Takara Cards cover
Takara Cards screenshot
Linux PC Steam
Genre: Role-playing (RPG), Strategy, Indie, Card & Board Game

Takara Cards

Build 97: Three new Enemies!

Happy new cycle Cadets!

This year's first update brings three new enemies along with some improvements to the jump generator (combat):




These new units plus some improvements to the procedural generator give more variety to the combat.
The units present in each boss have also been slightly altered with these new units.

Other minor improvements:

  • Minor changes to the Combat Tutorial to make it more instructive and smaller.
  • Preliminary work for a future Achievements update.
  • Some minor improvements.
  • Minor improvements to the card text generator.
  • Card Search prices are now fixed.
  • "The Magician" reputation bugs fixed.


Thanks to all the players who reported bugs! :)
Our next big update should arrive in a month or so.
Until then, Cadets!

New playable race available: The mystical Orks!

Hello Cadets!



The third race of Takara Cards are the mystical and shamanic Orks! Their knowledge of the energies of the cosmos (mana) grants them abilities that the other races can only achieve through Equipment...
That's why they have more Maneuver cards: There are 21 new cards in the game and 14 of them are exclusive to the Orks!





The Orks pilot the "Staff" ship, which has the most different attack in the Federation: it unleashes a Turret that shoots electric projectiles at every turn. In addition, if the Staff collides with the turret, it gains energy back.

They have the power of Mana and that's why many of their maneuvers cost ZERO energy from the ship - they channel energy from their own body!



Other improvements:



  • Improvements to the Temple Gossip mechanics. Now whenever the player visits a temple there is an event available.
  • Two new Events for Temple Gossip.
  • Reputations that give Cards now show them when they are selected.
  • Ranks system now gives bonus XP to cadets who get an A grade or higher.
  • Overload mechanics adjusted for Dwarves: They now gain more energy than the other races.
  • Improved voice audio management.
  • Steam Deck shortcut icons fixed and improved.
  • Several bugs were fixed.


Our next big update won't arrive until the end of January - the beginning of February. Let's take advantage of the end of the year to rest.

We wish all the Cadets happy holidays!

"The Pathfinders" update released!

Hello Cadets!
Our biggest update to date is finally ready! It contains all the improvements from the last few months introduced in the open beta + narration of the main events in English and Portuguese!



Now all the main events in the game (and the final boss) are performed by our friend and actor Theo Valadares. When approaching acting with Theo, we decided on a direction where he would do a mixture of "tabletop RPG narrator and anime/tokusatsu voices".
Our friend and singer Bruna Araujo does the ship's voice, which now alerts the Cadet to important messages in the ship's LOG or status.

Hundreds of improvements have been made to the game. To check out the main ones, see our Open Beta posts:



https://steamcommunity.com/games/1932210/announcements/detail/3738607609100568628

https://steamcommunity.com/games/1932210/announcements/detail/3747617344193269704

https://steamcommunity.com/games/1932210/announcements/detail/3812920811259003061

Minor improvements from version 95:



  • Volume controls for voices added.
  • Option to disable "Advertisements and announcements" from Space Stations.
  • Option to disable Spaceship voices.
  • Ship advertisements and announcements no longer play randomly in the Cabin, only when opening the store.
  • Improvements to the explosion damage system: The player doesn't take as much damage from chain explosions.
  • Several small improvements to Events.
  • Minor improvements to language and text.
  • Dozens of bugs were fixed.


We're still "fine-tuning" some of the game's systems and mechanics, especially the combat/jump generator. But we think this version is already MUCH better than the original game.

Any criticism of this update is welcome! :)

Our next big update will be a new Race: The Orks!
This update is scheduled for the end of December.
See you, Cadets!

New open beta update!

This update contains new Events, minor improvements, and bug fixes.





- New sound effects: Advertisements and announcements are played dynamically in the cockpit.
- New Events that better connect with the Map's new systems.
- Improvements to the Ejection system and bank debts.
- Taverns and minor repairs are now points of interest on the map.
- Minor repairs now use the Events interface to interact.
- Various improvements to the Map interface.
- Improvements to the interface for Gamepad and SteamDeck users.
- Tutorial now shows and teaches control shortcuts based on the input chosen.
- General balancing of card prices.
- Balance in the LevelUp system: Cadet now earns slightly more XP.
- Various bugs fixed in the Map system.
- Various minor bugs and improvements.

