us to put in some extra polish of the demo build, and see how you - the players - like the game which we love so much. We believe the players themselves should always be part of the development process, and that's why we want you to have an insight into what's going on with the project.
You will be able to see the changes we made by yourselves and share your feedback and opinion about them with us. And we have much to tell you about those new features and core mechanics!
Sacrum & Profanum
In the first place, Nadir is a roguelike, and as such it'll see you inventing and mastering new tactics, only to eventually switch to even better ones. Similarly in the development - we took our time to play with the combat mechanics and refined them even more. A new feature grew upon the basics and evolved into something we're really proud of: the Sacrum & Profanum system. it's definitely something else, something tactical, enjoyable, and unique among all the roguelike deckbuilding card games. So, what's it about?
Unique for the card-battling games, in Nadir both you and the enemy will make turns using the very same resources: Sacrum and Profanum. Those are conflicting types of energy - red and blue - remaining in a turbulent balance. Your cards utilize one of them, and after being played, they turn the consumed Sacrum points into Profanum, and vice versa.
What does it mean? After every action, your remaining resources become different – the cards which were too expensive just seconds ago, are now available to use, while the others might suddenly get unusable... until your change that in your favor.
This allows you to perform long and devastating combos by choosing the proper order of actions, expanding the gameplay with puzzle-solving mechanics. This way, Nadir’s combat is much more tactical than in average card-battlers. However, the enemy’s moves depend on the same pool of resources. You must also take it into consideration – besides planning your own moves, you're manipulating the future enemy actions to their advantage.
The map of hell
We're also working on the way we descent to hell. Inspired by the classics of the genre, we're developing the new run map - which is going to be the actual Hell from Dante's "Divine Comedy"! But be cautious while you explore the halls and streets of Nadir. Each level is distinct by the layout of nodes, eventually leading to a challenging boss fight, but with many tactical options to choose from.
We're already preparing our original approach to this feature, and we believe those are closer to the vision of Dante's Inferno, which is our inspiration:
And that's not all - we have improved the visuals of the game, made countless User Experience improvements, and we are implementing support for gamepads, and touchscreens, to make our game playable on more platforms. The journey started again, and we will be delighted if you would accompany us on it.
Play the demo, share your feedback, and reach us with any questions or suggestions you have. See you soon!
DevLog #4 - Aggro
Greetings, Sinners!
Today we’ve got the pleasure to deliver the fourth Devlog, to share some more insight about our upcoming game. Fear not! Number four may be considered unlucky in Asian cultures, because “four” sounds similar to “death” there, but you can be assured that we’ll share with you the very ways to avoid losing your avatars in the depths of Hell. At least you’ll be warned. :)
We will be talking about something dangerous, risky, and unforgiving – Aggro!
If you have ever played any MMO game with bosses and stuff, you may be already familiar with that behavior. But for those who would not expect such a feature in a card game: Aggro is a mechanism by which enemies prioritize which characters to attack.
And yes, this system is present in Nadir and it is quite important to manage it properly.
The enemy always has a target for its next attack or ability. Attacks are targeted at our characters. Often the target for enemy attack will be one of our characters that are not very “tanky.” Thankfully there is a couple of ways to help us here and redirect the damage.
In the game, we have three base types of cards: Attacks, Speels, and Defences. You can find the type of card on a little vignette below its art. Attack cards immediately draw enemy aggro to the user of such card. Different cards colors are dedicated to different characters in your rooster. And because of that, it is very important to play the cards in the right sequence. You want your tank to attack last so the enemy will focus on him, and more feeble characters will be safe.
A second option is to use a card with a “Taunt” effect. Taunt immediately draws the attention of the monster to the target of taunt, no matter the card type. It’s good to have one or two in your deck when you run out of “Attack” cards.
The other card type is Spell. Those do not draw the aggro, so they are safer to use, but they tend to not deal a lot of damage. Most of the Spells specialize in buffing, debuffing, or impacting the battlefield in a unique way.
And that would be enough for now, since you will be able to check how it works very soon, playing our free Prologue! Manage that Aggro right, and you’ll beat every monster without any problem.
See you on the next one, and don’t forget about those wishlist buttons on Steam and Kickstarter!
As we’re amazed at how much positive feedback and cheering we're receiving after forecasting our upcoming roguelike card game, we're also receiving a lot of questions about some details that the project’s going to provide with its unique gameplay.
