The Call of Krul'ar cover
The Call of Krul'ar screenshot
Genre: Simulator, Strategy, Turn-based strategy (TBS), Indie, Card & Board Game

The Call of Krul'ar

Patch Version: 6.11.2022.1

So! To begin, I made a fairly large change that may affect some of you in an odd way.
That big change is how the mouse buttons work.

I've swapped some of the uses of the buttons, and for the most-part some of the stuff is the same- however! Picking up cards from your inventory is now done by using the left-mouse button, and selecting cards is now done by using the right mouse button.


From what I have seen in playthroughs, everyone assumed left mouse button was to pick up cards, which makes sense since almost every other card game does that.

There were only really two reason for this:
The biggest reason as to why it was right click to lift was because it felt more natural to me- but that was because originally, when I made the game, there was no lifting cards. You would just select a card, then do an action by say, "having a house selected, then clicking on an empty land".

And since I was already comfortable with it, I used it as a way to help teach players about selecting cards since they would instinctively left-click. This turned out to be more trouble than it was worth.


But now lifting is the primary action in the game. So I've just changed it around.
It also took a little longer to swap things around, because I had to go in and double check all the code (As much as a solo dev can), and make sure that there were no bugs or errors. Refactoring, woo!


And thanks to more playthroughs/requests from players, I've added a couple of new features.

:::::: GAMEPLAY ::::::

  • You can hold the right mouse button and drag to highlight cards, then let go to select them.
    If you want to deselect a card, just stay on the card when you release the right mouse-button.
    I'm hoping this is intuitive enough since I based it on just highlighting files in a folder.
  • You can carry a card to the "Discard" button and it will discard the held card.
    So y'all be careful and don't go tossing away a good card.
  • I moved the 2 starting units further back to protect the first resource from being destroyed. Many players did not get to see the units being attacked due to the soldiers being so far to the left.
  • I also moved the furthest disposable gold (on the left), 1 land to the right because players were making a land, scrolling, and then putting the resource out of the camera's view; thus keeping them from seeing it being destroyed, as well as the Soldiers dying.


:::::: UI ::::::

  • When you try and discard a Poison card (Skull Card) while it is selected, it will show a blinking animation for more feedback on what happens with them. I know a good number of people were confused about the poisons and wanted to discard them. And although I enjoyed them discovering that the Poisons couldn't be discarded, their realization tended to happen fairly late, and they had to be super mega extra careful to avoid death.

    A part of me says that's a lesson learned for the player, but it may have been too much of a lesson in the late game.


:::::: BUGS ::::::

  • There was a bug that would crash the game when it tried to draw the little jump animation for when your units attacked, and it should be gone now.
  • I fixed a visual bug with a card's recipe showing the wrong amounts.
  • Fixed the beacon not being triggered. It should now work when clicked when finished.




So with all that said!

if you want to share feedback, find bugs, or have thoughts on the game, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​



I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal

Demo Update!

Had to push something a little earlier than I wanted to regarding controls, because I forgot to save the older version and there was a bug that needed to be fixed in the demo right away.
Quite the thing to wake up to! :V

So here's some changes!


A note: I have made a huge change to the mouse controls. Or as huge as one can with only 2 buttons.
I have switched the left and right inputs on some interactions. Look below for details.

:::::: GAMEPLAY ::::::

  • Left now lifts cards, not right. Originally, I used right to lift because I wanted players to see they could select cards. From watching more and more playthroughs, it has become apparent that left click is the preferred method.
  • Right click is now to select cards.
  • Right click is now a drag function. You can hold the right button down and move back and forth to highlight cards faster.
  • I moved the 2 starting units further back to protect the first resource from being destroyed. Many players did not get to see the units being attacked due to being so far to the left. Now they can see.
  • I also moved the furthest disposable gold on the left, one to the right because players were making the land, scrolling, and then putting the resource out of the camera, thus keeping them from seeing it being destroyed.


:::::: BUGS ::::::

  • There was a visual bug that showed you could give the barracks and castle gold. You can't.
  • You could start the Defender unit from the main game, but you shouldn't be able to in the Demo.

Demo Update!

I have finally pushed the new Demo update!

For some, especially with newer players, a lot wasn't explained, and there were some issues with teaching how to play.

With this newer update I have added some UI contextual elements to better understand how the game is played! Or, at least that is the hope with the newer changes.

There still isn't a verbose tutorial, as I am trying to avoid that- especially with the growing non-English speaking players and streamers that have started popping up. And another goal is to cater to the idea of experimentation and just trying things out. Seeing players in videos sound surprised or have that moment of realization is always wonderful to hear, and I really want to keep some of that surprise and mystery there!

But, even with this new update, I will still try and add more to improve teaching players how to play.
Currently, I am working on a somewhat different approach on top of these new updates, and hopefully they help a lot more.

But it takes a while to code and draw this stuff, as well as test it, so the newer tutorials may not come for a little while! Maybe another week or something.



With that said!

if you want to share feedback, find bugs, or have thoughts on the game, you can:
- Message me on the Steam Community Forums for the game,
- Message me on the Itch.io Community Forums for the game.
- or:​






I look forward to seeing more people join the community and share their thoughts!
I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?!

Until next time,
- Devious Oatmeal