Just a quick update to let you guys know that we're participating in the Deckbuilders fest running from March 25th to April 1st!
[ 2024-03-25 12:15:48 CET ] [ Original post ]
Greetings everyone!
We're excited to announce the Dragon Evo - the card game is out NOW on Steam, exiting a long early access feedback period.
We want to thank everyone who joined us during early access to create our dream card game in the Dragon Evo universe, and we're excited to bring onboard new players! Since the last early access release, we've worked hard on finishing up story content, missions and progress, finalising card details and mechanics, and setting up the servers for new players.
This is another step in an already exciting journey. We couldn't have done it without you. We'll gather feedback from the release to work on our first patches, so keep the feedback coming!
[ 2022-11-04 14:44:28 CET ] [ Original post ]
Hey peeps! In todays update we're improving the deckbuilder with some awesome features, and throwing in a few bugfixes!
New / added
- New, unique card frames for all factions in the deckbuilder and in-game
- Set deck backside in the deckbuilder to make your decks uniqe
- Equipped cards in the deckbuilder now indicate that they are equipped
- Added number of owned cards in a number of places in the collection
- Added a unique early access card backside
Fixes
- Unlocked card now immediately show up as unlocked in the album
- Fixed a positioning error that cut off the "sell" button in the collection
[ 2022-05-02 19:16:02 CET ] [ Original post ]
Today we're releasing The Discovery Update - a major update where we have revisited the way cards are unlocked, generated and upgraded and made some big changes:
Brand new collection view
This brand new collection view lets you find, upgrade and sort your cards in a much more efficient way.
Brand new deckbuilder
The deckbuilder has been rewritten to work in the same way as the updated collection view, helping you find cards quicker and build even better decks!
Introducing: the Album
In this update we're introducing the Album, which showcases available cards that you have yet to collect. Explore the amazing cards available to collect and go get them!
Cards no longer have randomly generated properties.
Our intial idea was that each card should feel "unique" and that you would be looking for the "best" variant of that card, but in reality none of the players we've watched has gotten that feeling and instead it's been a big source of confusion. So we're changing that so your cards will always start with the exact same properties as shown in the album, no RNG.
We are increasing the number of creature cards and substantially decreasing the number of equipment and action cards in packs - this will help you in trading in cards for gold/new packs and encourages leveling up cards.
All equipment cards now has one of 3 possible level requirements: 2, 4 or 6 - we are also capping the card level at 6 - this is likely to change and increase with time.
All new players will now receive one starter deck/pack from each faction at the start of the game, instead of having to choose a faction. Existing players will receive this, too, if they don't already have it.
[ 2022-04-30 21:29:40 CET ] [ Original post ]
Hey people!
Today we're releasing The Discovery Update - a major update where we have revisited the way cards are unlocked, generated and upgraded and made some big changes:
Brand new collection view
This brand new collection view lets you find, upgrade and sort your cards in a much more efficient way.
Brand new deckbuilder
The deckbuilder has been rewritten to work in the same way as the updated collection view, helping you find cards quicker and build even better decks!
Introducing: the Album
In this update we're introducing the Album, which showcases available cards that you have yet to collect. Explore the amazing cards available to collect and go get them!
Cards no longer have randomly generated properties.
Our intial idea was that each card should feel "unique" and that you would be looking for the "best" variant of that card, but in reality none of the players we've watched has gotten that feeling and instead it's been a big source of confusion. So we're changing that so your cards will always start with the exact same properties as shown in the album, no RNG.
We are increasing the number of creature cards and substantially decreasing the number of equipment and action cards in packs - this will help you in trading in cards for gold/new packs and encourages leveling up cards.
All equipment cards now has one of 3 possible level requirements: 2, 4 or 6 - we are also capping the card level at 6 - this is likely to change and increase with time.
All new players will now receive one starter deck/pack from each faction at the start of the game, instead of having to choose a faction. Existing players will receive this, too, if they don't already have it.
We're making it easier to sell multiple cards in your collection, to help you get rid of unwanted cards.
All of these changes come from the feedback you've given us, and we hope this will turn out the way we envision it.
We really hope you enjoy this big update as much as we've enjoyed making it, and let us know if you are experiencing any problems!
[ 2022-04-30 21:28:53 CET ] [ Original post ]
Hey everyone!
Todays update brings improved menu visual effects, and revamped targetting indicators when trying to attack opponent cards!
We hope you enjoy it!
