Developer Blog

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Developer Update: Introducing Supreme Commander Kaldor Draigo

Developer Update: Introducing Supreme Commander Kaldor Draigo

Greetings Citizen, We’re pleased to announce our latest Supreme Commander, hailing from the Grey Knights: Kaldor Draigo. As a Warlord, he brings a strong opening alpha striker, along with a potent defensive ability. First, let's have a look at his all-round stats: At...

Warhammer Combat Cards 6th Anniversary Celebration!

Warhammer Combat Cards 6th Anniversary Celebration!

Greetings, Citizens! In today’s blog, we’re giving you a full rundown of all the events, rewards, and releases you can expect over the next two weeks of anniversary celebrations—starting this Friday (08/08)! Headline Feature: Enhancements The spotlight feature of our...

Patch Notes 40.0

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

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...

Latest News

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...

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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...

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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...

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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...

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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...

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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...

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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...

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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...

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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...

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Design Blog 51: A day working on Combat Cards

I thought it might be interesting to share what a typical day is like for me at our studio. Obviously this is just one example, and one of the great things about working as a games designer is that every day brings something new and interesting, but it’ll provide a...

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