Developer Blog
If there’s a subject you’d like to see the blog cover or you have a question, get in touch via [email protected] and let us know.
Recommended Must See
Developer Update: Introducing Enhancements
Greeting Citizens, this new feature will allow your collection to get deeper, stronger, and, for the first time, customizable. We're thrilled to reveal the brand-new feature... Enhancements! This system adds a powerful layer of strategic depth, allowing you to...
Patch Notes 39.12
Greetings Citizens, As the Space Wolves rise to prominence this season, we’ve addressed several key issues to improve gameplay and performance across modes. Please see the full list of fixes and updates below. Bug Fixes Skarbrand Deck Error Fixed an issue where using...
Developer Update: Balance Changes and Space Wolves Season
The new season will start on Monday, July 7th. Moving from the machinations of the Thousand Sons, we find ourselves face to face with their arch rivals the Space Wolves. A conflict as bitter as the winter of Fenris. While the forces of the Astartes and their fallen...
Developer Update: Introducing Supreme Commander Magnus the Red
Materializing from the Warp comes our third Daemon Primarch: Magnus the Red. Chaos has long stood as one of the most dominant psychic factions in the game, and now, they have a Supreme Commander ready to push this even further. Magnus is the second Warlord to use the...
Latest News
Design Blog 20: Faction drill down – Servants of the Emperor
First up, who are the Servants of the Emperor? As Combat Cards' most diverse faction, it includes pretty much every ‘Imperial’ miniature other than Space Marines. Handily, that also answers question two - why not just call it the Imperial faction? Because the faction...
Design Blog 19: First Time User Experience
This week we’re digging deeeeep into videogame design, looking at something called the FTUE. Besides sounding like a comedy sneeze, this is an area that’s important for all games, but absolutely critical for free-to-play games like Combat Cards. Strictly speaking, the...
Design Blog 18: Game dev focus – other key roles
So far we’ve had a game dev post about what it means to be a games coder, and we have upcoming posts on being an artist or a producer. We haven’t covered designers because I’m hoping you can pick up an idea of what their role is through all the game design posts I'm...
Design Blog 17: Combat Cards at conventions
A couple of weeks ago we took Combat Cards to Insomnia 62, a video and board games convention (with a side in cosplay and general geekery) at the NEC. Along with a closed beta test and appearing on Games Workshop’s Twitch channel, Combat Cards is now starting to be...
Design Blog 16: Faction drill down – Necrons
This week we’re looking at probably the toughest of the Combat Cards factions - the Necrons. And by tough - yes, I mean they’re hard to kill, but also difficult to use with full effectiveness. So let’s explore why. Toughness Miniatures in tabletop Warhammer...
Design Blog 15 – Deck Initiative
One of our goals for Combat Cards was to try and ensure the game had several layers of complexity, meaning new players can just focus on the basics, but there’s depth for veteran players. For example, new players may load their decks with only a few large, high Wound...
Design Blog 14: Campaigns – What and Why
If you’ve played the digital Combat Cards game you’ll have noticed the ‘Campaigns’ tab. Currently locked until you upgrade enough cards to reach Rank 5 (though that number may change), campaigns provide a separate challenge and set of prizes from normal battles. So...
Design Blog 13 – Warlord Choice and Mixed Faction Decks
If you’ve played Combat Cards, one thing you might have noticed is that we’ve deviated from tabletop Warhammer 40,000 in letting you take mixed faction decks. What I mean by that is the game will cheerfully let you take a Chaos Warlord with a mix of Necron, Space...
Design Blog 12: Faction drill down – Aeldari
Hi, this week I’ll be giving some insight into how the Aeldari faction plays in Combat Cards - there’s a lot to cover, so let’s get started. Directions First up, you have the problem of choosing which direction to take your deck. The Aeldari faction covers the...
Design Blog 11: Evolving The Game – Part 2
Hi there, this is the second part of our look at how the design of Combat Cards changed over its development. The first part covered why games evolve and what we mean by ‘game systems’. You can find that part here. Battles So, to recap, we use systems in Combat...