[ 2022-04-13 15:01:04 CET ] [ Original post ]
Last week we spent tuning, tweaking and fixing a bunch of code to make things run faster, smoother and with less errors. As a result, you probably won't notice any difference! If you know how to code, you know that's awesome news.
For everyone who's not a developer - we've now opened tournament registrations so you can register for this weekends tournament from today! In addition to that, here's a bunch of things that should be noticeable in this release:
New stuff
Tournament registration is now open! In-game timer now shows how much time is left until the game auto-resolves as a draw!
Changes
Improved damage display on cards and lane protectors Improved card positioning when dragging and dropping cards Increased hitbox when targetting lane protectors General game speed has been improved
Fixes
No more ghost card packs appearing randomly Fixed a bug that was causing onboarding popups in the deck builder to prevent you from continuing Server backend stuff. Such code. Very developer. We hope you enjoy this release, and as always let us know if you experience any bugs or issues!
[ 2022-04-11 22:47:07 CET ] [ Original post ]
Hey peeps!
Just a small update tonight. Unfortunately, one of our earlier releases enabled an unfinished set of advanced tutorials. We've fixed that, and at the same released the first advanced tutorial: Structures!
Enjoy!
[ 2022-04-01 23:27:21 CET ] [ Original post ]
Hey peeps!
One of the things we've seen a lot is that players tend to be confused with why they can't do things. We explain it in the tutorial, the game guide and in onboarding popups, but sometimes we fail to explain things that seems second nature to us!
Anyways - we've pushed a small update today that introduces improved visuals for situations where you would wonder why you can't do things with cards.
Hopefully this will help you understand why things sometimes aren't working as you'd expect!
Enjoy!
[ 2022-04-01 11:59:17 CET ] [ Original post ]
Hey peeps!
We keep iterating over, and improving the in-game experience to make it more engaging and fun to play! In todays update we're introducing better visual indication of gold and action points spent and generated, and also introducing post-game statistics.
Changed / added
- Action points counter are now treated identical to gold counter
- Gold replenishment are now shown from the card that replenishes, as well as stealing, generating and using gold in general
- Replenishment is now done on first turn, rather than when pressing ready. This further reduces the advantage of going first since you can no longer steal from the opponent before they've started.
- Post-game statistics screen, showing you a selection of statistics
[ 2022-03-30 16:58:27 CET ] [ Original post ]
Hi everyone!
Today we're really excited to share the latest update with you - our long-awaited Adventure Update! Single player content has always been one of our top priorities. Dragon Evo is a story-rich world and game, so presenting this content in a way that engages, while it fits the story is something we've been working on for a long time!
The Adventure Update brings a gorgeous, explorable map of the entire Dragon Evo world: the continent of Erendor! Gone are the placeholder mission lists from before, and in comes a whole new map mode where the story unfolds across the entire map, as you play it. To make things more engaging, we've gathered three separate storylines into what we call "Story books". Each faction has their own story book and takes you through the story while it unlocks new chapters as you progress. In addition to this, there's a separate "Adventure book" with standalone mission sets where you get to take on some of the tougher missions with your own decks and cards.
Each faction has their own story book As part of The Adventure Update, we've also rewritten and updated our Narrative Engine, giving us new ways to push the story forward as you play. The recently released updated tutorials was the first part of the game to use the new Narrative Engine, and all the other missions and stories are now using the same engine.
The Adventure Update is also available in the demo, with a selection of the different missions available. If you haven't bought the game yet, check out the demo! We hope you enjoy playing this update as much as we're enjoying making it.
Enjoy!
[ 2022-03-30 06:30:24 CET ] [ Original post ]
Hey peeps! Just a small, but important update today - an updated rulebook explaining the game mechanics as they're supposed to work. We also tweaked up card event descriptions a bit and grouped them better together on cards and in the collection view. Enjoy!
[ 2022-03-22 15:20:31 CET ] [ Original post ]
Hey there!
This weeks build is focusing on polishing up inconsistencies in the game experience. In addition, card action event targetting have been rewritten almost from scratch, since this was becoming a bug-fest. As a result we hope the card events behave more consistent now. There are still some bugs to iron out, but the overall experience should be more consistent. This release also contains last weeks massive card balancing for the three main factions.
New or Changed
- Notable: Item cards no longer target cards that have not been readied.
