Developer Blog

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Developer Update: Introducing Enhancements

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

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...

Developer Update: Balance Changes and Space Wolves Season

Developer Update: Balance Changes and Space Wolves Season

The new season will start on Monday, July 7th. Moving from the machinations of the Thousand Sons, we find ourselves face to face with their arch rivals the Space Wolves. A conflict as bitter as the winter of Fenris. While the forces of the Astartes and their fallen...

Developer Update: Introducing Supreme Commander Magnus the Red

Developer Update: Introducing Supreme Commander Magnus the Red

Materializing from the Warp comes our third Daemon Primarch: Magnus the Red. Chaos has long stood as one of the most dominant psychic factions in the game, and now, they have a Supreme Commander ready to push this even further. Magnus is the second Warlord to use the...

Latest News

Design Blog 97: Poison and Regeneration traits live

A couple of weeks ago I talked about the new traits that we're adding to the game and why we're adding them. I'm pleased to announce that the first two of these traits will be rolled out on Monday / Tuesday next week, so their introduction doesn't disrupt a weekly...

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Design Blog 96: Faction catch-up – Chaos

A long, loooong time ago I ran a series ‘faction focus’ blog posts, looking at how each played, their tactics, weaknesses and so on. As it’s been a couple of years I thought I’d revisit each faction over the next few months, alternating these posts with ‘normal’...

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Design Blog 95: A Tale of 13(ish) Painters – the conclusion

A few months back Well Played Games ran their own version of the classic White Dwarf series ‘A Tale of X Painters’, with each of us trying to paint 50 Power / 1000 points in stages. The plan was always to end the series with everyone heading to Games Workshop’s HQ...

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Design Blog 94: New traits 7 to 10

As I’ve mentioned before, as well as working on big new features we’re also making a number of smaller improvements and additions to the game. One of these is to add four new traits to the game, taking us up to 10. Last week’s blog looked at why we’re adding new...

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Developer Update: v28.3

Welcome to another developer update! We've just released v28.3 which includes some new features that many of you have requested, so keep a look out for the update reaching you soon. We'll be talking about the new features shortly, but first we wanted to discuss some...

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Design Blog 93: Designing new traits

In exciting news we’re about to add some new traits to the game, and while I’ll discuss them in detail next week I thought I’d run through how we create them first. Traits To ensure everyone’s up to speed, traits are the one-off powers that each card uses when it’s...

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Design Blog 92: Seasonal leaderboards – what, why and when

The Combat Cards team is working on a lot of different features, updates, improvements and fixes right now, so I’m going to share some of the work in progress over the next few posts, beginning with ranked mode. Loops Currently we have two game 'modes' - normal...

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Design Blog 91: Vengeance of Sekemtar and live-ops

I’ve talked about how we select cards to be Warlords and bodyguards before, but this week I wanted to focus on our Necron faction as an example of Combat Cards’ ‘live-operations’. Live-ops is what we call the servicing and updating of a ‘living’ game, where we...

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Developer Update: v28.0 – The Future of Warhammer Combat Cards

Welcome to another Developer Update! Version 28 is now live, and with it comes a number of improvements and fixes in various areas of the game. The team has been busy laying the foundations for some awesome upcoming features, and with this update we wanted to break...

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Design Blog 90: The possibility space of Combat Cards – part 2

Welcome to part two of this look at what designers call the ‘possibility space’ (part one is here). Last week we discussed ‘width’, so this time we’ll cover the other axis - ‘depth’, and wrap up with a look at what all this means to Combat Cards.   Depth On the...

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