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

Takara Cards

New version: b091



- New difficulty mechanics:


Some base units now have a chance to start with more HP and this becomes more common as the Cadet levels up.
This mechanic affects all difficulty modes.

- New “Hard Mode”, selectable at character creation:


When activated, ALL units now have a chance to start with more HP.
Cadet ship repair cost is higher as well.
(this implementation is an initial sketch for testing)

Minor Improvements:


- Slight balancing at the beginning level of some Maneuvers:
Barrel Roll is slightly worse at level 0.
Ace Pilot and some other better ones.
- Balancing some units to make the game a little more interesting.
- "Beholder" unit's side attack now "Pushes" and deals more damage.
- "Fire Punch" unit now Moves and Pushes in "zig-zag".
- Minor improvements to the text of some cards.
- Mission to invade mothership is only activated when selecting a Portal in the Jump interface (STG).
- Fixed bug where some cards sometimes did not damage the units of the dragon's mothership.

New version: b090

New Faction/Store implemented: THE UNICORN EXPRESS!





The largest delivery company in this arm of the galaxy has its name inspired by the animals previously used as jumping engines: The Unicorns!
During their jumps, the cadet can now encounter two new types of Units: Unicorn Cargo and Lost Cargo. Both can be delivered to Unicorn drop Stations for credits, but LOST Cargo can be identified and converted into equipment! It's like a Loot Chest!



Other improvements:



  • Level UP now requires 500xp more, but leaves 500xp left over every time the cadet evolves.
  • Greater consistency when saving Current Sectors: Shops no longer “disappear” when opening and closing the game.
  • Drawing cards from the discard pile mechanic now ALWAYS draws the last card used.
  • Balancing to some Human cards.
  • Mothership units (such as turrets and engines) can now be attacked by cards that deal damage on the direct tile.
  • Some Mothership units now have an "HP bar".
  • Attempted balancing on choosing random tiles: Now at least ONE selectable tile must be within the navigable board (in testing).
  • Enlarged LOG font for better readability.
  • Added to the Codex (in Anatomy of Units) a list about some unit actions (micro-jump, decay, random movement, battery...).
  • New entry in the Codex on how Cards are draw during combat.
  • Fixed several bugs in selling Equipment. Prices are in line with damage type and Equip state now.
  • Fixed bug where Humans were drawing more cards than normal.

New playable race: Humans!

Build 89 of the game features the Intuitive Humans as a new playable race! They are unlocked in the character creator once the Cadet defeats the first boss or completes 16 space jumps.





The power of Humans is called Ventura:


Each turn a ventura value is drawn [0, 10% or 20%], this value is added to the Cadet's LUCK attribute and influences several things IN and OUT of combat.
With an unusual intuition, humans can almost predict their luck!

The Human ship is called Knife:


She has the most fragile hull of all races, but has more Shields and Batteries capabilities. Also, it's main attack varies with the Ventura value, and can even cost ZERO energy in some situations!



10 new Cards, 7 exclusive to Humans plus 3 general:


New maneuvers have been made exclusively for Humans, who move around the combat board SWITCHING places with their enemies.

Improved Jump interface!


The jump interface has been reorganized, now the jump information is displayed at the top, while details about the landing sector are at the bottom.



Other improvements:


- English text of almost ALL events revised or rewritten.
- Reputations that affect race “powers” now work dynamically for each race.
- Reputations that deal cards on the first turn now have a chance to deal the same cards every turn.
- More “balancing” of the cards!
- Improvements in the text generator of the “summaries” of the cards.
- Further improvements to Card text rendering.
- Some bugs fixed.

And last but not least, we have Avatars available in the Steam interface with paintings of the game's Cadets:



Coming soon: new playable Race!

Hello Cadets!

Today we would just like to update you on what we are currently working on: A new Race, the Humans!





We are already in the testing phase of Humans. New cards, mechanics and other changes have already been implemented.
Our forecast for this update is June 12th.

In the meantime, here's a video by artist Keiko showing the process of painting one of the new cards:

Version 088: The Toxic Dragon!



- Implemented the second Dragon boss: The elemental of Intuition!

- Implemented Toxic Damage System:
A Status card is drawn when taking toxic damage. If the cadet has a card in his hand when passing the lathe, he takes damage.


- Three new "toxic" enemies implemented:
These enemies only appear in combat after a Cadet defeats the first boss.

- New enemy unit mechanic: Detector!
One of the new enemies, the Beholder, shoots the Cadet's ship as soon as it crosses its detector lasers.

