TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )



Name

 Abalon (formerly Summoners Fate) 

 

Developer

 D20Studios, LLC 

 

Publisher

 D20Studios, LLC 

 

Tags

 Action 

 Indie 

 Strategy 

Casual 

 

RPG 

 

Adventure 

 

Simulation 

 

Free to play 

 

Sports 

 

MMO 

 

Racing 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2023-05-11 

 

Steam

News

 29 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1681840 

 


LINUX STREAMERS (0)




Update #32 v1.35.0 Requested Fixes Before Next Major Update

Welcome New Players!
Warm D20Studios welcome to all of our newest Abalon players! Thank you so much for sharing your feedback in-game, on Discord, and on our Steam community page.

Ive got our next major update scheduled to roll-out a little later this month that aims to add some highly anticipated player requested features. For now, heres a quick update to take care of those bugs youve reported and keep your games running smooth!

v1.35.0 Release Notes


  • Fixed bug where, when a bug triggers before auto save has completed, player's world is not populated with a boss key, skeleton keys, or soul gems. (Thanks SuperKickParty, Goo Sack!, tyr77987 and )
  • Fixed bug where playing Abalon in offline mode would generate a "Steam Connection Error" repeatedly throughout the process of starting an adventure and selecting adventure options and result in a bug report being triggered once the adventure starts (which could then cause cascade bugs, such as the boss key not being populated or starting with the the wrong character). (Thanks Goo Sack!)
  • Fixed bug with rendering ultra high monitor DPI resolution 1365x720 with 300% scaling (Thanks kdgamers).
  • Fixed bug where weapon/armor cards were showing the Consumable keyword when they were of the "goes in deck" type rather than the "satchel" type. (Thanks aPot).
  • Fixed bug where switching between Deck and Satchel tabs in the progression menu would sometimes not switch the mana icon to a satchel icon if the same card was immediately rendered.
  • Fixed bug where, if the last enemy unit defeated is a minion summoned by a Dreamstealer, the lore hidden in that map doesnt drop. (Thanks Fonz)
  • QoL Changed description of Lifesteal keyword from Heals when dealing damage to Heals by damage from its attack up to targets remaining life to clarify that the ability only works with attacks (not spells/other abilities) and that you cant suck extra life out of a 1/1 squirrel if you overkill it. (Thanks Sinzar)


    Thanks for reading, and remember you can show your support for the continuous development on this game by writing us a Steam store page review :)

    ~Ross


  • [ 2024-05-08 06:03:27 CET ] [ Original post ]

    Update #31 1.34.3 Patch #3

    v1.34.3 Patch Notes

    This patch is intended to fix the Ultra High DPI Monitor issue we were seeing in the bug reports that prevented the game from running full-screen on those really fancy ultra-wide gaming monitors.

    Special thanks to Chaplin for providing some additional help that allowed me to reproduce the issue. Awaiting a confirmation that we've resolved it for certain and then I'll update this post :)

    Update (4/16/24):
    We have confirmation that this fix does solve problem. However, if a player has previously rasterized the graphics in the old version, it's necessary to clear the cache so the patched version can re-rasterize the textures within the GPU resource limits.

    Here's how to do that:
    1) Force the rasterizer by exiting full screen (Ctrl+F) then re-enter full-screen mode (Ctrl+F) again.
    or
    2) Delete the existing cache: C:\Users[UserName]\AppData\Roaming\com.d20studios.abalon\Local Store\assetCache and restart the game

    Minor versions don't require re-rasterization of the graphics which is why this manual process is needed. When we update the game to next major version (1.35) the rasterization will occur automatically.

    [h3]Infinite Loading/Black Loading Screen:[/h3]
    Id also love to create a proper fix for the black screen/failed loading issue.
    Ive been unable to reproduce this bug, so if youre experiencing this and would be willing to chat with me on Discord, Im sure I could get it resolved.

    Thanks for your continuing feedback and support everyone!

    ~Ross


    [ 2024-04-15 20:15:24 CET ] [ Original post ]

    Update #31 1.34.2 Patch #2

    v1.34.2 Patch Notes

  • Fixed bug where opening the map and pressing the confirm button (ex: space bar) generated an error. (Thanks Rakaran and Vincent for the repro steps)
  • Fixed bug where switching the map to a different floor and then attempting to select a cell with the keyboard or controller would generate an error. (Thanks darkmage101_ and Swiftflame)
  • Fixed bug in Korean translation where attempting to play endless in Survival would lock up the game (Thanks )
  • Fixed bug where starting an adventure could potentially lock the game in an error loop if the final selected card choice isnt hidden before the title screen is disposed. (Thanks MediocreJoker and Gizmo)
    [h3]Ultra High DPI Montiors:[/h3]
    Im still trying to fix the 6K+ monitor resolution issue.
    If you have a really high DPI monitor (6K+) and would be willing to help me debug this one, Id greatly appreciate it!

    [h3]Infinite Loading/Black Loading Screen:[/h3]
    Id also love to create a proper fix for the black screen/failed loading issue.
    Ive been unable to reproduce this bug, so ff youre experiencing this and would be willing to chat with me on Discord, Im sure I could get it resolved.

    Thanks for your continuing feedback and support everyone!

    ~Ross


  • [ 2024-04-13 01:10:52 CET ] [ Original post ]

    Turn-Based Thursday Festival



    [h2]Turn Based Thursday Festival[/h2]

    Abalon is proud to be featured in the Turn-Based Thursday Fest. Running April 4th - April 8th, the festival highlights a curated selection of turn-based games of all kinds.

    [h2]Abalon Arena Demo[/h2]

    We're celebrating with both a continuation of our ongoing discount and another run of our upcoming multiplayer, Abalon Arena, with a free demo that enables you to battle versus or together with your friends online or on the couch (and full Steam deck verified and controller support, too).

    Check it out and let us know what you think!
    https://store.steampowered.com/app/2352400/Abalon_Arena/

    [h2]Thank you for your feedback![/h2]

    I'm so glad everyone is enjoying our recent Fast Adventures update! We've received such a positive response to the new addition so far - thanks for letting us know how you feel! I aim to continue updating Abalon with more great features, so please keep sharing your feedback in-game and here on Steam :)

    [h2]We'd love your Steam Review[/h2]

    Aside from already being a valued player, the best way you can help support our game and development of Abalon is to write a Steam review. This helps improve our discoverability by letting other members of Steam community know you're having a great time. I also personally read all reviews to address feedback and further improve the game.

    Here's how to leave a review:

    From your Steam library, select the thumbs up or thumbs down and write a sentence or two about your experience. If you're dissatisfied with the game in anyway, rest assured, it's my mission to rectify that however I can, so please let me know what I can do for you.

    I appreciate all of your support!

    See you on the battlefield!

    ~Ross


    [ 2024-04-04 19:20:17 CET ] [ Original post ]

    Update #31 1.34.1 Patch #1

    v1.34.1 Patch Notes

  • Fixed bug where AI sync could be caused in Fast Adventure when defeating a boss results in a skeleton spawning on the satchel and triggering a choose card before the victory prompt. (Thanks Kaaz)
  • Fixed bug with German translation that made it impossible to progress past the Unit Abilities tutorial after acquiring Oaks End. (Thanks Balalaikalakalla, Shosen, silku, Asha93, BartucKdB)
  • Fixed bug where closing the map then immediately hitting the confirm action would throw an exception. (Thanks Shirosasaki)
  • Fixed bug where canceling fast travel would result in the map cursor getting stuck until closing and reopening the map.


  • [ 2024-03-27 02:01:53 CET ] [ Original post ]

    Fast Adventures


    [h2]Happy spring, my D20 Fans![/h2]

    Im thrilled to announce the release of Fast Adventures, our 9th major update for Abalon. Fast Adventures delivers shorter runs with more diverse encounters. Instead of starting with a single character, you choose your party and spells right from the start and explore a biome-diverse open world to hunt the bosses and fulfill your cosmic destiny!

    This update was inspired by content creators Retromation and Wanderbot, experts in the roguelike genre who have suggested shorter runtimes are a key factor to engagement and having an enjoyable experience. Why? A 50-60 minute run is a sweet spot of attention span - enough to sample and witness the possibilities, culminating in a meaningful end goal where the building blocks of whatever strategy youre going for pays off in a rewarding fashion.

    At its heart, Abalon is a game that strives to encourage player creativity through the exploration of different character and spell combinations. I hadnt realized until we took the time to implement this feature, but I have to agree that they were right! Shorter runs offer a very gratifying experience, after which you feel revved up to try another run with a new team. Thank you Retromation and Wanderbot for your feedback and your lets play series that have helped so many players discover the awesomeness of roguelikes. We dedicate this build to you.

