Developer Blog
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Developer Update: Legendary Bodyguard Enhancements
It’s been a while now since Enhancements arrived for Warlords, and we’re now expanding them to the wider Bodyguard roster, starting with Legendary cards. The new Enhancements are rolling out this Thursday (27/11), and with discounted rerolls for the first week!...
Developer Update: Balance Changes and Tanksgiving Season
The new season will start on Monday, November 24th. Greetings, citizens! From the cursed resilience of the Death Guard we move to the impenetrable bulwark that is the Astra Militarums armoured tank divisions. Grinding forward, the Emperor’s wrath crushes the pestilent...
Developer Update: Introducing Supreme Commander Mortarion
Greeting Citizens! Who brings this year's spooky season to a better crescendo than the last of our daemon Primarchs - Mortation! Mortarion is as expected the ultimate attrition Warlord, wearing down the enemy forces while also healing your own forces. Special...
Developer Update: Balance Changes and Mortarion Season
The new season will start on Monday, October 27th. Greetings, citizens! From the despair of Commoragh we head into the joyful gardens of Nurgle, this Season brings the fourth and final Daemon Primarch to the Combat Cards roster! Seasonal Balance Changes: This...
Latest News
Design Blog 65: How we choose new Warlords – part 1
We add a new Warlord to each faction every six months, and as the next ‘Warlord month’ is approaching our preparations are underway. Warlords take longer to add to the game, as each has a unique special rule, and we need to prepare those ahead of releasing the cards...
Design Blog 64: Blogs versus bugs
Hi everyone, I thought I’d try an experiment with this week’s post - can I get across a difficult concept without it sounding like I’m ranting / complaining? Y’see, each time I post one of these blogs, someone always comments that I shouldn’t be wasting time with this...
Design Blog 63: A Tale of 13(ish) Painters
The Combat Cards team has been working on the game for a while now, and plans to expand and improve it for years to come. To avoid the problem of people becoming ‘burned out’ from working on a single game for so long we look for interesting challenges and activities...
Design Blog 62: Game Dev Focus – Art
Hi everyone, continuing our occasional series on game development roles (see coding here, and studio support here), this time we have a guest post from one of our artists. Thanks, Stu. Artists Who are you then? Hello! I'm Claire and I'm a Lead Artist at Well...
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...