Developer Blog
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Developer Update: Balance Changes and Twin Lance Season
The new season will start on Monday, March 16th. From Corsair Season where the two branches of the Aeldari become one, we move to Twin Lance Season, where two heroes of the Greater Good fight together as a single overwhelming force. As well as the usual season updates...
Developer Update: Introducing Prince Yriel
While Prince Yriel may be a familiar face in Combat Cards, this week we’re introducing his Warlord incarnation. Much with other Warlords with a bodyguard card, both will not be playable in the same deck. Aeldari Corsairs are definitely an under-represented sub...
Patch Notes 41.3
Greetings, This update brings major preparations for the arrival of a new Warlord, along with an updated UI theme. Read on to see what’s new! New Content We've started laying the groundwork for an upcoming new Warlord: Added support for a new special rule Added...
Developer Update: Balance Changes and Corsair Season
The new season will start on Monday, February 16th. From the darkness of the night, we sail deep into the Void with this month's Corsair season. With the start of the Maelstrom event, we’ve got two sets of corsairs on the horizon, but this Season will be primarily...
Latest News
Design Blog 68: Pausing the blog
Over the last few weeks we’ve had a few people ask if Combat Cards has been cancelled, but if anything the opposite is true. Our team has never been larger, with several coders moving across from Well Played’s other team to help us out. Shh... The reason for...
Design Blog 67: A Tale of 13(ish) Painters – Part 2
Today is the first milestone for the 13(ish) painters taking part in our six month long painting challenge. You can read the intro post here, but basically we each have to paint 10 Power / 100 points of Warhammer 40,000 miniatures every month or suffer a penalty (with...
Design Blog 66: How we choose new Warlords – part 2
Welcome to part two of our look at why we choose some Warhammer 40,000 miniatures to be Warlords and others bodyguards. You can find part one here, where we discussed how Warlords can add new deck building strategies to the game, using the T’au and Tyranid Warlords as...
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...