    About Abalon's new "Fast Adventure" Mode:

  • Complete a full adventure run within 60 minutes
  • Instead of starting with only a few cards and a single character, start with a complete deck and party of your choosing.
  • No lore or boss key drops. Boss locations are indicated on your map.
  • Start with gold so you can purchase artifacts and consumables from shops.
  • Instead of limiting consumables to battle prep only, you can now use them anytime during combat.
  • Soul gems acquired by defeating elites can be saved ininventory and selectively used on bosses you choose.
  • Do more in less time: Explore an open world filled with multiple environments and dungeons and a greater variety of monsters and encounters to experience.
    And thats not all I'm also addressing other player feedback and suggestions in this build as well!

    Choose Your Playstyle
    One of Abalons signature mechanics, called by some players the cards as stamina" mechanic, is that cards do not reshuffle into your deck until resting at a campsite. It's intended to provide an element of resource management and put focus on maximizing the tactical position and abilities of your units. A lot of players love it and some do not.

    To address this feedback, Ive added another new feature called Choose Your Playstyle where you can customize your game experience after choosing difficulty.


    [h2]Signature Style[/h2]
  • Cards do not reshuffle into your deck until resting at camp.
  • Maximize your run score multiplier by activating unlocked challenge modifiers.
    [h2]Traditional Style[/h2]
  • Cards reshuffle into your deck after battle.
  • View cards in your enemys hand to anticipate (not predict) their intent.
  • Summoners and Guardians have permadeath regardless of game difficulty.
    And for those players whove been asking for a more purist version of our original release, Ive added a new challenge modifier you can tack onto the Signature Style:

    Forbidden Relics: You may not use artifacts.

    This challenge echoes back to our initial launch before artifacts were included and makes the game a lot harder. As such, this challenge grants a 20% score bonus at the completion of your run.

    Card Cycling
    Additionally, for those who have expressed desire for more control over your cards (particularly the cycling of cards) Ive implemented a new set of actions you can use on cards in your hand to manipulate your deck and gain the advantage:

  • Replace: Draw a new card and reshuffle this card back into your deck. (Use only on your first turn)
  • Recycle: Place card at the bottom of your deck.
  • Discard for Mana: Place card in discard pile. Discard two cards in the same turn to gain 1 mana.
    Jokers Last Stand

    This past November, I was a guest of Twitch streamer AlchemistJoker. The two of us had met in person at the Seattle Indies Expo where Id showcased Abalon. Hes got a great charism and natural upbeat energy that really reignites your passion for games. During the stream, the hazards and enemies of Abalon put his gamer skills to the test. His run culminated in an epic battle in the Sandpit Arena. Low on resources as the last surviving member of his party, wave after wave of marauders and a monstrous cyclops set the stage for what was sure to be his defeat. It was here Joker and I agreed if he could someone manage to survive, Id commemorate his achievement with something special: a card made in his honor.

    Never doubt the resolve of a determined gamer - because despite the odds stacked against him, Joker made his last stand and defeated the hordes of the arena in an epic showdown. Today I make good on my commitment to Joker, with the addition of the following new card created in his honor:



    May you, too, make a lasting impression in your next run!

    Content Creator Spotlight: Yukmouth
    We're thrilled to have positivity focused streamer, Yukmouth, kicking off the launch of Abalon Fast Adventures with a stream Monday morning starting at 7:30AM PT. Yukmouth is well known for streaming CCGs including Hearthstone, Storybook Brawl and Fairy Tail Fables.

    Tune in to watch the broadcast on his Twitch channel: https://www.twitch.tv/yukmouth

    v1.34.0 Release Notes

  • New Game Mode: Fast Adventures is a new game mode where you choose your team and hunt bosses in a large multi-biome world. Complete an entire run in 60 minutes or less!
  • Choose your Playstyle: Weve introduced play styles as a way to customize your experience in Abalon. Youll choose your playstyle after picking difficulty to gain different abilities and challenges.
  • QoL: Player Panels - The new player panels indicate which player is currently taking turn as well as display their current deck count, mana, and number of cards in hand. If an opponent plays a surprise, the mana count is hidden and instead youll see a question mark indicating the number of active surprises that player has on the board.
  • QoL: Map Tabs - The world map now includes tabs that let you quickly view different dungeon floors and fast travel to them without having to navigate to a staircase, cave or portal first.
  • QoL: Satchel Cards - All satchel cards can now be played at anytime during exploration or battle. Save your potions and drink them on demand when needed! As such, the Flexible keyword has been removed.
  • QoL: Card Cycling - Gain more control over your deck with the ability to replace cards in your hand at the start of your turn, recycle cards to the bottom of your deck, or discard two cards for an additional mana.
  • New Challenge Modifier: Forbidden Relics: You may not use artifacts.
  • New Challenge Modifier: No Second Chances: You may not replace or recycle cards.
  • New Artifact: Chrono Spectacles: View the cards in enemys hand.
  • New Artifact: Incinerator: You may discard unlimited cards each turn for mana. Gain 1 mana for each card.
  • New Consumable: Jokers Last Stand: Downfall: Deal 10 damage to visible enemies. Revive with 5 life.
  • Balance: All Artifacts are now unique (there can only be one instance acquired for an entire adventure). Removed the Unique keyword from all artifacts since they are all unique now.
  • Balance: Removed the Satchel Card keyword. Satchel cards are now either Artifacts (permanent abilities) or Consumable (one-time use abilities). All consumable cards can be stacked. Artifacts cannot be stacked.
  • Balance: Collar of Devotion changes from The next animal you summon gains Loyal until resting at camp to Change an animal guardian into a loyal unit. Its gold price increased from 1350 to 1500.
  • Balance: Iron Oath changes from Transform a Guardian into a loyal unit to Change a non-animal Guardian into a loyal unit.
  • Balance: Pyramid Vaults ability changed from You may play satchel cards during battle. to Choose 1 of the next 3 cards in your deck and add it to your hand. It costs 5 less. Its gold price was reduced from 1575 to 1000.
  • Balance: Dreamcatchers ability changed from You may recycle cards to the bottom of your deck instead of discarding them for mana. to Once per battle, you may cast a discarded card as you would from your hand.
  • Balance: Strength Potion can now stack. Gold price increased from 300 to 450.
  • Balance: Imperial Dragon gains Immune (Freeze)
  • Balance: Increased cost of Raise Dead spell from 2 to 3 mana.
  • Balance: Mana potions can now be found in survival mode.
  • Balance: Time Traveler effects now return ally teammates to the board at the start of their next turn instead of the player who cast the time travel effects turn.
  • Fixed Bug where changing orientation while world map is open results in world map tiles being unpopulated.
  • Fixed Bug where after viewing Progression, then attempting to inspect a deck, it shows the stats panel instead of that deck.
  • Fixed Bug where Mad Metal Max was not appearing as a potential boss type in the desert.
  • Fixed Bug where player gets a null exception if they try to open their satchel after entering a portal to the next world just after the units vanish from the screen.
  • Fixed Bug where using the Reset Stats option in progression was not clearing the players prior run history.
  • Fixed Bug Where players snow biome world could spawn with one less campsite than expected (there should be at least 4 campsites per world)
  • Fixed Bug where an AI Sync Issue could occur due to the use of equipment (ex: bow and arrows) which caused status effects (the new melee attack) to be removed when the bow and arrow is removed as a result of removing units. (Thanks YuraConst)
  • Fixed Bug where unique artifacts could be discovered again in subsequent chapters of a run.
  • Fixed Bug where a cardView being animated (i.e. doobered to the deck/discard) could suddenly vanish if another instance of it is drawn to hand before the doober animation completes.
  • Fixed Bug with Chinese localization: "Arch Angel" should be translated into "" instead of ""
  • Fixed Bug where players could lose buffs or debuffs earned from fate encounters from retreating instead of winning the battle.
  • Localization updated and improved translations for all supported languages.
    Abalons Major Updates:
    For those new to our community, we pride ourselves on responding to player feedback to continuously improve the game. Heres our past major updates to the game (not including many more regular updates that also addressed player feedback):

  • Masters and Minions Aug 15 2022
  • Harvest World Oct 25 2022
  • Croakus Lord of the Swamp Nov 21 2022
  • Demon Realm Dec 16 2022
  • Land of Ice and Snow Feb 16, 2023
  • Cyber Lizard Wizards May 11 2023
  • Treasure Trove Jul 19 2023
  • Horde Survival Oct 12 2023
  • Fast Adventures March 25 2024

    On the Horizon
  • Improving artifacts with a new interface that allows you to see the original card icon, view the artifact cards, and equip/remove items from your characters so you can safely invest in upgrading guardians without fear of losing your artifacts upon their death or removal from the party.
  • Upgrading the leaderboard with more categories (ex: top fast adventure player, top traditional player, top hardcore player, highest challenge completions, etc.)
  • Improved AI (3.0 Engine)
  • Multiplayer with Abalon Arena
    Support Our Community
    Love what were doing here? Help support Abalons development by writing/updating a Steam review, sharing Abalon with a friend, and wishlisting our upcoming title, Abalon Arena.

