Developer Blog

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Developer Update: Introducing Nekrosor Ammentar

Developer Update: Introducing Nekrosor Ammentar

Today we’re unveiling our latest new Warlord this time for the Necron faction! It's been some time since the Necrons have had a new Warlord so this is a much needed injection of something fresh into the faction! The Nekrosor is feared even by the other Necrons as...

Developer Update: Balance Changes and Nightbringer Season

Developer Update: Balance Changes and Nightbringer Season

The new season will start on Monday, January 19th. Greetings, citizens! From the Daemon Prince of Shadows we come to the Bringer of Night. As the Necrons are unleashed upon the 500 Worlds there are reinforcements in the form of a new upcoming Necron Warlord and new...

Developer Update: Balance Changes and Be’lakor Season

Developer Update: Balance Changes and Be’lakor Season

The new season will start on Monday, December 22nd. Greetings, citizens! From showing gratitude to the Imperial armoured division for the power of their steel wrath this Tanksgiving. We now give thanks to the one true Dark Master, Be’lakor, the first Daemon prince....

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Design Blog 28: How we add new cards – part 2

Hi, and welcome to the second part of how new cards are added to Combat Cards. Although interrupted by last week's post on the Rank changes, the first part of this post talked about why we add new cards, so this time let’s go through HOW it’s done.   Gaps First, once...

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Design Blog 27: Rank changes and Objectives

Hi everyone, I’ve interrupted my own two-part discussion on how we add new cards to the game to talk about this week’s big game update. I’m doing so because it gives me the space to lay out the changes in detail, but also so I can talk about why we made them.  ...

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Design Blog 26: How we add new cards – part 1

This week’s topic is how we add new cards to the game, and why do it. This is a topic which crosses into a few different areas, so I’m going to split it over this and next week’s posts.   Why First up, why do we add more and more cards at all? To be perfectly honest,...

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Design Blog 25: Evolution of the card art

Each card in the game is made of two main elements - the miniature and what we’ll call the border (which includes the various icons and numbers for attack values, points cost, Wounds, etc.). Naturally, the miniatures are the stars of the show, because since their...

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Design Blog 24: Faction drill down – Tyranids

In a way that’s sure to please the ever-evolving Hive Mind, the Tyranid faction is all about adaptability. They’re one of Combat Cards’ most balanced factions, able to do well at ranged, melee and psychic attacks.   Attacks This means you can focus on just one of...

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Design Blog 23: The Ghosar Dilemma

If you’re a designer on a ‘live’ videogame (as opposed to boxed, shipped-and-done game), then a lot of your time is taken up with questions that you can answer, but will never know if you chose the ‘right’ answer. As your seniority increases you become more and more...

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Design Blog 21: Trait Tactics – Part 1

First up, lets make sure we all know what traits are.   Activation Every Combat Card has a single trait, which they gain when they’ve been upgraded enough times, and that trait improves as the card keeps being upgraded (you can tell how upgraded a trait is by the...

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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...

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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...

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