Second Second cover
Second Second screenshot
Genre: Strategy

Second Second

Weekly News #9 - Working On: Card Redesign




Hi! As we have moved our office this week, there was a delay in our work.ːsteamsadː
However, we are still working on improving the card UI and simplifying the terms and system we posted last week. So stay tuned!



Transition animation between simplified version and descriptive version


You will be able to see two versions of the card's abilities. One is the simplified version using the symbols and the other is the descriptive version which displays each section (casting power, activation power etc) separately.



New UI


You will be able to store 6 states(Strong, Weak etc) as resources and use them when you want.
You receive a penalty when you don't spend negative state resources.

Weekly News #8 - Card Improvements Notice & Bug Fixes




We are in the process of improving the card notation. Those who are accustomed to the Second Second can read the card quickly through the abbreviated version. But if you are not familiar with the short version, you can expand the contents part to read details about the card in the next update.



  • Division of cast and activation function: For better understanding the card's detail, we plan to apply a method to distinguish the card's cast function(upper part of the expanded version) and activation function(lower part of the expanded version).
  • Making conditional functions easier to recognize : We plan to apply a method that makes conditional functions(lines which need HP or Stack points to be applied) to be seen clearly



<*> Classification of 'pay something to use' functions: We plan to apply a method of showing functions that use resources such as HP or Stack seem more distinctive.



We plan to change the status system(Charge, Waste, Haste etc.). Players can collect status and choose to use it when they need or keep it for later. In the case of negative states(Waste, Slow, Weak), penalties occur when they are not used in player's turn.


We plan to make it more comprehensible to identify terms and card's abilities.
In addition, we will upgrade cards that are not used often because of poor combo potential or poor performance.


- Now Steam achievement synchronization is done once every time the game is turned on.
- Now some 'ignoring status' cards are applied to status when they're cast.
Fixed the issue of status(Charge, Waste etc.) not disappearing when 'instant' cards are cast.
- The 'Crossed: Echo' effect on the 'Flare' card works properly.
- Fixed a bug that caused the opponent to cast a card when using 'Memory: DOS' to cancel the casting card and make the opponent's remaining time to 0 seconds.
- Fixed the problem that cards remain on the screen when touching or clicking the card when moving to the next sector.

- Fixed the crushing phenomenon that occurred in the mobile version.

Weekly News #7 - Code Refactoring



Code Refactoring


This week, we focused on internal works such as code refactoring which is essential to the future development of Second Second.

Weekly News #6 - Mobile Version, Bug Fixes and Improvements




Once you play the Steam version of Second Second for more than 2 hours, you can unlock the full version of Second Second for Android.



-Fixed an issue that didn’t show the progress after finishing Standard Mode with AI level 10.
-Fixed an issue that the achievement Resistance was unlocked when Strength was supposed to be unlocked(vice versa).
-Fixed the bug that time passed and the card pack level increased was not shown normally in the Landslide event.


-Lowered the power of the enemies that use “Ambush” and “Memory: Veteran”(Now they have “Memory: Veteran” of lower rarity).
-Added the visual and sound effect for the passive, “Poison”.
-Added the visual and sound effect for the passive, “Regeneration”.
-Added visual effects for when acquiring passive and removing passive.
-Added visual and sound effects for the cards being activated when exhausted.
-Illustrations for the following cards were added: Disturb, Disperse, Forging Hammer, Memory: Rogue, Blood: Forge, Secret: Forge, Nerve Stimulus

Weekly News #5 - Beta testing for Mobile version and more!




Leave your G-mail address(for Play Store invitation) in your review on the Steam store page of Second Second and you can participate in the beta program for Android version of Second Second without charge!


-Now you can take out the card from the slot by pulling it to the left in the night’s laboratory.
-Now you can switch the two cards you have in the slots in the night’s laboratory.
-Added visual and sound effects for the cards that consume HP.
-Now when you lose a battle, the log will appear on the top of the screen.
-You can use up to 3 cards in one slot in Campaign Mode(Actually it was available before, but looked like they were locked)
-Now events that will reduce the player’s maximum HP won’t appear in the first Sector.
-Now in Training Mode, once you finish a stage, you can go to the next stage by pressing the ‘next’ button.


