Phageborn Online Card Game is entering its 5th Closed Technical Beta phase
Hey everyone!
We'd like to announce that the 5th Closed Technical Beta test will take place next weekend, from the 28th (10am CEST) 'till the 29th of September (23:59 CEST)!
Newcomers to the beta only need to go to the provided link and apply and will receive the code via email.
Those that have already applied and received their code can automatically start playing in the beta once it goes live.
We'll announce new features and the changelog for the upcoming round in the next couple of days so keep a close eye for future updates!
Make sure to invite your friends and keep those bug reports and suggestions incoming! We listen to and consider all of them :)
We wrapped up another closed technical beta round yesterday!
We'd like to express our gratitude to everyone who participated in this round. We received tons of great feedback and suggestions from our players and it is awesome to see the game grow and evolve with your help with each testing phase.
Stay tuned for news on the next beta testing round we'll be announcing in a couple of days! More content and improvements incoming!
Hope you've had a lot of fun this weekend with Phageborn and we can't wait to see you again in the next round :)
p.s. this guy sends his regards!
Join the Phageborn Online Card Game 4th Closed Technical Beta and help us gather the data!
We're excited to share with you the date of our new, fourth in a row Closed Technical Beta testing phase!
Because of the awesome feedback we've received from our community, we decided to continue with our byweekly schedule of beta tests. That's why we're thrilled to announce that the next round will take place next weekend, on the 7th and 8th of September!
Those that participate in the beta will get an exclusive skin set for Tyberiuth once the game releases, aptly called ''Saviour King'', since you guys are our saviors with your feedback and bug reports! :)
With each round of testing the game continues to improve and evolve as we implement more features, fixes and content. Soon we'll be announcing what you can expect in the 4th Closed Technical Beta so make sure you keep a close eye here on our Steam page, as well as other social media channels such as:
Hope to see you in the next round on the battlefields of Issilith!
Cheers,
Ivan from the Phageborn team
Changelog for the 3rd Closed Technical Beta
Hey everyone,
Here's a list of changes that we have in this iteration of our Closed Technical Beta tests
Features:
-Hovering over your core now displays only keywords instead of whole image of core that covered up whole screen
-Hovering over your core now shows maximum values of core life and resources all at once
-Made more obvious that you can type in your deck name
-Added infest visual effect
-Added visual effect on curse cards to differentiate them from normal cards
-Number of cards in collection now update as you add them in deck to show how many more of that card can be added
-Added hover responsiveness to all the buttons
-Found missing librarian in card collection menu
-Added a warning when you are about to cancel editing your deck without saving it
-Hovering over cards or avatars is not disabled when enemy does actions anymore
-Removed avatar size pop out when you hover over it
-Added scroller to pvp menu
-Moved back button below continue and changed color to red
-Added multiple fields to "report a bug" form with 2 required fields to encourage more detailed bug reports (giving as much details as possible helps a lot in fixing some bugs)
-Added new error explaining that player that goes first can't attack with avatar first turn
-Improved visuals of ability cards while in targeting mode
-Changed color of cancel finding match to red
-Removed resist mod from the game
-Added VFX when a unit has buff or debuff
-Added overlay that indicates who has turn
-Added new cards
Balancing:
-Krorn battlemaster stats from 3|3 to 2|2
-Aspect of power cost from 7 to 8
-Unchained megadon power from 7 to 6
-Daughter of misery health from 3 to 2
-Berthana health from 8 to 6
-Virulent hag power from 3 to 2
-Sparkmage health from 2 to 3
-Alina cost from 4 to 6
-Placid larfa stats from 5|4 to 4|3
-Hammerhead health from 8 to 7
-Tyberiuth trait 2 removed and replaced with new one (Your special attacks cost 1 less to play.)
-Nex trait 2 changed to: +2 Health. If your voidling died since the last turn your avatar has +1 power until end of your turn.
-Versilion's Oathsworn: stats from 8|8 to 7|7, cost from 20 to 16, ability now reduces cost by 1 for each avatar attack instead of 2
-When you subdue enemy avatar, you draw 1 card instead of 1
Bug fixes:
-Made GPU optimizations, load on your graphic card should decrease by around 50%
-Fixed a bug where replicate triggered on energy cards
-Fixed a bug where Sporelug did not stack caustic mod on units
-Fixed a bug where faction icons in deck building filters had strange colors
-Fixed a bug where long user names did not fit in vs screen
-Fixed a lot of cases where players weren't able to get mulligan on draw any cards at the start of match
-Fixed a bug where Agni ronin gave more than 1 attack to your avatar
-Fixed a bug where Forbidden hex did not set stats to leadership every time
-Fixed a bug where saffron skill added additional history log.