- Player cards in-game will now auto-sort with the same sorting as the deckbuilder
- First turn cards are enabled again
- The game now warns you when time is running out
- Only "important" events are now auto-expanded in the event log
- More event log entries will display the correct icon and a corresponding number
- First player now generates friendly taunts upon game start
Fixed
- Calculated counter-damage is no longer taking into account the state of adjacent/sweep attack of the attacking card
- Fixed a number of card event bugs causing events to not properly target the correct card, player or slot
- First player card positions in the popup is now identical to game
- DMP increase card events will now correctly show added DMP for cards that didn't previously have any DMP
- Game speed has been tweaked to be smoother when several events are happening
- Flying cards can now be targetted again
- Flying cards should now properly attack their target in the following round
- Cards should no longer be stuck in "used" state in the following rounds
- Improved error handling when trying to sell cards in deck
- Fixed a case where a card taking burning damage would show up in the event log as being healed
- Fixed an error when selling multiple cards
- Fixed an error that would occur if you attacked a card outside the battlefield with an attack that had "attack all cards" and the battlefield was empty
- Fixed an issue that caused poisioning many cards simultaneously to take very long time
- Fixed several issues in the deckbuilder where equipment cards would not correctly update the visual representation of the card properties in the deck card list
[ 2022-03-21 16:16:28 CET ] [ Original post ]
Hey everyone!
If you've wanted to try out the game, but wasn't sure whether to buy it, now is the time to check it out!
You can download the free demo and try the game without purchasing it!
Demo content
A free demo, huh? What's in it? In the demo, you get access to the following:
- Full tutorial
- A complete starter deck
- Ranked and unranked PvP matches
- Unranked AI training matches
- No play-time limits!
- Progress carry over to the full game
[ 2022-03-18 13:27:18 CET ] [ Original post ]
Hey peeps! This week we're introducing a brand new tutorial and onboarding experience, as well as some changes in how the first turn works!
Changes / additions
When playing against other players, there is now a small animation to show who goes first When playing against other players or training matches against the AI, the first player now gets a "First turn" card automatically played onto their board, with a small penalty to offset the advantage of going first. This card is automatically removed after the round ends
Fixes
Structure cards in the world faction can now be built by all players Fixed several issues related to structure cards Fixed several issues related to card events, their targets and their activations Please continue to let us know if you find bugs. We're listening and working hard on fixing them!
[ 2022-03-14 15:17:01 CET ] [ Original post ]
Welcome to another Early access update!
Another week has flown by, but we haven't exactly been slacking! This previous week saw 3 updates, and a lot of tweaking of the various in-game systems based on the feedback we get on Discord and what we see from players streaming and playing the game.
Equipment card levels
One missing piece of functionality from the equipment card introduced in last weeks early access update, was the level requirement on equipment cards. Just as loot you'd pick up in RPG would sometimes have a level requirement, so do equipment cards. This level requirement means you need to level up your deck cards to be able to use certain powerful equipment.
Upgrade improvements
We've listened to feedback about the way cards level up. This was seen as too unpredictable and random and we didn't do a good job of presenting how cards upgrade. So we reworked the numbers a bit so the upgrading appeared less random, as well as introducing an upgrade preview when upgrading cards.
This way, you can more easily choose which card to upgrade based on how the stats improve. Big win!
More gold
Another thing that made the game progression slower - and the entire game less enjoyable for it - was the gold payout from missions, individual games and selling cards. We always wanted the progression to come naturally as you played, but because the rewards were so small and far between, it felt more like a grind than a progression. Since the game doesn't have any microtransactions of any kind, there's no reason for the grind to feel - or be - artificially slow. As a result, we significantly increased the gold payout from individual games and selling cards, so it now takes fewer games to get more cards than before! In addition, the increased payout from selling cards makes selling the cards you don't need or want a viable way to to get more gold, instead of it hardly being worth anything.
Board improvements
The stun counter was sometimes a bit hard to understand, because it seemed like it would only randomly start to count down on your own turn. This was only related to when the stun was applied, but when 4 cards are stunned on the board - who's keeping track?! So we introduced a small notification on the stun counter to indicate that this counter will only start counting down on the next turn. This completely eliminated the confusion around stun counters.
Balancing changes and bugfixes
In addition to all the bigger changes listed above, we're constantly fixing bugs and annoyances as well as balancing cards. We also introduced a more friendly way of notifying you when there is a new version available, so you won't be surprised when the game server restarts for an upgrade, or miss out on new functionality.
Demo!
Another thing we've understood is that a lot of you want to try out the game before you buy. Even though we're still in early access the game is very playable, so we really want as many of you as possible to get to try it! We've prepared a demo version that will allow you to play through the tutorial games, as well as play ranked and unranked matches against the AI and human opponents. We're reserving the single player story mode for when you buy the game, as well as the ability to upgrade cards and collect new cards - but this will give you a good taste of what the game is like! Expect the demo to be out "soon"! All in all another amazing week for the 3(?) brothers, so stay tuned!