Known bugs and other limitations:


- An exclusive volume for voices has not yet been implemented. This will be present in the final update.
- The "infinite mode" (which can be chosen when you finish the game) has a bug where the same stores always appear.

This should be the last update before the final update. We still have a few surprises, but we'll reveal them when the update is announced.
The final update is expected in ten days or so.

See you later Cadet!

New Map and exploration mechanics in BETA!

Hello Cadets!
It's time to try out the second part of the next BIG update in the OPEN BETA:
A new NAVIGATION system!




The game now has a procedural MAP that can be freely explored by the player. The cadet is free to choose when to face the Dragon, which is positioned on one of the Map's stars.
After "clearing" a jump point of enemies, the star becomes available for jumps WITHOUT combat.
Each jump now consumes 100 Credits indefinitely, even if the bank balance is negative.

Several changes have been made to the game's event and combat systems to make them work with the new Map:


Events and points of interest are more organically integrated into the map and give a sense of exploration that was previously lacking.
Combat encounters are shorter and with fewer enemies overall.

Minor improvements:


- Improvements to the Jump generator, combat is a little more varied now.
- New HP bar for Mothership units.
- Some Reputations have had their mechanics adapted to better integrate with the new Map.
- Improved Rank System with yet another multiplier: Clear the Jump of enemies!
- Changes to the EMP damage system: Any drone now suffers EMP damage and the value of this is always subtracted from the overall HP of the units hit.
- Tutorial and Manual updated with changes to the mechanics and improvements to the text.
- Several small improvements to Dragon events.
- Some bugs fixed in Card mechanics.
- Several minor bugs fixed.

Existing characters should work with the new Map system, but after playing in the Beta, these personas can no longer be used in the previous version.
There are still a few details to be worked out before we release this update to all players. Our target for this update is mid-November.

Have fun and please let us know what you think of the new mechanics.

Next big update and the Open Beta!

[Hello Cadets!
We revealed in the last announcement that we now have a Publisher helping us, GrabTheGames! Thanks to them, we can now allow ourselves to improve some aspects of the game that we'd like to.

We decided to focus on these improvements before finishing the other two races. Despite this, the other two races are still in production by the artists, as most of the changes are mechanics and code.



These improvements come first in the Open Beta, which is now available for all players to use (go to the "Betas" section of the game on Steam). We'd love to hear what players think about these changes!
We'll keep the Beta stable, but characters played in the Beta are incompatible with the Current version.

Score and rank system implemented



The first improvements come to the game's Combat. With the exception of dragon bosses (which remain as they were), now a jump only ends when ALL UNITS are defeated and turns are added together instead of subtracted.
Along with this, we've implemented a scoring system and Ranks. The Cadet's performance in a jump is measured based on the number of units defeated minus the number of turns spent doing so.
A point multiplier system also exists: Didn't take damage in the Jump? Your points are multiplied!
Didn't get the score you wanted? You can try (ONCE per Jump) again!

Several changes have been made to the game to make these new mechanics work, including:



  • Decrease the number of units per Jump, so that combat doesn't take too long.
  • Introduction of a new card that allows the Cadet to leave the Jump just before defeating ALL the units. This card is drawn automatically when there are only 4 units left in the jump.



Now, in most card-giving Events, the player can choose between three options (one of them being a Fetched card). Just like when you level up!



Complete revision of the Event texts. In some cases, the texts have been rewritten!



Minor improvements and changes



  • Manual updated with new mechanics and revisions!
  • Distances to bosses have been reduced even further. They are now, in order: 5 > 4 > 3 jumps.
  • Improvements to the "BreakOff" mechanic: Enemies on the top outside jump to the board when the Jump Stack is empty now.
  • Silver Tape card is now an intuitive Reputation and can only be earned this way.
  • Reputations that give cards can now be PRESSED to buy these cards in the middle of combat.
  • Temple visits now cost a few credits.
  • Solar Wind no longer deals DAMAGE and can move the player's attack pieces.
  • Several bug fixes.


The next major update will focus on the game's Navigation system and mechanics (the Map!). This major update is scheduled for the end of October - the beginning of September.

Announcing our partnership with GrabTheGames!

Hello Cadets!

Today we'd like to announce our partnership with publisher GrabTheGames!
They will be helping us with marketing and localization in several languages, among other things!