    Thanks for reading and being a valued player in our community!

    ~Ross


  • [ 2024-03-24 14:30:22 CET ] [ Original post ]

    WINGS 2024 Women's Day Event



    WINGS 2024 Women's Day Event

    D20Studios is proud to participate in the WINGS 2024 Women's Day Event on Steam, featuring over 400 games created by women-led studios. Looking back on our dev journey for Abalon, which began in 2016, we have a lot to celebrate thanks to the accomplishments of the women on our team.

    [h2]Kelly Przybylski[/h2]

    Kelly and Ross Przybylski

    Kelly Przybylski is my wife and studio co-leader. She heads up our marketing and creative. Her efforts were instrumental in growing our community and successfully funding our Kickstarter in 2017. Engagements she's crafted over the years have included community voting on artwork direction, newsletter updates, and my personal favorite "Kelly Comics" some examples of which you can find below:


    Kelly has a strange yet delightful sense of gaming humor

    Kelly is also responsible for our most innovative character designs, such as the Celestial Steampunk Timekeeper Rats. My best idea was something akin to the traditional sewer rat mutant, to which Kelly replied "Boring!!" and instead pitched a race of sophisticated and dapper rats dressed in steampunk who had the uncanny ability to control time. It's amazing ideas like this that I'm so grateful to work with Kelly. She brings so many totally original and refreshing ideas that allow our game to go where no other game has gone before.


    In game character models for the Celestial Steampunk Timekeeper Rats. These character have abilities that manipulate time, such as slowing enemy movement and teleporting allies to the future.


    Key Art of the Timekeepers illustrated by our concept artist Marvin Blattert.

    Kelly enjoys many tabletop games including Hero Quest, Magic the Gatheirng and Warhammer (for which she has painted a spectacular Tyranid army) - and of course Abalon. For the duration of the event, we're streaming a throwback video on our store page from our initial early access launch (when Abalon was still called Summoners Fate) with Kelly herself playing and discussing the game. Hope you enjoy!

    [h2]Laura Palavecino[/h2]
    Another woman we'd like to recognize today is Laura Palavecino who hails from Argentina. Laura is an exceptionally talented artist who made a significant contribution to the game by redesigning the look and feel of our UI.


    Laura named the signature textured stone look of the HUD "Blue Fate". The UI is more than just buttons and HUDs, though. Laura also helped improve the character movement and interactive flow and aesthetics.

    Coming Soon

    We'd planned to launch our next major update in conjunction with this event, but after some initial testing, we realized there's still a few bugs we need to work out with the procedural generation algorithm before it's ready to roll out - so we're rescheduling the launch for later this month.

    Among other player requested feedback and QoL improvements, our next update will include the new "Fast Adventure" featured that was inspired by content creators like Retromation and Wanderbot.

    Here's what I can tell you about it so far:

  • Single large world with multiple biomes
  • Three bosses to hunt - No Boss Keys - you'll have the location of each boss identified on your map from the start
  • Targeted average completion time 80 minutes
  • Simplified resource HUD - (Gold, Marshmallow, Dice, Keys) only
  • Elites will drop soul gems, but they will be consumable satchel cards instead
  • You'll be able to play satchel cards during battle
  • No lore for fast adventure (because... well reading is not very fast)
  • You'll start with a full party and at your health max

    The goal of fast adventures is to fuel faster, more diverse runs that encourage players to explore the different summoners and experiment with creating different teams. So far in testing, the diversity in biomes gives exploring vibes reminiscent of top down Legend of Zelda, with deserts or swamps adjoining forests and staircases leading to underground dungeons.

    We're also aiming to address the player feedback around our signature "cards as stamina" mechanic by providing alternative play modes with different advantages/disadvantages. For those that have enjoyed this mechanic, you'll be able to double-down on it with a more "survival" path. For those coming from traditional deckbuilders and expect card cycling, there will be an alternate path that lets you recover your entire deck each battle (but with some attached disadvantages so as not to break the overall balance).

    Share Your Feedback
    As always, I invite you to share your feedback with us so we can continue to improve the game. For bugs or improvements you observe while playing, it's best to report in game using Menu -> Share Feedback (as this captures a reproducable bug state to make fixes faster).

    For overall ideas/suggestions, use our Steam community forum or come chat with us directly on Discord.

    And, of course, the best kind of feedback is a Steam review. This helps us understand our strengths/weaknesses and gives our community a boost so more players like you can discover and enjoy the game.

    Thanks for reading!

    ~Ross


  • [ 2024-03-01 19:00:45 CET ] [ Original post ]

    Abalon Arena - Last Call for Current Public Demo


    Abalon Arena - Public Demo

    Just a quick reminder that our public demo for Abalon Arena (the multiplayer version of Abalon with support for up to four players, including online and, as of today, local couch-coop) will be closing on Monday, February 19th.

    If you haven't already checked out the free demo, be sure to login and give it a go here:
    https://store.steampowered.com/app/2352400/Abalon_Arena/

    Also, wishlist and follow the Abalon Arena store page for updates on the development progress and future demo opportunities.

    Thanks so much!

    ~Ross


    [ 2024-02-17 02:46:50 CET ] [ Original post ]

    Abalon Arena's First Public Demo Now Live for Steam Next Fest!



    [h3]Greetings D20Studios fans![/h3]

    Today, I'm super excited to announce the release of our first public demo for Abalon Arena that will run for the duration of the Steam Next Fest and through the following week for Steam's Remote Play Festival.

    https://store.steampowered.com/app/2352400/Abalon_Arena/

    For those unfamiliar, Abalon Arena is our multiplayer-focused game in the Abalon series. This demo features the ability to create custom game lobbies with support for up to four players in 1v1, 2v2 and coop vs bots. The demo will run for the duration of the Steam Next Fest and through the following week for Steam's Remote Play Festival.

    Full details available here: https://store.steampowered.com/news/app/2352400/view/4021220068120318348?l=english

    Be sure to Wishlist and play the demo while it's available :)

    ~Ross


    [ 2024-02-05 20:25:20 CET ] [ Original post ]

    Abalon Map Editor Available Free

    In anticipation of our upcoming public demo for Abalon Arena, I've created a free map editor available to anyone interested in creating and testing their own custom battle maps.

    Download the standalone Abalon Map Editor for Windows:
    https://d20studios.com/abalon/downloads/mapEditor.zip

    Watch this tutorial video to learn how to install and use the tool:
    [previewyoutube=arU0evsnPy4;full]https://www.youtube.com/watch?v=arU0evsnPy4[/previewyoutube]

    Share your custom maps here in our Steam community on our Discord or email your map data to me directly at ross@d20studios.com for consideration to be included in the game.

    Have fun creating!

    ~Ross


    [ 2024-01-18 20:05:07 CET ] [ Original post ]

    Happy Holidays from D20Studios


    It's a 3 vs. 3 goblin snowball fight, but no-one said building a snowman was against the rules! Hope this playful piece from our concept artist, Marvin, brings you a smile :)

    Happy Holidays from D20Studios

    2023 was an exciting year with the 1.0 release of Abalon andseveral major updates, too! I'm looking forward to delivering even more next year, including our mobile build of Abalon and our multiplayer title, Abalon Arena.

    I'll be continuing to support Abalon with new features and updates such as:

  • Ability to use satchel cards during battle in adventure mode.
  • Persistent artifacts on guardians when defeated/removed from party.
  • Equip/dequip feature to customize heroes
  • New Game Mode - Fast Adventure
  • Addressing more player requests

    I'm also looking into how I can address player feedback regarding the "cards as stamina" mechanic, which is one of Abalon's signature features. It's intended to provide an element of resource management and put focus on maximizing the tactical position and abilities of your units. A lot of players love it and some do not.

    During early access, I introduced artifacts as a way to modify the rules (for example, allowing you to recover cards after battle, increase your max hand size, etc.). While this helped some, it didn't fully solve the feedback. And, interestingly, some players now want to see challenge modifiers to eliminate these artifacts and bring Abalon back to it's survivalist beginning.