-The game runs much smoother on systems with small sized RAM.


-Fixed the issue that the cards’ order has been changing when upgrading cards in the night’s laboratory.
-Now the card ‘Combuster’ works normally.

Weekly News #4 - Cardpack Chip and UI Improved and More



The number of players who are enjoying Second Second now reached a thousand. Without your support and feedback, it would not have been possible to improve many parts of the game, and to add new features in such short time. We will continue to work hard to make the game more polished, more stable and with more fun. Thank you!


-From November 15th(Thursday) to 18th(Sunday), you can meet us at G-STAR 2018 in Busan, South Korea. Visit BEXCO in Busan and find our booth!


-Now you can check which stage you are now in map.
-When opening a card pack for the first time in a game, due to the effect of ‘chips’, only the cards of prepicked colors of the chip will appear from the card pack. For instance, when playing Eins, the first card pack you will open will have Sword(red) or Heal(green) cards, or Sword+Heal(red+green) cards only.
-Now your best cleared level for standard mode is saved for each preset.
-New achievements were added. Now finishing Standard Mode with AI level 10 will new achievements.
-Now you can use mouse wheel in deck edit.
-New event images and new card images.


-Fixed the issue that the map wasn’t initialized when opened the game with certain levels of BGM volumes
-Fixed the issue that you can interact other cards while you select which line will activate with mouse.
-Fixed the issue that clear chapter 1 achievement by press "W"
-Fixed some issues about continue while in battle.
-Fixed the issue that pressed right button in deck edit. (card stuck problem)


-Simplified Chinese


-The Android version of Second Second is under conversion process and will be released on Google Play Store next week!

Weekly News #3 - Improvements and more!



Below is the list of changes applied in this week's patch.
Special thanks to everyone reported bugs!
Team Second Second will fly to Shanghai, China this weekend and will participate in WePlay 2018. Visit our booth if you're in Shanghai!




- Presets' card composition has been upgraded.
- Now each preset has the same starting condition.
(total of cards' rarity of the preset + starting card pack level = 12)


- Added visual effects for 'phasing' state
- Added visual effects for when upgrading basic cards
- Added visual effects for 'repair'.
- Added illustrations for 5 cards
- The number of cards displayed in the log will now be displayed more correctly.
- You can now check which additional effects of Memory cards were chosen by the enemy
- Card text consistency and intuitiveness improved.
- AI has been raised overall.
- When the tooltip of log and status display window is open, it does not go out of screen now.
- Now once you clear chapter 1 in Campaign, the combat and deck editing tutorial will not show again.


- Fixed the bug that when using 'Ignore damage' on phasing, the phasing was released.
- Fixed the bug that kept 'Ignore damage' state when using a specific card in phasing state.
- Fixed the situation where it was not possible to continue after entering or exiting Training Mode.
- Resolved a problem that was not applied when the game was restarted even after setting the resolution.
- Fixed the situation where information of status display remains rarely in Practice Mode.
- Fixed the bug that kept initializing the kill count of elite enemies.
- Fixed the bug that card was stuck in the center of the screen.
- Fixed the bug that is related to nighttime's lab node(duel card, remaining basic card image)

Weekly News #2 - Training Mode, Standard Mode Difficulties!



It has been a truly long week for our team after the release of Second Second. A big portion of what we did was reading all the comments reviews, watching streamers playing the Second Second. It has been a precious chance to see and understand how what we designed is received by gamers outside of our team and also a great opportunity to map our next direction. Also, we worked on some huge updates as follows:) :



-Added Training Mode including 37 puzzles with detailed explanations of the keywords and symbols, 1 new background, new skins for 3 enemy models
Comment: There has been a lot of feedback on the lack of explanation on various elements that are most important in combat. Now in Training Mode, we made a series of puzzles where players can learn all the keywords and symbols, and even how to deal with complex combat situation by using pre-picked cards and enemies stage by stage. Even for the experienced players out there, playing this mode would be a delightful experience.



