Developer Blog
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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...
Plague and Rot: A Halloween Special
Greetings, bearers of the plague! The air grows thick, the nights darker, and the stench of decay carries on the wind. As Halloween approaches, Warhammer Combat Cards is giving itself over to the pestilent blessings of Nurgle. It’s a season for rot, ruin, and grim...
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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...
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...
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...
Design Blog 50: Why we delayed the game
If you’re reading this then presumably you already know that we’ve delayed the worldwide launch of Combat Cards from November until early 2019. Naturally, that’s not ideal for players who’ve been waiting patiently, so I wanted to use this post to explain the reasons...
Design Blog 49: Player types – part 2
Welcome to part two of this look at the different player types that play Combat Cards (part one is here). This post will run through the final player types, but also look at why all of this is important, and how it affects Combat Cards’ gameplay. Collectors This...
Design Blog 48: Player types – part 1
This and next week’s posts are more of the dreaded ‘high level game design’ ones, where I look at an area of the game which is important to designers like me - you have been warned. This time I wanted to look at a ‘meta’ area of the game - the players! Meta? A...
Design Blog 47: New Warlords (14 to 21)
We recently completed a series of posts looking at each faction’s Warlord special rules, and as we’re in the process of adding a new Warlord to each faction, it makes sense to quickly run through all the new characters and the special rules they’re bringing with them....
Design Blog 46: AI improvements
Among the many, many areas we’re adding to and polishing (this is a long-term game we’re planning to support for years to come) is improving the AI opponent. But what does ‘improving’ mean in this case? It’s an interesting question because in some ways we’re actually...