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The Rubric Realised: Bringing Ahriman to Life
Greetings, citizens, The Combat Cards team are, unsurprisingly, big Warhammer fans - and our Senior Artist Benji has taken that passion to another level. His latest project, an incredibly detailed Ahriman cosplay, brings one of Warhammer’s most iconic characters to...
Patch Notes 39.9
Greetings, citizens, Patch 39.9 is now live! We're welcoming the rise of a new Supreme Commander whose very will reshapes reality. Here's what's changing: Laying the foundation for The Crimson King... Supreme Commander Magnus The Red Bug fixes For first time...
Developer Update: Balance Changes and Magnus Season
The new season will start on Monday, June 9th. Greetings, citizens, After the Angron’s crash landing into real space and following carnage, a more composed but just as deadly figure emerges from the Warp. None other than the Crimson King, Magnus the Red. Bringing with...
Developer Update: Supreme Commander Angron
With Fulgrim’s recent arrival, it was only a matter of time before the next Daemon Primarch tore through reality, and with Skulls just around the corner, who else could it be but the Red Angel himself? That’s right: Angron is here. Angron is rage given immortal form....
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Design Blog 61: How we design new features
Stu - This week's blog is a guest post from another member of the Combat Cards' team. Rather than write a long intro, I'm going to hand you straight over to Thanos: Clans Hello, my name is Thanos and I have been working as a designer on Combat Cards for the...
Design Blog 60: Quality versus size
How much space a game takes up on their device probably isn’t something most players think about, until they run out. At that point players go into the system settings and enact... The Cull (it helps if you imagine a high pitched horror scream about now). Before this...
Design Blog 59: Card deployment v2
When we swapped Combat Card’s engine a few weeks ago, the behaviour of quite a few game systems changed with it. Some of these changes are legitimate bugs, but others are just due to the way the two engines handle things differently. Either way, we’re working to get...
Design Blog 58: What to call clans?
Today’s blog topic might be considered a little niche, but it’s something that comes up when working on a game like Combat Cards, so I thought it might be interesting. Bands As mentioned in a few posts now, work is underway to add clans to the game, allowing...
Design Blog 57: Adding lore to Combat Cards
Adding more lore to Combat Cards is a topic which regularly comes up, either from player feedback or one of the playtesters looking at the game. So I thought it might be interesting to look at how, where and why we might add more of it - but before that, let’s clarify...
Design Blog 56: How to improve our FTUE?
As we’re making so many improvements and upgrades to Combat Cards right now (yes, alongside fixing bugs - don't panic!), I thought I’d take a second look at one of the most difficult areas of free-to-play game design, the FTUE. Light I’ve talked about the First...
Design Blog 55: Game Dev Focus – Support
Hi everyone, when I first started writing these blog posts I wanted to break up all the moodily-staring-into-the-distance-wondering 'yes, but what is game design?' posts with a variety of other topics which may be of interest. One of those was to look at the various...
Design Blog 54: New graphics – menus and battlefields
In this final post about all the upgrades we’ve been making to Combat Cards (here are parts one and two) I wanted to look at an area we all take for granted when playing - the game’s menu screens. Important I think it’s fair to admit that a look at a game’s...
Design Blog 53: The new visual effects
Following last week’s post on our new music and sounds, let’s take a look at the new visual effects (VFX) we’re implementing, and why they’re important. Effects For our purposes, VFX covers anything which happens ‘on top of the game’ to show you something...
Design Blog 52: New music and sounds
As I’ve mentioned recently, we’re swapping out the game’s initial sounds and music for much more polished versions. So the topic of what the game should sound like is something the team’s been discussing a lot recently. It’s easy to say ‘obviously the game must have...