    Since Abalon is all about fueling player creativity and satisfying lots of different play-styles, I'm thinking some alternate play modes might be the way to go. Pure survivalist route for some. And a more deckbuilding focused route for others. The key is to find ways to balance these changes so the game remains challenging. Maybe a more traditional deckbuilder mode has tougher enemies or you can't take guardians? I'd love to hear your thoughts and ideas on this :)

    Prerelease Testing for Mobile & Multiplayer
    If you're a current Abalon owner and can't wait to try out our upcoming mobile launch and/or multiplayer features and would like to shape the development by contributing feedback, we're running a closed-beta test. Information available in our Discord in the #multiplayer channel: https://discord.gg/d20studios


    You can also Wishlist Abalon Arena here:
    https://store.steampowered.com/app/2352400/Abalon_Arena/

    End-of-Year Goal Achieved: 300 Steam Reviews!
    Thank you so much for being a valued player and supporting our games' development. I can't express enough how much I appreciate our community and all of yourinsightful feedback that has helped us grow and improve.

    I'll be working through the holiday season, though expect my availability to be more limited than usual as I take some time to spend with my family. If you have issues with the game or want to share feedback, I'll have Discord and Steam alerts running and do my best to respond. You can also report feedback in game using Settings -> Shared Feedback which will provide me with a gamestate I can use to quickly repro and fix any issues.

    ~Ross


  • [ 2023-12-23 01:59:55 CET ] [ Original post ]

    Update #30 1.30.2 Patch #2

    v1.30.2 Patch Notes

  • More Starting Character Choices: Added additional starting character choices for players to choose from. For the demo, this includes the Druid, Pyromancer and Battle Mage. For the full game, this includes (in addition) the Fighter Mage, Ice Queen and Liche King.
  • Fixed Bug with language support by adding support for Steam to auto start with selected game language for German and Brazilian Portuguese without having to select it in the language menu when starting the game.
  • Fixed Bug where the Brazilian version of Portuguese was not listed in Steam language menu.
  • Fixed Bug where the orc shaman was not healing closest ally after inflicting damage with its attack.(Thanks Co0kieL0rd)
  • Balance Changed the behavior of Inflict Freeze, Inflict Vulnerable and Inflict Daze so they no longer require melee attacks. This means, if you equip a bow and arrow on an ice golem like Frostilicus, it will now freeze when shooting enemies in addition to freezing with its melee attack. (Thanks Co0kieL0rd)
  • Fixed Exploit: If you have a guardian with regeneration you can enter and retreat from a fight over and over again and bring them to full health. The new rules make it so that if you retreat as your first move (without rolling a dice) the life recovered from the first turn regeneration is lost. (Thanks Lord Cameron)
  • Fixed Bug where it was possible to use the Hero Doll card to obtain a copy of a guardian already in your party. Since only 1 guardian of each type can be included in a team/deck, this card has been changed to exclude guardians already encountered in your adventure. (Thanks Lord Cameron)
  • Balance: Increased damage Frog Demon Heart deals from 1 to 2. Increased its gold cost by 100. (Thanks Lord Cameron)


  • [ 2023-11-22 21:22:55 CET ] [ Original post ]

    Update #30 1.30.1 Patch

    v1.30.1 Patch Notes

  • Fixed Bug where units revived by Scroll of Resurrection or Raise Dead might vanish after being revived (Thanks PorkDiesel and Dustbunney)
  • Fixed Bug where loading a Horde Survival game after having played equipment based satchel cards could result in having a negative mana balance. (Thanks Dustbunney)
  • AI Improvement: Fixed reported bug where AI was casting Flash Bomb on its own units instead of enemy cluster. I added a special trait for AOE related actions to improve how the AI uses this heuristic (Thanks Pork Diesel)
  • Fixed Bug where player found another copy of unique satchel artifact after having already discovered it in Horde Survival. This unique satchel bug is actually caused by the fact that the space on which the satchel is dropped is storing a shop, so it reuses the same card choices as earlier in the level. The solution is not to store shop property on spaces. (Thanks PorkDiesel)
  • Fixed Bug where attacking and killing a Skeleton Captain with a Vampire Lord could result in increasing the remaining health of the enemies skeletons. This occurred because the unit was temporarily mind control before death, so I added an additional check not to mind control units with 0 or less life remaining. (Thanks PorkDiesel)
  • Fixed Bug where Dreamstealer would cast spells at the closest space (relative to the clockwise order) but not the closest space faced. (Thanks PorkDiesel)
  • Fixed Bug where losing on a wave would still count as having survived up to that wave number. (Thanks Dustbunney)
  • Balance Increased Deaths power and life stats.


  • [ 2023-11-22 01:20:42 CET ] [ Original post ]

    Update #30 v1.30.0 New Languages, New Waves, Balance and Player Requests



    Making Abalon the Best It Can Be
    Thanks so much to all of our players for continuing to share your feedback and positive support. I take all of your input very seriously, and I want to do the best I can to continue improving Abalon.

    This week I'm pleased to announce we've added support for two additional languages: German and Brazilian Portuguese. Additionally, I've added another 5 waves to endless survival mode, new NPCs that should keep quite challenged this round, more balance changes, and addressed a number of other player requests.

    Enjoy!

    Content Creator Spotlight: MacNcheese
    She's well known for her delightful Minecraft Youtube videos, but did you know she also enjoys roguelike deckbuilders? MacNcheese was also the wonderful host of the SIX Online earlier this month.

    I'm excited to announce Twitch streamer MacNcheese will be playing Abalon today starting at 12PM (noon) today (just a few minutes after this update went live).

    Tune in here: https://www.twitch.tv/macncheesep1z


    Content Creator Spotlight: AlchemistJoker
    We've got a special event planned for tomorrow with Twitch streamer, AlchemistJoker! We met at the Seattle Indie Expos where I'd showcased Abalon, and Alchemist also covered the SIX Online feature earlier this month. He's super energetic, charismatic and brings a lot of positive energy that reminds us all of the joy video games bring to our lives.

    Tune in to his Twitch Channel: https://www.twitch.tv/alchemistjoker


    When: Tomorrow - Tuesday, November 21s from 6PM-8PM (PT) where he'll playing Abalon. I'll also be on the stream (voice only) to answer his viewers burning questions about the development of the game and provide morale support as he explores Abalon and pits his wits against the monstrous hordes that await in his journey. Maybe we'll even play a PvP battle to showcase our upcoming game, Abalon Arena...