-Fixed a bug where ball of Zhuttg was clipping with some background objects
-Fixed a bug where 0 cost cards were missing in filters
-Fixed a bug where names on cards weren't centered
-Fixed a bug where you were able to change pages by clicking on the middle of deck list
-Fixed a bug where "main menu" label acted like button
-Fixed a bug where instant flash of locks were displayed when you changed back to main menu
-Fixed a bug where you could get attribute selection when inside victory screen
-Fixed a bug where avatar would be highlighted even if it is not your turn
-Fixed a bug where white line was visible in trailer
-Fixed a bug where Faceless Maiden did not change the cost correctly
-Fixed a bug where Zhuttg trait Syphon Stamina worked only once per match
-Fixed a bug where Genemite was unable to attack the same turn you played it if it stole dash mod
-Fixed a bug where players were able to change maps while waiting for match
-Fixed a bug where avatar power value and skill cost stayed on screen during attack animation
-Fixed a bug where lowest graphic settings made textures look "pixelized"
-Fixed a bug where if you click in the search bar, "search" word kept showing
-Fixed a bug where you were unable to hover cards in hand after you hide attribute selection
-Fixed a bug where you would get "Not enough energy" after clicking on the enemy avatar skill
-Fixed a bug where artwork of ability cards was square instead of circle
-Fixed a bug where avatars clipped trough traits
-Fixed a bug where resist mod reduced acid damage
-Fixed a bug where power of your avatar was displayed while in targeting mode
-Fixed a bug where some sounds still palyed when oyu turned off the sounds
-Fixed a bug where seedlings lost ready state after being morphed
-Fixed a bug where you could activate vulnerability counters by attacking with unit that has 0 power
-Fixed a bug where Deny! reduced cost instead of increasing it
-Fixed a bug where adjacent units didn't morph immediately morph when using primoridal shaping
-Fixed a bug where highlight stayed on subdued avatar
Known bugs:
-Zhuttug "Syphon Stamina" stamina is not working at all
-Ozzordomu "Consume Ashes" works only once
-Sometimes you can get stuck on match found screen (workaround is to cancel and click on find match again)
-Sometimes mulligan doesn't appear (workaround is to surrender and start a new match)
-Loud sound on trailer on some machines
-Ultra wide screen resolution problems
Major features for upcoming betas:
-2v2 mode
-More avatars
-Custom game (select your teammates and enemies)
Enjoy your time with the beta this weekend! :)
Ways to play Phageborn Online Card Game
Here is a brief overview of what game mods we're planning for Phageborn. Some of these will come sooner, others may come later, depending on how the game is developing.
MULTIPLAYER
Ranked / Unranked This mode is probably well known. Climb the ladder, or go to casual and try out some new decks and builds. Or go to ranked and test a new deck, we won't tell you what to do.
1v1 The classic showdown. A duel of fates. Head to head. Just you and the opponent. A clash of... you get the idea. The standard mode that most of you are probably used to.
2v2 Team up with a friend, or meet a new one, and experience a new level of multiplayer mayhem. This will function similar to 1v1, with every player having their turn instead of simultaneous turns.
Custom Maybe you'd like to see how the game would feel if your core started at 60 life? Maybe increase the starting essence to 5? Well, you can try out all kinds of scenarios in the custom mode! Invite friends for 1v1 or 2v2 custom matches with or without cutom rulesets.
Tournaments Automated tournaments are something we plan to introduce along the way. These would be real-time tournaments, with a limited ammount of players. When your game is done, you can chat with other players and watch other games while waiting for the next round to start. The idea is to simulate a real tournament with a different level of interaction.
Some tournaments can even feature a modified card pool or have custom rules and modifiers. Or both.
Seasons Ranked mode will be divided in seasons, with each season reseting your rank. It won't drop you all the way back. Depending on your preformance last season, you will have a head start in the next one.
Fresh Seasons A fresh start. Play the game as though your collection was completely wiped. Don't worry about your actual collection- you still have all the cards you previously unlocked. Think of this as playing with your "secondary collection".
SINGLEPLAYER
Memory Dive Start with a basic deck and fight your way through enemies towards the final boss. Get new cards with every win, acquire artifacts that provide passive bonuses and upgrade them. If you lose, start over, but you can bring an artifact from the last run to start with.
The Campaign Follow Anvi on his journey across the world of Issilith. Gather allies and upgrade your Avatar and deck as you finish main storyline missions, and explore side missions with other characters. We will continue to support the campaign with more side story content.
A heartfelt thank you to all who applied and participated in our 2nd Closed Technical Beta
The 2nd Closed Technical Beta has officially wrapped up!
We'd like to thank everyone who applied and participated in this round. Your bug reports and suggestions will help us greatly in improving the Phageborn Online Card Game experience!
Those of you who have participated for the first time will also receive the Savior King skin set for Tyberiuth as a thank you for being our saviors with your bug reports :)
Stay tuned to our Discord server and other social media channels to find out when will the 3rd Closed Technical Beta take place. Those that have applied already need not apply again. The code you've received will work in the next beta as well!
Once again, thank you all! <3
Changelog for 2nd Closed Technical Beta test
Hey Phageborn community,
Check out the list of changes we've implemented for the 2nd Closed Technical Beta we'll be having tomorrow!
Fixed a bug where hover tooltips were displayed in targeting mode
Fixed a bug where snared units had rooted tooltip
Fixed a bug where Nex cast animation was displayed only first time in match
Fixed a bug where Speculum oracle energize activated only once per match
Fixed a bug where Ozzordomu didn't activate "when damaged" effects with flamespark
Fixed a bug where Slayer had wrong rarity
Fixed a bug where player was unable to play cards that cost 0 if it had 0 essence
Fixed a bug where Auric templar effect had wrong duration
Fixed a bug where long deck names were going outside of text box border
Fixed a bug where players got stuck looking at graveyard screen
Fixed a bug where players were able to select decks while waiting for match
Fixed a bug where players got stuck without being able to act if they did many actions when turn timer was about to end
Fixed a bug where if you edited your deck and changed the avatar it displayed old avatar
Fixed a bug where decks were scrolled up when you enter PVP or Library for the first time
Fixed a bug where Replicate reduced cost of obtained card every turn instead of just once
Fixed a bug where avatar models did go trough settings screen
Fixed a bug where players were unable to see cards in enemy graveyard
Fixed a bug where avatar info stayed on after it changed zone
Fixed a bug where players were unable to play curse cards
Fixed a bug where Dash tooltip was missing
Fixed a bug where history icons were out of frame
Fixed a bug where card selected during mulligan stayed gray in hand if mulligan timer expired
Fixed a bug where "press any key to continue" did not work in victory screen
Fixed a bug where avatars were positioned too low on enemy side
Fixed a bug where avatar image in history bar was out of place
Fixed a bug where selecting a trait in trait selection did not close the trait selection window
Fixed a bug where avatar info did not show after deleting any of the decks
Fixed multiple bugs with Darkwood Nymph
Fixed a bug where snare debuff didn't show on cards
Fixed a bug where relentless tooltip was missing when hovering over avatar that gives relentless
Fixed a bug where settings screen had label "Merchant"
Fixed a bug where players were stuck in targeting mode
Fixed a bug where Unchained Megadon dealt damage to own core with effect
Fixed a bug where some Units had wrong tags
Fixed a bug where avatar had "special attack active" signalization all the time
Fixed some visual bugs in deck builder
Fixed a bug where players were able to drag cards from enemy hand
Fixed a bug where end turn button stayed red if turn timer expired for enemy
Fixed a bug where some of trait texts were outside of border
Fixed a bug where hovering over filters in deck builder was unresponsive
Fixed a bug where if player clicked on top of leftmost card in hand it activated graveyard
Fixed a bug where players were able to select enemy avatar skill
Fixed a bug where mods weren't displayed on referenced card box
Fixed a bug where energy cards were highlighted like you can play them while your avatar is subdued
Fixed a bug where your card starts flickering if keyword tooltips are on the way of the card you are trying to hower
Fixed a bug where one unit appears smaller when spawned with infest
Fixed a bug where resources were spent at the start of next turn instead of current
Fixed a bug where critical time was displayed when it wasn't really active (only visual)
Fixed a bug where ozzordomu lost max health when using special attacks
Fixed a bug where highlight was turned off when changing zones with avatar
Fixed a bug with unreadable font on referenced cards in library
Fixed a bug with too loud trailer
Fixed a bug where counters on core were too small
Fixed a bug where some matches started with 0 essence instead of 1
Removed dead space between traits between trait selection fields
Fixed a bug where confirm button was too small in mulligan
Fixed a bug where spamming right click on the card got stuck on art preview screen
Fixed a bug where voidlings spawned smaller than other units when using lesser breach
Fixed a bug where cards were left separated after playing a card
Fixed a bug where avatars that were unable to attack had enemy core as available target
Known issues we are working on
Error displays: "Avatar already attacked this turn" at the start of the game even if you didn't attack with your avatar (it is just visual bug, you can't attack with your avatar at the very first turn)
Clicking on enemy avatar skill while enemy doesn't have enough energy displays "not enough energy"
Sometimes avatar attack looks disabled even if it isn't
can change map while waiting for opponent
essence and energy vials are not fully empty sometimes
word "search" doesn't disappear when you click on the search box to type inside
avatars go trough trait selection
some projectiles fly trough end turn button
Rarely the game gets stuck before mulligan (restarting the game is only way to fix this currently)
Users get stuck on "match found!" (you will have to restart the game to fix this)
When you subdue enemy avatar it shows health value instead of no number
Acid mist Visual effect is displayed on the wrong zone (just visual bug, card works normally)
Missing infest and lastwish graphics on cards
Kulr doesn't show description for resist (mod still works: This unit takes 1 less damage from ability cards)
Thank you for participating in the first closed beta phase + 2nd closed technical beta testing phase date revealed
First closed beta has officially wrapped up!
We’d like to extend our heartfelt gratitude to everyone that participated in the first technical beta. The bug reports you have so diligently been writing us for the duration of the weekend will be integral in making Phageborn a true powerhouse in the card game space.
As a token of our gratitude, all beta testers will be receiving this exclusive Tyberituth ''Savior King'' skin set!
We’d also like to thank you for your understanding and patience. This is the first time we put the game out in the wild and, despite the numerous hiccups, you were nothing but supportive. In two days Phageborn was played by more than 1000 people, and some of the playtime statistics were just wild (kudos to the few people with over 20h playtime in less than 48 hours. Apart from receiving a lot of bug reports, you gave us heaps of great suggestions most of which will definitely see their way into the game.
We also had a lot of fun talking to you on Discord, sharing decks, ideas and theory crafting! We want to create the best experience for you, even in the closed technical beta, that’s why except fixing the majority of bugs, we want to add additional features and content in the game for the next phase.
That being said, we’d like to announce the date of the next phase of closed technical beta, which won’t be this weekend but the weekend after: August 10th - August 11th. We already mentioned that all beta testers will receive something extra special for their efforts, soon we’ll reveal what that is!
We’ll see you in the next closed technical beta phase. For those who want to join the next phase, sign up here:
http://eepurl.com/gl3qfr *
*participants of the first phase have automatic access to each next phase
Again, thank you for taking the time to play and test out Phageborn!
Sincerely,
The whole Phageborn team
Gameplay trailer is live + first closed technical beta starts this weekend (27. - 28. july)
Hey Phageborn community,
The gameplay trailer for the online card game you've all been waiting for is upon us!
Also, we’re thrilled to announce the first in the series of technical beta tests which will begin this weekend (27. - 28. July). If you are dying to get your hands on Phageborn even before it’s official Early Access release, you can apply for the Closed Technical Beta here
Prepare yourself for the imminent release of Phageborn later this summer!
We’ve got loads more to share on the game so make sure to keep it locked to our official social media channels and, while your at it, tell us how excited you are to play Phageborn!
https://www.youtube.com/watch?v=GIJx20r1A2E
Monetization model reveal
Phageborn will feature gameplay content - cards and avatars - that will only be unlockable by playing. This means we will be adopting a premium, buy-to-play monetization model.
Why are we doing this?
We wanted to do something a bit different for our game, to make our gameplay be pure gameplay. Instead of playing to acquire random content you might or might not like, you will know what to expect and when to expect it. Unlock content you want, at your own pace.
Unlocking content
You will level up your account as you play, which will award you points for unlocking cards. You can imagine these as a form of "upgrade points". You will use these points to upgrade a faction, leveling it up and gaining access to more of their cards. Neutrals will always level up, regardless of your factions, so you can have more deckbuilding options when you switch to leveling a lower level faction.
Progress will be earned through gameplay. Win or lose, you will gain some, with wins giving you more progress. We don't want you to feel like you're wasting your time if you lose.
Avatar reworks
Along with this, we have a rework to how our Avatars work. Avatars used to level up during gameplay, gaining access to perks that could change how you play the game. These perks are no more.
Avatar traits
Instead of perks, Avatars will have traits. They are similar to perks - passive bonuses that empower your Avatar in some way, or even change their playstyle. However, you can have only one trait, and that trait is selected during the deckbuilding process instead of during gameplay. While some perks were encouraging some forms of alternate deckbuilding, there could be situations where you don't even reach the perk you wanted. Traits are picked during deck construction, so you don't have to worry about not reaching them.
Avatar special cards
In addition to these traits, with every Avatar having 3 traits to choose from, they will also have exclusive cards. These cards can be used in your deck only with their corresponding Avatar. These also serve to replace perks, as well as to give more flavor and more uniqueness to each Avatar. You will start with one perk unlocked, with the exclusive cards and other two perks unlocked as you play with the Avatar.
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We strive to bring you the best gameplay experience we can offer, and for you to create your own experience the way you see fit. We hope we can achieve this through our monetization decision, and we hope you will stay with us on this journey ahead. We'll reveal the official pricing for the game somewhere down the line, most likely alongside the official release date for the game.
For now, the only thing we can say is that it will be fair :)
Until then, enjoy the content we'll be delivering in the meantime and don't forget to add us to your Steam wishlist!