Developer Blog
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Patch Notes 40.2
Greetings, Commanders, Our latest update continues to refine your Warhammer Combat Cards experience, tackling gameplay issues and performance bugs. This patch resolves problems with the Fear status effect, fixes background responsiveness on mobile, and adds polish...
The 6 Year Salute: Honour, Cards, and Chaos
Six years. Hundreds of cards. Millions of battles. What started as a bold, digital reimagining of Games Workshop’s classic ‘Combat Cards’ has evolved into something far more: a living, breathing battlefield shaped by updates, chaos, and the passion of you, its...
Patch Notes 40.1
Greetings Commanders, Our latest update focuses on polishing your Warhammer Combat Cards experience, addressing visual bugs and gameplay fixes. This patch resolves issues with Enhancements in certain battle modifiers, cleans up UI elements, and squashes a few...
Enhancements FAQ
Greetings Citizens, The battlefield has changed. With the arrival of Enhancements, Warlords now have new ways to grow stronger, fight smarter, and adapt to your strategy. We know you might have questions about unlocking slots, choosing the right boosts, or using the...
Latest News
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’...
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...
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...
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...
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...
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...
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...
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...
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...
Design Blog 89: The possibility space of Combat Cards – part 1
Today I’d like to discuss something called ‘the possibility space’ which - aside from sounding like a wicked sci-fi movie - is a game design term for everything it’s possible for you to do in a game. You can read plenty of articles on possibility spaces, but this one...