[ 2022-03-10 07:03:26 CET ] [ Original post ]
Todays update is the result of feedback from players, asking for a more consistent and predictable upgrade path for cards. This update introduces a new algorithm for upgrading and levelling up cards, as well as adding previews for the upgrade before you upgrade!
In addition, equipment cards now require specific card levels to be equipped in the deck builder.
Another small but noticeable change is an indication on stunned cards that have only recently been stunned, so you can see the difference from cards that have started to count down their stun counter and those that have not.
Let us know if you have thoughts, ideas or feedback! We're listening!
Fixes
- Crabs will attack row protectors where possible
- Restarting the game should not appear to update daily quests
- Cards without attack points are no longer allowed to attack
- Hero cards should no longer be stuck in the middle of the board if played at the end of a turn at the same time as the opponent turn starts and an event card triggers
- Locked adventures are now locked also when trying to progress in adventure mode
- Decks without heroes no longer has the menu pop up under the deck
- Structure card pop up now lets you scroll if you have more than 6 structure cards
Changes
- Auto-spawned cards such as meteorites are no longer movable
- Adventure rewards are now only claimable once per day
- Gold rewards for matches are significantly increased
- [experimental] Turn timer increased from 60 to 90 seconds
- Stun counter now has an indicator showing when the stun counter start counting down
[ 2022-03-08 14:47:16 CET ] [ Original post ]
Hey everyone! Many of you have given us feedback that dragging and dropping was not working out very well, so we've spent a lot of time polishing the drag and drop feature so it should behave as expected. If you found the dragging and dropping misbehaving a lot before, you'll like this release. In addition to this, we also added a little indicator to show when cards have associated action events, so you don't have to hover every card like McFly just to see what's going on. Enjoy!
Fixes
- Dragging and dropping should behave as expected now
Changes
- The entire avatar is now a drop area for gold- and action point-generating actions, instead of the gold puch or action points list
- Cards now have a small indicator to show if they have associated action events
Known issues
- The hero action "Give HP to random own card" may sometimes not work as expected
- The hero may sometimes be stuck in attack position for a round. This is only a visual glitch and will reset itself in a round or two.
[ 2022-03-05 14:25:13 CET ] [ Original post ]
Hey everyone! A small (but very serious) bug managed to get into the previous release, preventing the game from getting past the first tutorial. This build fixes that. Sorry!
[ 2022-03-04 12:49:45 CET ] [ Original post ]
Hey again! We've received a lot of feedback about the way cards are unlocked and collected throughout the game, and after discussing internally and with some of you players, we've decided to change the progression and unlock system a bit. In addition to this big change, which we hope will make the card progression more enjoyable, we've also added a bunch more, so read on for the details!
Research packs disappear
The Research packs was a good idea, but we feel the progression around getting new, unlocked cards was unfairly balanced against the need for "more" cards, as well as some other issues some of you have highlighted.
Introducing market card packs
Instead of the previous research packs we are introducing tiered card packs, with guaranteed unlocks. This way, you will get more cards for your collection, making upgrading and improving your deck easier. Each card pack tier will guarantee 1 or more cards of a certain card tier (the "dots" on the card indicate the card tier, more dots = higher tier). This will be explained clearly in the market and on the packs. The card pack tier decides which card tier you are guaranteed to get. In addition, each card pack - regardless of "tier" - will unlock a new card.
Research points replaced with in-game gold
Research points was a bit of an odd "currency", and when research packs disappear, they have no use - so we're replacing it with gold. Gold will be used to buy avatars and card packs, and other items in-game. IMPORTANT: GOLD WILL NEVER BE A REAL-WORLD CURRENCY. We cannot emphasize this enough. Dragon Evo will never have in-game purchases. This is only done to reduce the different things to keep track of in-game.
Equipment cards!
The final category of cards - equipment cards have now been unlocked for use. As soon as you get equipment cards, you can add them to select cards in your deck. Look out for cards that can be equipped with powerup cards in the deck builder and become INVINCIBLE.
Volume settings and music!
We've updated the sound and music library used in-game, added volume settings for in-game music and sound effects, and turned the volume up to 11! Ok that's not true, we've actually turned down some of the sounds. I think you know which one.
Deck builder love
The deck builder has seen some significant improvements in this release. We're onboarding players a bit with the deck builder now, and the deck builder has a filter menu to find the cards you want.
As always - please let us know what you think!
[ 2022-03-03 20:02:55 CET ] [ Original post ]
Hey everyone! We've been working hard on collecting impressions from the crazy release day yesterday and several changes have been made. Here's the list of changes in todays version: Story mode:
- Several card awards have been added for completing chapters
- Increased damage output for "Firecracker"
- Hero Tieto - Double hands attack no longer steals gold
- Story 1.1 to 1.5 difficulty increased
- Basic attacks on all villagers/townpeople/peasants
- 6 New Action cards
- 1 New World structure card
- 2 New highwind creature cards
- 1 New Hologev creature card
- 3 New world cards
Thanks for playing!
[ 2022-03-01 15:18:43 CET ] [ Original post ]
Everyone! The day we've waited for has finally arrived - Dragon Evo was released in Early Access today! If you haven't yet bought it, don't miss out on the 10% launch discount, and add it to your wishlist so you don't forget steamhappy
What to expect
The game you get to play today is still evolving, and we're very much open to feedback on the different mechanics and systems in the game. The game itself is fully playable - play the single player modes, match up against friends, form clans, unlock and upgrade cards and build decks! Please let us know on Discord or in the Steam forums if things aren't working and we're ready to help and fix! A preview of the story mode is available, but the story itself isn't implemented or added yet, this is still being worked on.
What's next
We're going to be taking in all the feedback we get in the following days to find out which things to focus on next, so let us know if you have thoughts on how the game could evolve, improve or change!
We hope you enjoy the game - see you online!
[ 2022-03-01 09:07:01 CET ] [ Original post ]
Hey everyone!
Only two days to go until we're out in Early Access, and we've been working super hard to fix the final few bugs reported by our play testers and reviewers. Today we released what will hopefully be the last preview build - an Early Access gold build if you will!
The last few weeks have been packed with quality of life improvements, improvements to the onboarding and tutorials as well as incorporating tons of feedback from the play tests - we're so thankful for everyone who contributed!
Screenshot from one of the new advanced tutorial screens
The whole team is preparing for release day, and if you haven't dropped by our Discord yet, don't hesitate to do so!
[ 2022-02-26 17:13:03 CET ] [ Original post ]
Hey everyone!
We're getting closer and closer to the final Early Access build! A new update has been pushed to address issues reported during the last weeks play testing. Thanks a lot to everyone who has been streaming the game, playing and reporting issues.
Please continue to report any issues you find.
Game balance:
- The Research point cost for hero starter packs and avatars have been reduced to prevent excessive grinding
- The Research point payout per game has been slightly increased
- Action points per turn has been permanently changed from 2 to 3
- The in-game help system has been enabled, you can find it on the main menu
- A reworked and improved card movement system has been implemented
- Vastly improved visual representation of targetted cards and board items
- Added animations to display action point and gold increase / decrease
- Added visual cues as to why certain in-game actions aren't allowed
- Fixed an issue where using certain cards would cause the game to break
- Fixed several AI issues
- Server performance and stability has been improved
[ 2022-02-18 11:36:09 CET ] [ Original post ]
Hey everyone! An update has been pushed to address some of the issues reported recently. Thanks a lot to all playtesters and (p)reviewers who are reporting issues. Please continue to report any issues you find. Game balance:
- Experimental change: Increase action points per turn from 2 to 3
- Added an in-game settings button
- Fixed an issue where the AI would attack with cards that couldn't attack
- Fixed an issue where attacking with some cards would not trigger attack back damage
- Fixed an issue where pressing "Continue" after an adventure would take you to the campaign screen
- Fixed several issues related to card placement and movement
[ 2022-02-16 12:12:21 CET ] [ Original post ]
Hey everyone! An update has been pushed to address some of the issues reported recently. Thanks a lot to all playtesters and reviewers who are reporting issues. Please continue to report any issues you find. New features:
- The tutorial presentation has been updated
- The AI turn speed has been increased a bit in scenario and tutorial matches
- Resolved an issue where some cards were missing their image
- Resolved an issue where some cards were missing an action
- Resolved an issue where the tutorial didn't end when you killed the hero card
- Resolved an issue where cards in the third tutorial were overly eager on killing themselves
[ 2022-02-16 00:49:34 CET ] [ Original post ]
Cards and rewards
One thing we haven't talked about in much detail is the different card types, how they work together and how you unlock and get new cards! Now that the launch is getting closer, we're really excited to share this update with you!
Card types
In Dragon Evo, you'll soon discover that there is a variety of different card types. Each card type has a specific (or several specific) purposes, and they all work together to form your deck and the cards you play in each game. Your deck consists of two card types:
The hero card
This is the "leader" of your deck. This special card must survive at all costs - if you fail to keep your hero alive you lose the game. The opponent hero card is also your main target - killing the opponent hero wins the game. The hero card has an assigned slot on the board and cannot move from this slot - however, it can often attack from this slot as long as you use positioning to your advantage.
Regular cards
These are the other cards in your deck. Regular cards come in different categories: vehicles, items and creatures. Vehicles generally affect other cards in play - either yours or your opponents. They often have more health than your normal cards, but are vulnerable to fire damage. Item cards are also played onto free slots on the board but are usually discarded immediately after being played. Their main ability is to switch up or majorly alter the game situation. Lastly, the creature cards. These cards often stay on the board for two or more rounds, deal and take damage, and can be used for board control. You'll learn a lot about these cards, their different bonuses and abilities as you play the game. As you progress in the game, you learn how to master and experiment with combining, timing the order and positioning of all your deck cards. In addition to the cards you have in your deck, you can also use other types of card during the game. These all behave differently.
Building cards
These are special cards that you unlock as you play, and after being unlocked are available to build in any game. Building cards are like "blueprints" - after they have been unlocked, you can build any of them during the game on one of the two available building slots. Building cards generally provide automatic bonuses and actions after being built, such as additional firepower, gold generation or other attributes.
Action cards
These cards are consumable - that means they are permanently removed from your collection after they have been used. They are however easy to collect and you will normally have an abundance of different action cards to choose from during each game. You can use up to four different action cards per game, and they can be used to heal your creature cards, put out a building on fire or restore a cards special abilities if it is poisoned or stunned.
Event cards
The event cards are chosen at the beginning of each game, and they are played automatically at a random time during the game - either for you or your opponent. In the beginning you have two unlocked event cards and you unlock new event cards as you play. Once you've unlocked a new event card it is added to your collection and available to choose from at the start of each game. However - you only get to choose from three randomly picked event cards from your collection. Event cards majorly switches up the game rules for a short period of time - for example duplicating your cards as you play them, increasing or decreasing certain card attributes or even removing cards from your board.
Unlocking new cards
Unlocking and upgrading cards (more on upgrading cards in a different devlog) can be done using Research Points (RP) - an in-game currency that is earnt in one of four different ways:
Playing games
Each game you play will net you a certain amount of research points. Depending on your effort during the match you may be rewarded with extra research points - and if you win you get even more!
Single player story and adventures
The single player campaign and standalone adventures have special rewards such as research points if you win them. Take on extra hard missions for extra big rewards!
Completing achievements
Completing weekly, daily or one-time achievements will net you a nice research point reward. The more you play - and win - the better the rewards!
Selling cards
As you collect new cards you may realize you don't need certain cards. If you don't want to spend them to upgrade other cards, dismantling (selling) them will pay research points. To unlock new cards you spend research points to buy unlock packs. An unlock pack will unlock one new card in one of four different categories: event cards, building cards, action cards or creature cards. When you unlock a new creature or action card you also get one copy of that card!
Unlocked event cards are added to your collection and immediately available to choose in the start of games, and unlocked building cards can be built immediately after being unlocked. When you unlock a creature card or action card, you also get a copy of that card.
Collecting cards
The unlock packs are how you unlock new cards to add to your collection, but one card of each is not enough! To get more cards, you open card packs. Card packs are available after each match you play, and at regular intervals when you log in. In addition, card packs are available as mission rewards, achievement rewards and bonus items. Card packs cannot be bought for research points, but the cards you have unlocked are added to the draw pool for card packs. Each card pack contains 2-4 cards, and the cards you get in the card pack are automatically added to your collection and can be used in decks, in-game or to convert to research points.
Summary
Creating a fair system for collecting and unlocking cards is hard, but after a lot of testing, we truly believe this system will work for everyone. The more you play, the more you get - investing time in the game both increases your game skills, and the variety of your card collection. Please let us know what you think, either in our forums or on Discord!
[ 2022-02-12 16:29:15 CET ] [ Original post ]
Here's a tiny development update from us here at Bromantic Games.
Build status
We are currently putting the final touches on the build that is going to be sent to approval by Steam for our Early Access launch - February 24th. As we mentioned in our last devlog, all major planned game features have been implemented and we're in full bug-fixing mode. As a small indie studio, "bug free" is a bold statement, but we're getting pretty close! Our current list is down to a mere 50 quality of life improvements based on some very early rounds of test feedback!
Early test round with the tutorial
Pre-release testing
We will open the game a few days early for some selected testers and reviewers, to see that everything is ready for launch. After launch, feedback from our players and supporters will guide us on where to go next, but the foundation is already pretty solid!
Come chat with us!
Want to see clips or talk with us? Join us at our discord server. Until then thank you for supporting us!
[ 2022-02-04 08:31:06 CET ] [ Original post ]
First of all, we hope everyone had a fantastic holiday and were able to spend some time with friends and family. At the end of last year we were finally able to settle a release date for Dragon Evo - more on that later!
What to expect from the Early Access release
We're happy to announce that all major planned game features have been implemented. As a small indie studio, "bug free" is a bold statement, but we're getting pretty close! As always, feedback from our players and supporters will guide us on where to go next, but the foundation is already pretty solid. What will you see and experience in the initial Early Access release?
Single player campaign
The first chapter of the Single player campaign is ready and will be released chapter by chapter each week after the Early Access release. The first part will be released on the release date, and we look forward to sharing the rest of the story with you.
Single player adventures
Looking for some interesting challenges instead of just pvp matches? We have created some really fun and challenging single player adventures for you to test your skills.
Ranked multiplayer
You will be able to test your skills against other players in ranked or unranked matches against human opponents. You can also add friends to play friendly matches which won't affect your rank.
Rewards and booster packs
Our card and rank progression system is integrated in all modes. All ranked matches and adventure games will reward you with different cards and items that allows you to rank up, discover new cards and features.
Deckbuilder
The deckbuilder is ready to go in the initial early access release. We'll keep improving the deckbuilding features and work with players to extend and improve it.
AI Development
We've put a lot of effort into creating a true-to-life AI which behaves and plays like a real opponent. While there's still progress to be made to make the AI unbeatable, the AI reacts to changing situation and adapts its tactics to utilize the entire game feature set to take you out. We're still working very hard on balancing, bug fixing and polishing, and we'll keep doing that until the Early Access release on Feb 24th. We hope to see you in-game very soon!
[ 2022-01-14 10:34:30 CET ] [ Original post ]
Welcome to the first devlog! Today we're summing up everything that has happened since the Steam page went live a little over a week ago!
Steam page launch update
After launching the Steam page, we've received lots of feedback from players with questions about everything from AI to campaign and card packs. We'll soon be posting a detailed overview of how the game works with some gameplay examples, so stay tuned. In the meantime we'll try and answer any questions you have if you get in touch!
AI update
One of the two major things we've been working on after the Steam page went live has been the AI. Providing a great single player experience is important to us - whether you want to try out a new deck or card combination, or if you're playing the single player campaign or adventures, we always want you to be adequately challenged. Since we're a small team with limited resources, we've decided to not implement a neural network AI in the veins of some other card games, but rather go for a deterministic / heuristic AI which tries to play out one or several known strategies. We call it a "plan-based" AI, where the AI will plan ahead with a goal in mind and then try and execute that plan. The AI re-evaluates its plan throughout the entire game to make sure it's still both valid and a good idea, so there's a good chance you can try and counter its plan. If you do, expect it to come up with a new plan to defeat you!
The AI will evolve over time with additional capabilities, plans and strategies. We'll share more as we keep working on the AI and its features!
Animations and oomph
One of the feedback comments we got most often since the trailer release and Steam page launch was that the game lacked a certain ... "oomph", if you will. We agree that it looks great sometimes, but there was still work to be done to replace the placeholder animations with something that has a bit more "POW" to it. This week we worked on adding action and movement animations to make sure that the game feels more "alive".
In addition to hit animations, bleed animations, attack and movement animations, we also added target reticules when dragging and dropping cards, with different icons for different action types such as moving or attacking. We also added a snazzy little animation when killing a card.
Moving forwards
We're still working hard on getting the game closer to early access release, and there's lots of stuff to show, still. Until next time!
[ 2021-11-16 07:31:39 CET ] [ Original post ]
The Dragon Evo Steam store page is now live, and if you haven't already had a look at the trailer, check out the preview trailer now: [previewyoutube=l3bTLrPpuQA;full][/previewyoutube] We'll keep you updated with upcoming devlogs as we keep working on getting the game ready for Early Access. If you want to have a chat with us, you can join our Discord server or just let us know in the forums here.
[ 2021-11-07 14:37:59 CET ] [ Original post ]
- Dragon Evo Linux Depot [751.8 M]
Set up and equip your favorite deck combined with specialized building cards to support your tactics. Utilize the special abilities of your hero card playing to the strengths of one of three factions to turn the battle in your favor, but beware - the lands in the Dragon Evo fantasy universe may turn out surprise you with its game changing event cards!
Full cross-platform matchups
Play matches in ranked or unranked multiplayer modes - against your friends or random opponents across all supported platforms. Test your decks in single player modes or experience the exciting story of Dragon Evo in one of the two single player modes: campaign or adventure!Dragon Evo is a unique tactical card game blending a touch of RTS with the thrill of RPGs and the best of deck building games.
With our favorite elements from role playing, strategy and deck building / card games, it's a game like no other - a truly unique experience spanning across genres.
Managing your available resources is an important part of the battle game. Moving cards around the board and using card actions cost you either gold, action points or both, making it vital to keep your resource supplies stocked!
Not content with a rock-paper-scissors approach to health points and actions, your card attacks come in one of four different categories - close combat, ranged, flying or burrowing attacks - each with their own strengths and weaknesses. Mastering them and knowing how to counter them is what makes the winners winners.
In addition to cards generating gold and action points, special building cards affect your and your opponents resources, bringing an extra strategic dimension. Stealing or destroying your opponents resource supply can be just as effective as taking out their cards, and bringing down one of their buildings can turn a flawless strategy to a mindless loss!
Pick up equipment cards throughout the game to enhance and extend your deck beyond your playable cards.
As you progress through the game you'll encounter new and more powerful equipment card requiring you to level up your cards to be strong enough.
Equip your deck with powerful or creative item cards to make decks noone ever seen before, or turn the battle with just the right action card.
We're huge fans of deck builders and card games, and we're bringing our favourite parts of both genres to Dragon Evo.
Create a deck of 15 cards plus your hero card, equip it with equipment cards and bring it to the board. With your entire deck available to play at the beginning of each match, timing card plays and chaining effects and planning to execute your tactics is crucial to winning, with many card actions dependent on each other to succeed.
With tens of different event cards that may be played at any time during the game, no two games are the same! Pick one of your unlocked event cards at the start of the match - will you choose an event that will be devastating to your opponents tactics or one that nudges the game in your favour? And which card did the opponent choose?
Each faction in the DragonEvo universe has their own set of specializations, taking advantage of one type of actions, and being more or less vulnerable to different tactics.
The military machine that is the mighty Rutai Empire specializes in powerful up-close combat. Seemingly overpowering, taking down the empire will take more than simple numbers.
Fighting the Rutai empire any chance they get, the Hologev resistance specializes in ranged actions. Not as powerful as the Rutai, but hard to counter - the Hologev is a newcomer favourite!
Once the ruling faction, guardians of peace and equality, the Highwinds has since been overthrown by the Empire. With their vast range of different action types, knowing how to play - and how to counter - the Highwinds is an exercise in creativity. Hard to master, but equally hard to play against.
Progressing through the game, you unlock new capabilities and cards that you may find in your card packs - cards to be used in-game, to equip your deck, event cards or even building cards! Knowing your opponents will be on the hunt for that killer card combination, upgrading and unlocking new cards and equipment is key to staying ahead!
Each game you play earns you a card pack with several new cards you can use to either upgrade your existing cards, enhance your deck, or even create entire new card decks. Winner packs will give you better rewards, but do your best and even a loss can turn into a bonus!
Play games to gain special research packs that lets you unlock new cards and equipment, and if you want an even greater challenge, unlock new heroes with hero card packs.
Play, don't spend
Our unique in-game progression system lets you play to unlock additional content as you get stronger and more experienced. Players can buy special unlock packs to unlock cards without having to play, but our card progression and level-up system is linked directly to played games, putting players on equal footing as spenders - no more pay to win!As you collect more cards, you'll realize that some cards are weaker than others, even of the same type. Use them to upgrade your best cards to become even more powerful!
Combine existing cards of the same type and pay the upgrade cost to upgrade your cards and unlock new equipment or just become stronger, making it even more satisfying to crush your opponents.
- OS: Ubuntu 20.04+
- Processor: Intel or AMD Dual Core or BetterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GTX 960 or equivalent
- Storage: 650 MB available space
- OS: Ubuntu 20.04+
- Processor: Intel or AMD Quad Core or BetterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GTX 1030 or equivalent
- Storage: 650 MB available space
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