-Added AI difficulty selection in Standard Mode and difficulty achievements
Comment: We intended to make Standard Mode would provide a whole new different experience compare to Campaign Mode. However, lots of people told us about the frustrative difficulty of this mode and we decided to let the players choose the brainpower of the AI. There are 10 levels and you can choose to start from either level 1 or any other levels you want. Once you finish a level, the levels below will be automatically marked as completed.


-Fixed a problem that occurred when cards with additional effects, such as Disperse, were fired on your opponent's turn.
- Fixed a problem where the basic card used by AI when you entered 'Continue' from the main menu was not saved properly.
- Fixed a problem where the tooltip that appears when you mouse over a card in deck editing is not displayed properly due to the screen border or other card. Now they will be displayed in different location.
- (English version only) Fixed an issue on the results of the 'Landslide' event.


-Now you can change graphics quality in Settings
-Added animation effects for icons that appear on timeline. Common effects/effects that can't be cancelled/instant effects are now distinguishable on timeline.
-Now the description pop-ups you can see when you mouseover a keyword shows differently when the keyword is a condition and when it's an effect.
-The layout of the UI that pops up when the mouse is over the card has been improved.
-A visual effect for 'Poison' effect has been added
-Illustrations of the following cards have been added: Taunt, Valor Charm, Check, Fair and Square, Vampirize

Patch Note #1



We've been receiving lots of feedback from you and here we brought our first patch note! We really appreciate all your help in making Second Second a better game!


-Now 'continue' works flawlessly after you go back to the main menu.
-Now all the progress will be automatically saved not without affecting performance
-Fixed nodes looked like finished when they are actually not after using 'continue' function


-Now cards won't be overlapped and cover the log when you see the log on your enemy's turn
-Fixed that the "Stealth" keyword card did not receive the effect of "Cancel"
-Fixed several bugs that occurred when cards that select slots, such as "Disperse", and cards that selects additional activations such as Memory cards
-Fixed the problem that cards that select additional activation were canceled when they were used in "Crossed" state and did not fire
-Now you can see the description of the cards even when you select additional activations
-The display of the passive cards and current status displays now doesn't appear outside of the screen
-Fixed the problem that the display of the current status was getting out of the box
-Kills of elite enemies now count normally


-Fixed the issue that lines indicating that cards are inserted were displayed when they were not in "Altar" events
-Fixed the issue that the order of cards was changed in the night's laboratory
-Fixed the problem of card disappearing while upgrading cards
-Fixed the bug that prevented the basic cards from changing when replacing slots


-Fixed the problem of remaining card pack model after opening the card pack
-Fixed the issue that cards were following the mouse cursor after pressing Alt-Tab while dragging cards


-Fixed the bug that the opponent's turn starting ahead one turn in Campaign Mode
-Backgrounds and map design of Chapter 4 were improved
-Backgrounds and map design of Chapter 5 were improved


-Now at the start of the first sector of Standard Mode, you may open the card pack without a battle
-8 enemies in Standard Mode has been depowered(Now when they appear in the early stages they use cards with lower rarities)


-Fixed the bug that the length of day and night were not changed even after finishing the previous sector


-Fixed the bug that occurred to the leftmost slot in deck editing at the resolution of 1280*720


-Some of the UIs were translated in Korean
-Steam Achievements were translated in Korean

Weekly News #1 - Available on Steam Early Access!



Now Second Second is available on Steam Early Access! Thanks for all of you who's been waiting for the release. With all the feedback from you, we will be trying our best to make Second Second a game with depth and is fun to play until its final release!

Below is the roadmap we're aiming to.


*This month
-New cards!
-More enemies with new gimmicks using new cards
-Events that are linked to other events
-More land types and events related to land types
-Events that is related to the time spent in one sector
-Events that is related to day/night system
-Gameplay UX improvements
-Making systems for collecting, analyzing user play records(will be disclosed)
(this month and beyond)
-Stories to be revealed for Standard presets that is connected to Campaigns.
-3D Character improvements(models/animations/textures)
-More casting effects

*In the future
-Presets that finished Standard games will be able to register on the server for battles
-Cards' gimmicks can be added based on user's preferences
-API s for development of AI that can be used in-game.
-Controller support
-PS4 support
-PvP!

We will be posting every week with exciting news on Second Second. Stay tuned!