In practice, this means:

  • The game will have a better chance of finding a wider audience on Steam.
  • A little more time and resources for the development of the game, resulting in more improvements!
  • Finally, a delay (thanks to the improvements and localization) in the release of the final version. We had previously planned to release 1.0 in August/September. Now the plan is to release it at the beginning of 2024.

We're already working on additional improvements to the game, such as mechanics and new Enemy Units:




The next game update should be out in around 10 days!
Until then, safe jump!

Finally: New and final boss implemented!

We apologize for the delay!


This update was supposed to be out more than ten days ago, but we experienced several delays, including each of the team members falling ill on different days.




Light "story mode" implemented in the Events system:


In addition to the general events that the player encounters, the game also has "fixed" events that appear during the journey to each of the three bosses.
These fixed events encountered vary randomly in each Run, and depending on the Cadet's responses, new events can appear afterward.

Third and final Boss implemented:


The first and second bosses are very similar, changing the units that appear and increasing the difficulty from one to the other.
The third boss, except its first phase, tests your Cadet in a completely different way:
So different that we decided not to reveal anything and leave it as a surprise to whoever manages to get to it!
But reaching the last boss is a real test of combat!!! ;)

The game has seven possible endings that vary depending on your actions on the final boss...



"New Run+" mode implemented:


Upon finishing the game, the player can continue playing normally or do a "new run" with the SAME character on Normal or Hard difficulty.

Runs are now slightly shorter and more focused:


There are 7 initial jumps to the first boss. Then 4 and 3 to reach the second and third boss respectively.
We feel the game has a better pace this way.

New mechanics:



The Cadet can choose between three Maneuver cards every time he levels up. If "Searching" for a card, one of them will be present on the menu.
The "Forced Ejection by the Dragons" mechanic/event now only happens ONCE to the player, acting as a kind of tutorial. In subsequent runs, the invasion occurs directly on the first attempt.

New environment and unit implemented:



The Wind Field environment is filled with Solar Winds, which push both your ship and the other units around! Be careful!

New combat music implemented: Humans now enjoy their own music! :D



Some minor improvements:



  • Requirements (number of jumps) to "unlock" Humans lowered, future races will also unlock faster.
  • Added dramatic pause when being "pushed", for better visual feedback.
  • Various minor improvements to the interface and visual feedback of combat.
  • Improved card selection during combat (mouse and touch).
  • Knock Three Times card now Moves instead of Swapping with the enemy.
  • Slight balancing of some cards (especially Humans).
  • Bug where Lucky Stab could be bought in stores fixed.
  • Some minor bugs were fixed.


We'd like to thank all of you for your support and patience: your criticism and praise make all the difference to the game.
We have lots of other stuff to share, but we'll limit ourselves to saying that the game will have a better chance to improve even more. ;)

About the current state of development

Hello Federation Cadets!


Today we'd like to update you (again) on the state of the game's development.



The Third Boss update is already in the final testing phase! It turned out to be more complex than we expected and testing it properly has taken time.
Also, some of us got sick in the last few weeks, which delayed the update a bit too.

The good news is that in addition to the final boss and the "light story mode", we will have other improvements in the game!

One of them is a NEW mechanic:





Your cadet can now choose from Three Maneuver cards when leveling up. If you are “Searching” for a card, one of them will be present in the choice.

Another piece of good news is that we have already started working on the NEXT big update (after the Boss one):


A third playable race, the Orks!
The artwork for this update is already well underway:



Check out the process of our artist, Keiko, painting:




We have a lot of other good surprises to reveal, but today is not the day to do that!
Thanks for your patience, in a few days the update should be live. :)

Coming soon: Last Boss and Events!

Hello Federation Cadets!


Today we'd like to update you on the state of the game's development.





We are in the middle of development of the last Dragon Boss:


This boss will be VERY DIFFERENT from the previous two... but we want to keep the details a surprise. ;)

Along with the third boss the game will receive a light "story mode":



During the search for the dragons, the Cadet will find specific events (different in each Run) that narrate some consequences of the Dragons' attack. Factions and other beings in the galaxy are slowly realizing that the Federation has been plundered!

In addition to these "fixed" events, new events have been created that appear depending on the Cadet's responses and attitudes in the story!

This update should arrive at the end of this month, at the beginning of August at the latest.