    v1.30.0 Release Notes

  • New Language Support: German
  • New Language Support: Portuguese
  • New Language Support: Updated translations for Simplified Chinese, Traditional Chinese, Japanese, Spanish, and Russian. Korean and French updates will be added soon.
  • Horde Survival: Added 5 additional waves to Horde Survival and new achievement.
  • New NPC Unit: Flesh Giant
  • New NPC Unit: Golden Death Reaper
  • QoL: Added Rest at camp to shuffle discarded cards back into your deck to the Cards tip prompt. Additionally, made the Cards tip prompt act as a regular tooltip so that it will now surface whenever drawing a card (regardless of whether or not you play the tutorial) provided that you have not selected the Got it button or Complete all Tips in the settings menu. (Thanks TART Raisin)
  • Demo: Changed the demo so that instead of ending at the start of the boss fight, playtime is unlimited but the portal to next chapter cannot be used until the full game is purchased. (Thanks TART Raisin)
  • Balance: The status effect applied from Polymorph is now considered a Debuff rather than a buff. This is so that units like the Fairy Queen will not remove the Polymorph applied when attacking. It also makes it easier for victims of Polymorph to remove the spell and change their unit back to its original form. The ideal combo is to polymorph and then immediately defeat the squirrel to remove the enemy unit (similar to how Smite requires damage before it can defeat a unit). (Thanks mr.kitty)
  • Balance: Units that have been created as the result of morphing into something else are no longer considered as added to the defeated unit stack. When a unit that has been morphed (ex: into a squirrel or into a copy of another unit) is defeated, it will revert back to its original form upon defeat. This means, if you defeat a polymoprhed Barbarian, then use a Raise Dead spell, you will now raise the Barbarian instead of a squirrel.
  • Fixed Bug: where mutating a unit polymorphed into a squirrel with Animal Growth would remove the polymorph instead of changing the squirrel into a squirrel mutant. The squirrel will now become a mutant with a permanent status applied, meaning that the mutant cannot be transformed back into its original form until it is defeated. (Thanks mr.kitty)
  • Fixed Bug: where a battle could lock up after winning if a unit had been polymorphed into a squirrel. What was happening was that, after the battle ended, the polymorphed squirrel would run away, but the enchantment would be removed, recreating the original enemy that was transformed and initiating an unplayable battle. With the additional changes to the morph mechanics, units of defeated players will not revert to their original form upon status removal when the battle ends. (Thanks Lord Cameron)
  • Fixed Bug: where Barbarian would attack nearby brambles summoned via a spell after defeating an enemy instead of moving and attacking the closest enemy as indicated by his ability. (Thanks dieszy)
  • Fixed Bug: in Russian translation where canceling a biome choice acted the same as confirming the biome choice. (Thanks Chopper Dave)
  • Fixed Bug: where two Frog Demons stacked on a single character were only dealing 1 damage back to enemies instead of 2. (Thanks PorkDiesel)
  • Fixed Bug: where Fairy Wings could be removed by the Auramancer or Fairy Queens ability to remove buffs. (Thanks PorkDiesel)
  • Fixed Bug: where Guardian Heart removed friendly buffs. The artifact now correctly removes Enemy Buffs such as Mind Control. (Thanks PorkDiesel).
  • Fixed Bug: where the Metamorph would lose base health each time it transformed into another Magiscale type unit while ally Graviton Warriors are on the board. This was caused by the SetAttributeValueCommand not properly calculating the attribute change for base modified attributes. (Thanks PorkDiesel)
  • Fixed Bug: where Metamorph would recover health when changing back into a Metamorph while Graviton Warriors are present.
  • Fixed Bug: where Cyclops ending its move facing a neutral object didn't pick up satchel cards in its path because the game had considered him as "charging with intent to use his bull charge ability" even though a neutral obstacle is not a valid target for bull charge. (Thanks PorkDiesel)
  • Balance: Changed Bloom so it can only target neutral plants (ex: trees/brambles/etc.) if they were summoned and not those already present on the board. Fixes bug where AI might Bloom on indestructible trees (Thanks PorkDiesel)
  • Fixed Bug: where Sir Cheezles was not removing debuffs with his send ally to the future ability. (Thanks PorkDiesel)
  • Fixed Bug: where the Fennec Fox was triggering a combo VFX/SFX when using its special ability. The Fennec Fox attacks at full strength after using its support ability. As this is attack is triggered, it cannot be counter attacked like a regular attack.
  • Fixed Bug: where a unit protected by Celestial Shield that is attacked by a unit with Pierce would remain pierce vulnerable to the next enemy attack, even if they didnt have pierce. Also made it so that units with shields will not lose lose their block (have their shield go down) as a result of the initial attack since it dealt no damage. (Thanks PorkDiesel)
  • Balance: Improved Reflect Damage so that it triggers preemptively upon damage that would be taken. (Previously, it would trigger only when actual life was lost, now it will trigger to prevent damage against damage as well).
  • Fixed Bug: where Marauder Warlord would turn to face the direction of a new marauder being deployed when his Rally ability activated.
  • Fixed Bug: where Satyr Champion was not giving +1/+1 to enemy animals summoned after he was summoned, despite saying in his card text All other animals +1/+1.
  • Balance: Hellhound puppy is now a unique unit. Its life reduced from 5 to 3.
  • Balance: Reduced Bards life from 12 to 11
  • Balance: Reduced Ice Golems life from 6 to 5
  • Balance: Gravomancer no longer pulls as a counter attack against ranged units.
  • Balance: Reduced the dice roll difficulty for all hostile weather events and added an additional outcome to clear hostile weather before incurring penalties. (Thanks )
  • Balance: Changed the Traveling Highrollers event so that it will always reward locked/missing cards from the players collection (if there are locked cards for their played summoner available) OR satchel cards if there are not locked cards available. Lowered the gold cost for playing the Traveling High Rollers event from 400 initial gold to 250 initial gold and the gold cost increase from 100 gold to 50 gold. (Thanks Done25)
  • Balance: If your hand has less than 3 cards at the beginning of your turn (due to having cards stolen from demons or the Stolen Dreams spell, youll now draw back up to 3 at the start of your turn.
  • Balance: Increased Swift Strikes bonus from +3/+0 to +5/+0.
  • Balance: Flesh Golem no longer turns to face the summoner when damage is redirected to it.

    On the Horizon
    Some new features in the works for future updates include:
  • Ability to use satchel cards during battle in adventure mode.
  • Persistent artifacts on guardians when defeated/removed from party.
  • Potential for equip/dequip feature to customize heroes
  • Addressing more bugs and QoL requests
  • New Game Mode - Fast Adventure


    Help Me Reach 300 Steam Reviews

    Thanks you so much for the surge of reviews after last week's update! We're now just 15 reviews short of our end of year goal of 300 Steam reviews. If you havent yet written a Steam review, do please consider sharing your feedback. It means a lot to me (reviews are serious motivation) and it also helps other players discover what you like about the game.

    Thats it for now. Thanks again for all of your kindness, feedback and support! I hope youre enjoying playing these updates as much as I enjoy making them for you.

    ~Ross


  • [ 2023-11-20 19:50:57 CET ] [ Original post ]

    Update #29 1.29.1 Patch

    v1.29.1 Patch Notes


  • Fixed bug where defeating an enemy hexed with Polymorph could result in a battle not being concluded. This was due to change in previous update, which introduced the lingering status on Polymorphed units so that the Hex could be removed to change unit back into their original form. (Thanks for reporting).


  • [ 2023-11-14 04:39:35 CET ] [ Original post ]

    Update #29 v1.29.0 Bigger, Better Hordes - Challenge Accepted!



    Improved with Player Collaboration
    Im very pleased to deliver this next update which is a direct result of collaboration with some of our top players. Survivors of wave 30 shared their strategies with me, and I was amazed to discover so many synergies and quite literally unbeatable armies that players had devised. It was clear that simply adding additional waves was not going to provide enough challenge - the system itself needed revision. Special thanks to Kaaz, Dusty, PorkDiesel, Scharlatan, Jear and Diezy for their collaboration with me on Discord and help designing the new enemy NPCs and balance optimizations for this update.

    Additionally, our recent PvP tournament and weekly play sessions have helped to reveal and solve additional balance concerns as we move closer to the release of Abalon Arena. If youre interested in PvP and would like to join our intimate and well mannered test group, you are most welcome. The closed beta for Abalon Arena is currently open to any players who already own Abalon on Steam. Simply join our Discord and fill out the application in our #multiplayer channel so I can add the appropriate permissions.

    Player Spotlight: Reiga
    This week were honoring one of our players, Reiga, by naming a card in his honor. Reiga has been a constant champion to the growth and strengthening of Abalons community by promoting player collaboration in our discord server, helping us connect with the content creator community and organizing PvP tournaments for our upcoming game, Abalon Arena. The campfire is a symbol of camaraderie and party members bonding together. Henceforth, the Bonfire Elixir card will be known as Reigas Bonfire Elixir. Thank you for all of your kindness and support this past year, Reiga!

    Content Creator Spotlight: Retromation
    Retromation is a rock-star on YouTube when it comes to roguelike games. His videos are great for introducing new games, and theyre also incredibly helpful for developers like myself looking to improve the experience. Im honored once again for his recent Lets Try video, this time trying out Horde Survival:

    https://www.youtube.com/watch?app=desktop&v=OYfCiYWrRvc&ab_channel=Retromation

    Some takeaways for me to further improve the game from this video:

  • Auto-equip passive artifacts (In progress)
  • Better explain flying units - (They fly over traps, but still take damage if they end their move on a trap)
  • Consider balance such as reducing drop rate/num selection choices (Done in this update!)
  • New Gameplay Mode: 1 Hour Adventure - Start with choosing your team, explore a single larger/multi-biome world (Goal: Faster, more diverse runs to encourage more subsequent plays to try out the different teams) - Im interested to build this!
    New Language Support
    Support for German and Brazilian Portuguese will be coming soon in a future update. Were currently looking for volunteers to help us translate our game in Polish and Italian. If youre interested, please contact me on Discord (@rossd20studios) or shoot an email to contact@d20studios.com.


