Developer Blog
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Patch Notes 40.0
A New Era of Customization Begins Welcome to the 40.0 Update, one of our most exciting patches yet! We’re introducing a massive new feature, launching a legendary Supreme Commander, and making a wave of fixes and improvements based on your feedback. Here’s what’s new:...
Developer Update: Anniversary Grey Knights
The new season will start on Monday, August 4th. Greetings Citizens!This Season marks our 6 year anniversary, and the start of Grey Knights Season. As well as the full Anniversary celebration (more information on that coming soon), we have a new Supreme Commander on...
Developer Update: Introducing Enhancements
Greeting Citizens, this new feature will allow your collection to get deeper, stronger, and, for the first time, customizable. We're thrilled to reveal the brand-new feature... Enhancements! This system adds a powerful layer of strategic depth, allowing you to...
Patch Notes 39.12
Greetings Citizens, As the Space Wolves rise to prominence this season, we’ve addressed several key issues to improve gameplay and performance across modes. Please see the full list of fixes and updates below. Bug Fixes Skarbrand Deck Error Fixed an issue where using...
Latest News
Design Blog 113: New versus old cards
Before we get to this week’s topic I wanted to make sure everyone reading these posts understands that this blog never forces the Combat Cards team into commitments. Sounds weird but what I mean is that as the team discusses and agrees on plans I make notes of...
The Well Played Games Warhammer Hobby Blog – March
Welcome to the first installment of the Well Played Games Warhammer Hobby Blog! When we're not busy making Combat Cards many of us enjoy dabbling in various elements of the Warhammer universe, so we figured we'd share what we've been up to with you all. Deke This...
Design Blog 112: The lore behind ranked mode
This week I thought I’d talk about lore, which for the purposes of this post is all the text in Combat Cards that doesn’t strictly pass on ‘game information’. Or to put it another way, lore, as the saying goes, is like pornography - you know it when you see it. Now...
Design Blog 111: Faction catch-up: T’au versus Servants
To wrap up this series looking at each of the factions I thought I’d cover both the most and least popular factions at once to see if the numbers give an indication of why they are / aren’t liked. So without further ado let’s check out how the T’au and Servants of the...
Design Blog 110: Why clans have taken so long
Let’s talk about clans, that near-mythical feature which has been promised to be ‘coming soon’ for quite a while. Why talk about clans now? Because work is underway on the feature, so it really is ‘coming soon’, and because one of Well Played’s guiding principles is...
Design Blog 109: Faction catch-up: Orks
Welcome to the sixth of our faction catch-ups, this time looking at those lovable, murderous scamps, the Orks. Let’s dive straight in: Attacks As befits tabletop Warhammer 40,000, the Orks have a high attack ratio and choose to attack over Readying 80% of the time....
Design Blog 108: Fear and Scout traits added
Back in blog post 94 we revealed the next four traits (the one-off events which trigger when a card is deployed) that we’re adding to the game: Poison, Regeneration, Scout and Fear. Poison and Regeneration went in a while ago and as the Fear and Scout traits came...
Design Blog 107: Design process: Battle pass – part 2
A few weeks ago I talked about designing a battle pass for Combat Cards - not to confirm exactly how that feature will work but to look at how I approach designing something new. Let’s continue by looking at what the battle pass is not and how I know that. Approaches...
Developer Update: v29.5 & Beyond…
Welcome to the first Developer Update of 2020! After a very busy 2019 saw the launch of Warhammer Combat Cards, we're looking forward to releasing a host of new features and updates over the next few months to make the game even better. Some of those will be...
Design Blog 106: Bodyguard point changes
A few weeks ago we ran the first round of changes intended to help balance the game by looking at Warlords and their special rules. This achieved the desired effect of making some previously unpopular Warlords (hi there, Yarrick) viable, but we’ll be returning to the...