- Ship's cabin now has Music:

- Some minor improvements.
- “Eye jumper” now attacks normally (was “side jumper”).
- Some minor bugs fixed.

New version: b087



- Improvements to the pace of Enemy turns:
Now the action of each unit has more time and is clearer (gif above).

- Units now have Max power value set. When they reach this maximum, their number “shines”.
- All “Spitter” units now rotate backwards if they stand on the last row of the Board.
- New effect to make enemies' "Micro-jump" clearer.

- Changes and improvements to the design of several cards, including:
Basic movement cards revised to improve the flow of the game, now some give 1 shield and others have their movement type changed.
Some cards have more movement options.
- Some Status cards (EMP damage) now cost zero energy.

- New options to disable certain Visual Effects in the game (Brightness, Flicker and Screen Shake)
- Many small improvements.
- Some memory optimizations in combat.
- Fixed bug where status cards were drawn extra when taking damage.
- Some small bugs fixed.

Known bug (will be fixed in next build):
- The attack of the "Side Jumper" unit is disappearing before its time (game is slightly easier for this).

New version: b086

This update comes with more UI improvements and refinements. In particular the Stores interface.





- New unit: Fire Punches!
Missiles sent by the Dragons that push the player when they hit the ship.



- New colors in the COM interface:
Now the UI has specific colors for each panel!

- Full Controller Support:
The game now detects what controller is being used on the start screen, including the Steam Deck!

- Mothership invasion mechanic now happens automagically, just destroy one of the Engines.
- First encounter with Mothership of Dragons has more turns available (7 > 9).
- EMP damage is now always capped at "1".
- Damage from explosions is now always capped at "1".
- Improvements to the shop interface whenever a "store block" happens.
- New icon for Clandestine stores.
- Various minor interface and text improvements.
- Unit stats now have different colors.
- Several improvements to the unit stats UI.
- Revision of some more texts of the game.
- "Overloadr Capacitors" card no longer generates negative impetus if you have spent all energy using it.
- Minor bugs fixed.

New version: b085

This update continues our focus on improving the game's interface, in particular Card readability!




- Several improvements to the Cards UI, including:
· Colors in card descriptions.
· Card text now uses italic font for card prerequisites.
· Improvements in some texts.
· Animated effects on Status Cards.

- New visuals in the Temple of Mana interface:



- Gamepad / mouse and keyboard detector on start screen. Now the device used to launch the game's splash menu automatically sets the input method.

- Cards given by Reputations at the start of the Jump now have the "Pinned" property (card remains in the player's hand when the turn passes).
- Influence of pilot's Attributes on cards increased (higher percentages).
- Better descriptions about the cycle of karma in the Codex ("Your Journey" topic).
- Improvements in the design of some cards.
- Code changes in preparation for the Boss update.
- Further improvements to in-game localization and texts.
- Several minor improvements and bugs fixed.

Revision 085b:
- Improvements to Character Creator Texts and Starter Event.

Revision 085c:
- Small fix for events.

New version: b085a!

This update continues our focus on improving the game's interface, in particular Card readability!




- Several improvements to the Cards UI, including:
· Colors in card descriptions.
· Card text now uses italic font for card prerequisites.
· Improvements in some texts.
· Animated effects on Status Cards.

- New visuals in the Temple of Mana interface:



- Gamepad / mouse and keyboard detector on start screen. Now the device used to launch the game's splash menu automatically sets the input method.

- Cards given by Reputations at the start of the Jump now have the "Pinned" property (card remains in the player's hand when the turn passes).
- Influence of pilot's Attributes on cards increased (higher percentages).
- Better descriptions about the cycle of karma in the Codex ("Your Journey" topic).
- Improvements in the design of some cards.
- Code changes in preparation for the Boss update.
- Further improvements to in-game localization and texts.
- Several minor improvements and bugs fixed.

New version: b084!

This update focuses on improvements based on player feedback on videos posted on social media.





- Prolog event implemented:
The Starter Event now gives more options for character creation.

- New Federation events on the main quest implemented.
- New events implemented.

- Completely revised tutorial texts:
The text is more objective and cohesive.

- Improvements in English localization, mainly of the tutorial.

- Better cohesion in game terms:
"Mana" is now just called "Energy" (unit nicknames unchanged).

- Various interface improvements, such as changing some icons.
- Player's ship now ALWAYS gains "booty cargo" Reputation if it has stolen cargo (game no longer "asks" if player want to change).

- Various minor improvements.
- Some minor bugs fixed.

Until the next update, Cadets!