    Also please note that since I have changed a few card descriptions, these will appear in English text for a few days while our translators are updating the copy. Thanks for your patience and understanding :)

    v1.29.0 Release Notes
  • Horde Survival: Added 5 additional waves to endless mode.
  • Horde Survival: Added dynamic difficulty adjustment that adapts to the top player strategies by adding new elite NPC enemies to existing waves to disrupt standing army tempo.
  • Horde Survival: Created a hard-coded a reward drop algorithm to make drops more consistent. Also made it so that only the first spawn encounter in each wave drops rewards, greatly reducing the excess drops seen in previous builds.
  • Horde Survival: Limited the card choice selection to 3 for most pickups and 6 for the satchel dropped from summoners.
  • Horde Survival: Added additional drop tier including small potions and weapons.
  • Horde Survival: Added Sacrificial Orb, Lightning Orb, Forcefield Orb, Fire Orb and Trinity Orb to survival mode.
  • Horde Survival: Added Hellfire Candle and Radiant Amethyst to survival mode.
  • Horde Survival: Created several new NPC units for upper tier waves and adaptive strategy
  • New NPC Unit: Bringer of Darkness
  • New NPC Unit: Greater Magma Golem
  • New NPC Unit: Skeleton Barbarian
  • New NPC Unit: Elder Gruar
  • New NPC Unit: Dark Elf Elite Archer
  • New NPC Unit: Vampire Succubus
  • New NPC Unit: Death Knight
  • New NPC Unit: Deaths Apprentice
  • New NPC Unit: Death Reaper
  • New Card: Lightning Crystal - Summons a Lightning Elemental
  • Balance: Babarians ability changed from Wreck: May move and attack again. to Wreck: Move towards and attack the closest enemy. Note: Movement is not optional.
    I have received a lot of feedback about this character (players love him, but also felt he was too powerful). I believe this change effectively balances the barbarian AND makes him even more distinctive, challenging and fun to play. Effectively, he becomes the incredible hulk, charging recklessly towards the enemy in a blood drunk rampage. Without having explicit control of where the barbarian goes, he will be putting himself at high risk of counter attack. But players who set him up right will be rewarded with a crazy barbarian roaring rampage combo!
  • Balance: The Dreamsteal ability to steal a card from Summoner hand and cast it, used by the Dreamstealer and Glith of Nithsrott, is now an Inflict ability. This means it will no longer proc for combo attacks. This also means the glyph will no longer trigger twice when attacking with ClikClik. (Thanks Furoggu)
  • Balance: Changed the wording of Abysmal End from "Destroy an ally and deal damage equal to its power to visible enemies." to "Destroy an ally. It deals damage equal to its power to visible enemies." This is to clarify that 1) Spellblock ability will not block this damage and 2) Veil and stealth units are protected from damage since it requires visibility. If a Veil unit is adjacent to the destroyed unit, it will take damage per regular Veil rules. (Thanks Scharlatan and mr.kitty)
  • Balance: Reduced the cost of Forcefield from 2 to 1.
  • Balance: Turn Back time now removes all enemy buffs in addition to its other effects.
  • Balance: Melt now removes enemy buffs in addition their equipment.
  • Balance: Cleansing Fire, Rust and Deconstruct now say Any instead of Target to clarify that these spells can now target any unit without line of sight required (including targets with Stealth and Veil). This is intended to help provide options for combating these abilities, as well as providing an option to recover Mind Controlled units. Note however that only Cleanse, Dispel Magic and Turn Back Time have the power to remove enemy buffs on an ally unit (such as Polymorph).
  • Balance: Revive spell will now only revive guardians defeated in the current battle. The Scroll of Resurrection satchel card will revive guardians defeated in any previous battle.
  • Balance: Reflect Damage spell now prevents damage before Inflict abilities trigger.
  • Balance: When a unit is transformed (with the exception of the Metamorph) it loses all status effects and equipment before being replaced with a new unit. The Metamorph will transfer over its health and status effects to its new form when changing shape.
  • Balance: Savage Transformation now removes all status on the summoner (buffs, debuffs, equipment) and replaces it with a 4/11 bear (including the health). When the summoner changes back, it will be at the previous health value before transforming.
  • Balance: Units transformed into a squirrel by the Polymorph spell will now have a buff applied to them that says Unit Name is Squirrel. Spells like Cleanse, Cleansing Fire and Dispel magic can remove this buff to transform the squirrel back into the original unit.
  • Balance: Metamorphs (or any unit transforming into a Marauder or Ironclad) will no longer trigger Rally effects associated with its unit type. This is to prevent unintended escalation of these abilities with repeated transformation (Thanks Jear). A morphed unit transformed into a unit with a Rally ability will still use that rally ability when a natural unit of designated type enters the battlefield.
  • Balance: To be consistent with the Marauder Metalist and Warlords Rally trigger, Legatus Isabelle no longer triggers her Rally when being summoned from the deck - only when starting the battle as a guardian and when another Ironclad unit enters the battle.
  • Balance: Metamorphs life reduced from 10 to 9.
  • Balance: Reduced cost of Blue Dragon from 5 to 3
  • Balance: Ice Golems life reduced from 7 to 6, and cost from 3 to cost 2
  • Balance: Reduced Skeleton Reaver from 2/3 to 2/2
  • Balance: Ring of Power no longer stacks.
  • Fixed Bug where a Metamorph that had life buffs was healing for each point of bonus life status when changing form. The metamorph should always retain its exact health when changing forms. (Thanks Jear)
  • Fixed Bug where polymorphing a Metamorph while transformed resulted in changing back into the Metamorph instead of becoming a squirrel.
  • Fixed Bug where Metamorph runs away after survival mode if battle ended while it was transformed. (Thanks Jear)
  • Fixed Bug where Occuloid Boss [NPC] appeared in the summoner selection screen. (Thanks Divine Sage Mahogany)
  • Fixed Bug where Farshot Attack from the Occuloid doesnt trigger the frog demon heart artifact. (Thanks Scharlatan)
  • Fixed Bug where it was possible to clone guardians with the Resurrection Scroll satchel card by first reviving a single guardian at camp, then using the scroll. The game now properly tracks when guardians have been revived at camp (even if not in your party) and when they are encountered again in the world (if using the Lost Guardians challenge modifier). Note: The Resurrection Scroll can be used to revive a lost guardian when this challenge is active until the player finds that guardian again. Lost guardians can only be found again in the next biome choice and beyond within the adventure once lost.
  • Fixed Bug where Revive spell wasn't reviving the last guardian defeated in combat, but rather the first. Additionally, Revive spell will only revive guardians defeated in the current battle, unlike the Resurrection Scroll, which can revive guardians between battles or in exploration mode.
  • Fixed Bug: Fixed bug where it was possible for players to enter adventure mode while in Horde Survival after clearing a wave in which their summoner had been revived using an ability such as Spirit Recall or Phylactery. (Thanks PorkDiesel)
  • Fixed Bug where Wave 27, 28, and 29 didn't have any text show up in the banner when the wave started.
  • Fixed Bug where armor was only rendering half of the texture on female armatures.
  • Fixed Bug where fire dragons and dragon whelps couldnt damage units with Immune (Fire) with their melee attack.
  • Fixed Bug: Stacked Rings of Power were only showing +1/+0 in the status pane instead of the true amount.
  • Fixed Bug: Iron Angel Crest card was showing gain Armor (0) instead of Armor (1)
  • Fixed VFX on Abysmal End so it shoots particles at all targets
  • New SFX: for Banshee and Psychic Screamer

    On the Horizon
    Some new features in the works for future updates include:
  • Ability to use satchel cards during battle in adventure mode.
  • Persistent artifacts on guardians when defeated/removed from party.
  • Potential for equip/dequip feature to customize heroes
  • Addressing more bugs and QoL requests
  • New Game Mode - Fast Adventure (See above in Content Creator Spotlight)


    Help Me Reach 300 Steam Reviews

    I have a goal to reach 300 Steam reviews before the end of this yearand were so close! Only 25 more reviews to go. If you havent yet written a Steam review, do please consider sharing your feedback. It means a lot to me (reviews are serious motivation) and it also helps other players discover what you like about the game.

    Thats it for now. Thanks again for all of your kindness, feedback and support! I hope youre enjoying playing these updates as much as I enjoy making them for you.

    ~Ross


  • [ 2023-11-11 01:22:19 CET ] [ Original post ]

    Update #28 v1.28.0 Celebrating ScreamFest with even more nightmarish hordes!



    Celebrating ScreamFest with even more nightmarish hordes!

    Happy Halloween everyone!

    The hordes invasion of Abalon continues throughout Stream's Scream event. In response to our players victories in endless survival mode, the horde is growing, and becoming even more deadly. Do you have what it takes to survive?

    https://store.steampowered.com/app/1681840/Abalon/?utm_source=screamFest2023

    Survival Mode Champions

    This week I'd like to recognize Dusty, the first player to successfully clear Wave 24.



    And here's a look at the custom deck used to win:


    Congratulations, Dusty!

    Other notable champions include Jear, Scharlatan, Lykurgos, and PorkDiesel. Each player devised a unique strategy to defeat the horde.


    Jear's army of super Ironclad soldiers.