Today, we'll delve into the past, to show you the birth of one of the core features of Nadir: the Threat Points system.
From the very beginning, we wanted to have some kind of a twist on the classic turn system to give the game a distinctive feature. And soon, two ideas popped up one after another: a team of characters fighting a single, powerful enemy; and the need for a risk-management mechanic.
We developed many iterations of the combat system, to find the perfect spot and consensus between dreams, possibilities, and reality. We always knew what emotions we wanted to create – quite a wide range of them, actually – and we felt the engagement needed to achieve it. This is when we started prototyping, heavily and extensively. We crafted dozens of different ideas, even the craziest ones, and then we playtested them, mashed them with each other, and mixed them in the search of our unique feature. And it must be told: exploring the possible card game mechanics with paper-based prototypes gives so much fun!
But to the point – as you may know, in Nadir we’re not limited with the number of cards that can be played during a turn, so we can build that tasty combo and destroy our opponents.
But if we can play as many cards as we want, where’s the catch?
In a pretty simplistic, but very satisfying risk-reward mechanic we implemented: Threat Points. In the game, you won’t be spending some boring mana or energy to make a move. Instead, each and every card in the deck has a Threat Points value. When you play any card, this value is added to the Threat Counter. The more points your Threat counter has, the more powerful your enemy will become.
Now, you must know that your adversaries have their own unique and powerful abilities. To use them, they need the Threat Points, so in order to rage up and turn the odds against you, they’ll gladly take a beating (they’re sinners and demons, after all, they’re used to it… kind of). Knowledge is the key, and it’s so true in Nadir, where knowing the capabilities and feats of your enemies can guide you safely on your journey to the depths of hell – or end it brutally.
Use this knowledge to find the right balance – play as few cards as you can to keep the Threat Counter low, but also look for ways to deal as much damage as possible. It’s a pretty wide topic and deserves another devlog entry. So, next time we’ll talk about the deckbuilding in Nadir!
Let us know how you like the idea, and add the game to your Steam and Kickstarter wishlists! Follow our Socials for some more insight and pledge your souls here:
As we’re amazed at how much positive feedback and cheering we're receiving after forecasting our upcoming roguelike card game, we're also receiving a lot of questions about some details that the project’s going to provide with its unique gameplay.
Today, we'll delve into the past, to show you the birth of one of the core features of Nadir: the Threat Points system.
From the very beginning, we wanted to have some kind of a twist on the classic turn system to give the game a distinctive feature. And soon, two ideas popped up one after another: a team of characters fighting a single, powerful enemy; and the need for a risk-management mechanic.
We developed many iterations of the combat system, to find the perfect spot and consensus between dreams, possibilities, and reality. We always knew what emotions we wanted to create – quite a wide range of them, actually – and we felt the engagement needed to achieve it. This is when we started prototyping, heavily and extensively. We crafted dozens of different ideas, even the craziest ones, and then we playtested them, mashed them with each other, and mixed them in the search of our unique feature. And it must be told: exploring the possible card game mechanics with paper-based prototypes gives so much fun!
But to the point – as you may know, in Nadir we’re not limited with the number of cards that can be played during a turn, so we can build that tasty combo and destroy our opponents.
But if we can play as many cards as we want, where’s the catch?
In a pretty simplistic, but very satisfying risk-reward mechanic we implemented: Threat Points. In the game, you won’t be spending some boring mana or energy to make a move. Instead, each and every card in the deck has a Threat Points value. When you play any card, this value is added to the Threat Counter. The more points your Threat counter has, the more powerful your enemy will become.
Now, you must know that your adversaries have their own unique and powerful abilities. To use them, they need the Threat Points, so in order to rage up and turn the odds against you, they’ll gladly take a beating (they’re sinners and demons, after all, they’re used to it… kind of). Knowledge is the key, and it’s so true in Nadir, where knowing the capabilities and feats of your enemies can guide you safely on your journey to the depths of hell – or end it brutally.
Use this knowledge to find the right balance – play as few cards as you can to keep the Threat Counter low, but also look for ways to deal as much damage as possible. It’s a pretty wide topic and deserves another devlog entry. So, next time we’ll talk about the deckbuilding in Nadir!
Let us know how you like the idea, and add the game to your Steam and Kickstarter wishlists! Follow our Socials for some more insight and pledge your souls here: