All things from the early acces roadmap is done and some more too (based on your ideas) and all known bugs and glitches are fixed. Special thanks to all Early Access players! I read all reviews, discussions you wrote. Your feedback and ideas was great help and support for me!
I will try to fix all the future reported bugs and glitches as soon as possible. I have already some mid-term content plan, but of course I still look forward your ideas too.
0.91 - Achievements
-Achievements reworked (city upgrades now are also achievements => 27 achievements added) -New monk and stone guards cards added to the game -Challange game mode: unlock 1 alternative outfit for every hero -Town hall building in the city now shows unlockable outfits -Some minor bug fixed -Some stone guard cards gained new artwork
0.9 - Stone Guard update
-New hero: Stone Guard -New mechanism and new keyword: Greed -Two new unlockable city upgrades for Stone Guard (artifacts, some locked cards) -healing potion drop rate increased -fixed the lizard animation -fixed the insanity artifact bug -fixed the bug that you can target a dead enemy with a card -ingame settings menu added -game engine was also upgraded under the game so some extra bugs can appear
Balance: -First day enemies' life reduced by 30% (except the end day boss) -Second day enemies' life reduced by 10% (except the end day boss)
(The next update will contains an achivments reworks (city upgrades will grant achivments), some new cards to monk and stone guard, and a little content after the final boss battle)
0.81 - Insanity/Equipment update
-12 new artifacts added (insanity, equipments related and class specific) -Monk got some new animations -3 city challenges added (to unlock new artifacts) -Many cards rebalancing -Fixed some typos, bugs and glitches.
0.8 - Lots of stuff
Hello guys! It's been a while, but here is the new patch: -2d table card replaced with 3d models. -Longer gameplay: new levels and enemies added. -Talent tree fully reworked. -Many cards/enemies reworked. -Game mechanic reworked (armor, insanity, etc..) -Soul gem removed, now every upgrade unlockable by completing a challenge. -Permanent upgrades replaced by temporary upgrades (via upgrade field) -Artifacts added. -Some new visual and audio effect. -Some music replaced, added, removed. -Some bug fixed. The next smaller update will fix the monk animations, add more city upgrades and focusing other card reworking/balancing. After that I will focus on 3rd class.
0.71 - Card Balance changes
-New enemies added -New enemy skill added: Magic attack (Creature's attack bybass every Armor) -False life effect now does not prevent Poision, Bleed and Horror skill. -UI: Mouse scroll now works properly with the scrollbars -Some other bug fixing
Card balance changes: Swordsman: -Rupture now once per battle, but gives 2 invulnerability -Flag of action: gain 1 energy and draw 1 card -Last Chance: Buffstack increased to 8 from 6. -Blessing: Cost reduced to 0 from 1. -Mark the target reworked: 0 cost, once per battle. Bring target enemy to leftmost position. If you have a summoned ally draw 2 cards. -Taunt reworked: 0 cost, once per battle. Bring target summoned ally to leftmost position and draw 2 cards. -War banner: Energy cost is reduced to 1 from 2. -Pet feeding: now gives +2/+2 -Master's strike: Damage reduced to 4 from 5. Bonus attack reduced to 4 from 5. -Cursed talisman: Gain might equal double of hero's insanity stack number. -Everlight lamp reworked: It is now an equipment (equipment card stays in the hand until they are played) Gain energy equal double of this card's actual cost. This card gain all insanity energy effect when it's in your hand. -Forge card reworked: 0 cost, once per battle. Increase the damage of all attack cards in your hand by 1 until end of the battle. -Charge: Damage reduced to 7 from 8, but now when you gain insanity empower this card damage by 1. Monk: -Righteous strike reworked: Deal 1 damage for each card in your deck currently.
0.7 - New building and new fields
-New building: Alchemist. You can add an extra card for starter deck. -New field: Mystic. You can choose from 3 granted bonus effect. -New field: Rare Card reward. You can choose from 3 cards, at least one card is rare -Map has become bigger -Day now last 10 turns -Elite monster now give 3 xp, give 5 xp -Talent xp levels are now 10/20/30. -The tile generation mechanism reworked
-Some swordsman cards rebalanced: Execute: Cost reduced to 2 from 3. Damage reduced to 4 from 5. Max damage reduced to 10 from 20. Disarm: Cost reduced to 1 from 2. Damage reduced to 2 from 5. Eviscerate: Bleed effect increased to 4 from 3. Narrow ground: Armor bonus increased to 3 from 2. Purification now is Once per battle. Cost reduced to 1 mana and gain 1 stack false life for each removed debuff. Verdict: Cost reduced to 0 from 1. Smell of blood: Also grant card drawing for each bleeding enemy.
-Some bug/glitch fixed
0.6 - New cards
-New monk cards added
-New monk card skin added
-Rare cards added (for both classes)
-Cardsmith window now has class tabs
-Some cards reworked, fixed
The next major path will contain missing card upgrades, balance changes and some gameplay reworking (longer gameplay) and a new city building, but it will come only after 2 weeks.
0.53 - Card remover and game difficulties
-card remover field type added to the map
-hard/elite starter game difficulty added (unlockable by beating the game)
-minor traits granted when hero gather 15 and 20 xp
-a new enemy and a new enemy active skill: dual strike
-some bug fixing
0.522 - Graphic performance improves and minor balance changes
-Game's frame rate greatly increased, please let know if you have still any issue with it (or if it get better)
-Some new battleground added
-Some monsters have rebalanced
-Now adjust weak monster's attack and health value to the current day (for example if a 1st day monster appears in a later day battle it will be stronger)
-Few bugs and typos fixed