    Scharlatan's super-charged firepower strategy

    The v1.28.0 update adds an additional 6 waves to endless mode and a number of key balance changes. Who among you will be the first to survive the new waves in endless survival?

    v1.28.0 Release Notes

  • 6 New Waves added to Endless Survival and a new Steam Achievement for clearing Wave 30.
  • New Rule For Survival Mode: "Units summoned from non-unit cards and abilities do not persist between waves.
  • Added new rules for Combos: Combos don't trigger Inflict and Units can only combo once per turn.
  • Vigil units may combo unlimited number of times per turn.
  • Created new status icon to show that unit has combo attacked. It appears in the same slot as the cannot attack icon. If the unit has used their combo and can still attack, youll see the combo used icon. If you have exhausted your attack, the cannot attack icon will replace the combo used icon (since you cannot combo if you cannot attack).
  • Balance: Mating Season now draws 2 cards instead of 3.
  • Balance: Liche King now raises a 1/1 Skeleton instead of a 1/1 Skeleton with Block when defeating an enemy with attack
  • Balance: Raise Dead and Your Soul Is Mine now place a Mind Control effect on the revived unit so that it can be recovered by the owning player by using buff removal spells and abilities.
  • Balance: Sojurns Double Strike will no longer trigger a second strike for combos.
  • Balance: The harpoon attack used by ClikClik, Gladiator and Ninjas now treats the second attack as a combo, meaning that it will deal half damage (rounded up) - unless the character has vigil - and will no longer trigger inflict abilities.
  • Balance: Titus, Gladiator gains Vigil ability.
  • Balance: Preservers healing reduced from 4 to 3.
  • Balance: Sojurns defender ability changed from Prevent 2 damage from attacks on surrounding ally units. To Prevent 2 damage from non-triggered physical attacks on surrounding ally units.
  • Balance: Kroxs Gravity pull ability changed from Farshot to Sprintshot.
  • Balance: Krox gains the Vigil ability.
  • Balance: Reduced Muses buff from +3/+3 to +2/+2
  • Balance: Forcefields created by the Auramancer are now removed if the Auramancer is removed from the board.
  • Balance: Sir Cheezles, Chronomancer gains Lunge and Support: Remove debuffs.
  • Balance: Occuloid no longer deals friendly fire damage. Melee attack power reduced from 5 to 4.
  • Fixed Bug: where the cost discount granted from units like Spriggan and Preserver would be removed again from the owning player when they are defeated while mind controlled by opponent, resulting in spells costing higher than their original casting cost.
  • Fixed Bug: where spells that apply a cost discount like Resurgence, Meditate and Time Warp would continue to add cumulative discounts each time the spell was returned to hand. (Thanks mr.kitty)
  • Fixed Bug: where Sojurns defender ability would trigger on surrounding ranged units when they attack.
  • Fixed Bug: Units that throw harpoons (Mantis, Ninja, Gladiator) afflicted by the Weaken spell can no longer combo on pull.
  • AI Improvement: AI makes better assessments on the value of farshot attacks.
  • AI Improvement: AI makes better assessments on the value of using sprintshot attacks.


    Seattle Indies Expo - Online
    SIX Online airs tomorrow, Saturday 10/28 starting at 9:30AM PT - and featuring 25 amazing games from the Pacific Northwest.

    I'll be streaming live with some popular streamers including MacNCheeseP1z, AlchemistJoker and Stephazoid starting just after 11:00AM PT, so be sure tune in on the SeattleIndies Twitch channel here:

    https://www.twitch.tv/SeattleIndies

    Kormakrtv Stream
    Speaking of amazing streamers, Kormakrtv was kind to share the replay of his recent live stream of Abalon - Horde Survival, and we'll have it broadcasting here on our store page for the duration of the Scream Fest.

    Your Feedback Matters
    Just another friendly reminder that I really care about your feedback - it's what drives me to do better with each update. Here's how you can get involved:
  • Write a Steam review for Abalon - Your reviews help immeasurably with our game discoverability and motivate me to keep developing and improving. I greatly appreciate your reviews, so please take a moment to share one if you haven't yet :)
  • Submit feedback (especially bugs) directly in-game via Settings -> Share Feedback. This makes it really easy for me to reproduce your bugs and nicely organizes your requests into my "to do" list so I don't forget.
  • Post a message on our Steam discussion board.
  • Join our Discord community
  • Instant message me directly on Discord (Username: RossD20Studios)

    Thanks so much!

    ~Ross


  • [ 2023-10-28 03:12:09 CET ] [ Original post ]

    Update #27 v1.27.0 Celebrating Roguelikes with more Hordes!



    Celebrating Roguelikes with more Hordes!

    Abalon is a proud to be featured in the 2023 Roguelike Celebration alongside a curated collection of other fantastic games created by fellow passionate developers. For the duration of this event and through to the end of Steam Scream Fest, Abalon is on sale for 40% off. Don't miss your chance to fight the spooky hordes of withereds, vampires, and other horrific monsters this Halloween season with our latest major update: Horde Survival!

    https://store.steampowered.com/app/1681840/Abalon/?utm_source=roguelikeCelebration2023Sale

    Speaking of Hordes...

    I'm both shocked and amazed that one of our players, mr.kitty, was the first to complete all 20 waves of endless mode. I truly didn't expect anyone to survive this far in our first week, but I did hide a little easter egg at the end for the first player that managed to achieve it just in case. As promised by said easter egg, I'm making good on my promise to add additional waves and ensure the horde is truly endless.

    Congratulations, mr.kitty!


    Traps were a key element of mr.kitty's strategy, so I've armed higher wave summoners with spells that can clear your traps.

    The v1.27.0 update adds an additional 4 waves to endless mode as well as several key changes I hope will keep you challenged a little longer this time. Keep up your amazing gameplay, and I'll keep expanding the horde throughout the end of this month.

    Speaking of amazing player strategies, I'd also recognize the following players: Lykurgos, puninokp, Kiro, Dustbunney, Agent Merlin, 1499148650 and stauchd who devised a clever tactic of creating their own horde of withereds to defeat and transmogrify the enemy horde. I hadn't anticipated the chaos that could happen:

    [previewyoutube=Mc8s9uVBBAY;full][/previewyoutube]

    Effectively, these player-created withered hordes turned Abalon into an auto-battler. The problem, though, is that they were so effective that their hordes eventually filled the entire board, making it impossible for the enemies to spawn. To remedy this, I've added a new rule to Horde Survival: "Copied units do not persist between waves." Additionally, enemies can now spawn in the player spawn area if their spawn area is completely blocked.

    You'll still be able to keep your summoned withereds, but the copies they create will no longer remain, making it a little more difficult to mass a huge horde. I reached this decision after deliberation and discussion with our Discord community. I always like to understand the impact of balance decisions so I can address bugs like this without taking away the fun and creative strategies you come up with.

    v1.27.0 Release Notes

  • Added 4 new waves to endless survival mode. Complete the 24th wave of endless mode and I'll continue adding more.
  • Enemy summoners in endless waves may now carry cleanse spells to remove player created traps.
  • Copied units do not persist to the next wave in survival mode.
  • Enemies in survival mode may now spawn in the player area if the tiles in their spawn area are filled.
  • Fixed an AI sync error that occurred as a result of a speed optimization introduced in the last build. (Thanks kilokkkk, , bilbort scruomblb, Taokaka, , , and hexau)
  • Guardian Heart now fully heals guardians it's given to, as well as removes all debuffs/mind control effects.
  • Pendant of Ryu Sage will now activate its ability during battle if played in Survival Mode or with the Pyramid Vault. (Previously, it only applied to the next encounter).
  • Sybilla's +1/+1 to summons now persists after wave change in survival mode. (Thanks CoolStory)
  • Fixed Bug: Neuks Scorch Trap. After the initial trigger, this trap leaves behind a tile which has a description telling that it will do 1 damage and instead, it does 4 damage. (Thanks Lykurgos)
    Your Feedback Matters
    Just another friendly reminder that I really care about your feedback - it's what drives me to do better with each update. Here's how you can get involved:
  • Write a Steam review for Abalon - Your reviews help immeasurably with our game discoverability and motivate me to keep developing and improving. I greatly appreciate your reviews, so please take a moment to share one if you haven't yet :)
  • Submit feedback (especially bugs) directly in-game via Settings -> Share Feedback. This makes it really easy for me to reproduce your bugs and nicely organizes your requests into my "to do" list so I don't forget.
  • Post a message on our Steam discussion board.
  • Join our Discord community
  • Instant message me directly on Discord (Username: RossD20Studios)

    Thanks so much!

    ~Ross


  • [ 2023-10-20 08:00:37 CET ] [ Original post ]

    Update #26 1.26.0 Horde Survival


    Hey everyone! I'm pretty excited to bring you this update inspired by my conversations with many of you who've long been asking for an "endless mode" style challenge.

    Fair warning: The new survival game mode is not for the feint of heart. It's intended to be brutal and horrific, and I'm sure you'll be cursing my name in frustration the first few goes at it. Expect to die quite a bit until you discover how to make the best use of your resources and optimal placement for your defenses. After that, I think it'll grow on you. And, I'm quite certain a few of you are going to find ingenious ways to break this that I couldn't possibly anticipate. So, have fun with that!

    As always, I'm very open to hearing your feedback - but do please try and give it a day after your first couple runs before you tell me it's totally broken ;)

    Onto the official feature description!

    Can you survive against the horde?
    As Halloween approaches, a dark horde of withered beings, vampires, and scavenging horrors gathers in the world of Abalon. You must carefully choose your team of heroes and arsenal of magical spells to make your final stand. Abalon's all-new survival game mode combines turn-based tactical combat with a layer of strategic defense where players can place walls, traps and units to thwart the advancing waves of enemies.

  • A full run of Horde Survival (8 waves) lasts about 45 minutes (Many of you have requested shorter runs and more cut-to-the-chase on strategic planning, so this is for you <3 )
  • Build your entire team and 20 card deck before the battle begins or choose amongst 20 different all-star teams.
  • Your heroes also begin the fight with a small supply of satchel cards including health potions, recovery vials and traps that can be played anytime during battle.
  • There's no exploration, camping or shops in survival mode. Instead, you'll need to make use of your satchel card supplies to recover and build defenses.
  • Enemies can drop additional satchel cards, but supplies are limited. Use them wisely.
  • Your traps and summoned units persist on the board between waves.
  • Enemy waves always spawn on the board side opposite of your Summoner.
  • Buffs and debuffs do not persist between waves.
  • Players who beat survival mode by completing the first 8 waves may choose to continue to "Endless" mode and face even more terrifying combinations of enemies.
  • The environment and all of the waves of horde survival are handcrafted (including the endless waves). I wanted to ensure a consistent experience for all players and provide a fair opportunity to exploit your knowledge of the enemy.
  • New satchel cards include walls, barricades, traps, and explosives.

    Abalon Horde Survival to be Featured on Kormakrtv
    Our dear friend, Kormakrtv, will be pitting his resolve and viking warriors against the horde this coming Wednesday, October 18th, so be sure to follow his Twitch channel and mark your calendar:
    https://www.twitch.tv/kormakrtv

    The stream block will be starting 10am CEST - 4pm CEST with a 2-4PM spotlight on Abalon.

    Additional Fixes in v1.26.0
  • Balance: Largely considered the most difficult boss in the game, Nithsrot Gerr has been configured to only (and always) appear in chapter 3 of the Dungeon Biome. I have reflected this in the Dungeon Biome description that when played on Chapter 3, the Difficulty is 5. I'm hoping this helps both new players from rage quitting (when previously encountered on the first chapter) as well as hardcore veterans who specifically want the challenge of hunting this beast down.
  • Fixed bug where switching between custom and all-star decks would sometimes result in the deck list being invisible until a deck on that page is selected.
  • Fixed bug where loyal characters in shops (such as the Ironclad Soldier) could appear at the camp as if they were a guardian after being hired. Attempting to add them to the party could then cause an exception error. (Thanks The Grand Mugwump, Realm Imp and others).
  • AI: Enemies will now attack summoned spore pods and obstacles.
  • Fixed bug where Celestial Barrier didn't block all forms of ranged attacks and sometimes resulted in animation soft locks. Additionally, the spell no longer counters the attack if the triggering unit is the primary target.
  • AI: Optimized algorithm for calculating lightning bolt targets to improve AI turn calculation speed.
  • New Keyword: Flexible allows select satchel cards (such as traps) to be played during battle without the Pyramid Vault. To play these cards, access your deck, then switch to the satchel tab.
  • Guardian Revival: The new Scroll of Resurrection, Bonfire Elixir, and the existing Revive spell can now bring guardians back to life, even if they were defeated in previous battles and even if playing with the Lost Guardians challenge.
  • New Card: Bonfire Elixir
  • New Card: Scroll of Resurrection
  • New Card: Neuk's Scorch Trap
  • New Card: Caltrops
  • New Card: Cryonic Chrysalis
  • New Card: Ghost in a Jar
  • New Card: Spiked Block
  • New Card: Brick Block
  • New Card: Wooden Barricade
  • New Card: Powder Keg
  • New Card: Wall of Brambles

    Your Feedback Matters
    Just another friendly reminder that I really care about your feedback - it's what drives me to do better with each update. Here's how you can get involved:

    • Write a Steam review for Abalon - Your reviews help immeasurably with our game discoverability and motivate me to keep developing and improving. I greatly appreciate your reviews, so please take a moment to share one if you haven't yet :)
    • Submit feedback (especially bugs) directly in-game via Settings -> Share Feedback. This makes it really easy for me to reproduce your bugs and nicely organizes your requests into my "to do" list so I don't forget.
    • Post a message on our Steam discussion board.
    • Join our Discord community
    • Instant message me directly on Discord (Username: RossD20Studios)

    Thanks so much!

    ~Ross


  • [ 2023-10-12 19:00:46 CET ] [ Original post ]

    Update #25 1.25.1 Patch

    v1.25.1 Patch Notes

  • Balance: Giant Meteor now deals Fire damage, counts as a fire spell, and its secondary splash damage deals 2 instead of 1.
  • Fixed Bug: Where Metamorph would sometimes not inherit abilities after morphing into an archer and back as well as show attack used status when shapeshifting into a unit that already used its attack (Thanks mr.kitty)
  • Fixed Bug: where Fate Encounters run score section was being populated with numerical titled encounters that weren't associated with any score. (Thanks Lykurgos)
  • Fixed Bug: where Bosses were showing debugger information in their card description (Thanks Lykurgos)
  • Fixed Bug: where one of the snow world treasure rooms could have its exit blocked when spawning adjacent to maps containing other obstacles. (Thanks Dermockracy)
  • Improvement: optimized the initial tutorial prompt flow.


  • [ 2023-09-01 23:35:48 CET ] [ Original post ]

    Update #25 1.25.0 Steam Strategy Fest Abalon Event



    Greetings Abalon fans!

    Im excited to announce our participation in Steams Strategy Fest with a 35% discount on Abalon. In addition, were running a special event this week that will unlock several characters that normally require completing some achievements before they can be played. These include the Pyromancer, Fighter Mage, Liche King and Ice Queen. Simply login to play during the duration of Steam Strategy Fest and youll automatically unlock them.

    Additionally, I have some more balance changes and bug fixes for you!

    v1.25.0 Release Notes

  • Balance: Metamorph no longer shape shifts as a counter attack to ranged attacks. Metamorph now inherits the life total and any status effects (ex: poison, frozen, etc.) to the new creature it transforms into (and vice versa when changing back). Metamorph can no longer target other metemorphs to create an infinite transformation loop.
  • Balance: Muse gains the Unique ability to prevent infinite musing between two muses.
  • Balance: Ice Fall, Blizzard, Flash Bomb and Time Bomb can no longer damage obstacles that cannot be targeted by attack (ex: trees)
  • Fixed Bug where losing a unit that grants a card cost discount could result in cards drawn later during the game costing more than their base cost.
  • Localization: Fixed bug in Russian translation that prevented exiting the End Turn warning prompt when actions were still available (Thanks Neuk)
  • Localization: Updated French, Simplified Chinese, Traditional Chinese and Japanese translations.
  • Fixed Bug where particle effects (ex: Cleanse Animation) were not animating all the way across the map when framerate is set to 120FPS
  • Fixed Bug where Fellow Adventurer or Mercenary would fail to spawn in the dungeon room containing a path of spike traps. (Thanks Rathskellar and hbm001)
  • Fixed Bug where player couldnt access the gold chests as there is an invisible barrier at the boss gate and there are no other paths. (Thanks hbm001)

    Abalon at SIX (Seattle Indies Expo)
    If you're attending PAX Seattle this week, don't forget to stop by and check out the Seattle Indies Expo. I'll be showcasing Abalon there, so this is your chance to meet the developer in person as well try our upcoming mobile build. Details: https://six.seattleindies.org/


    Your Feedback Matters
    Just another friendly reminder that I really care about your feedback - it's what drives me to do better with each update. Here's how you can get involved:

    • Write a Steam review for Abalon - Your reviews help immeasurably with our game discoverability and motivate me to keep developing and improving. I greatly appreciate your reviews, so please take a moment to share one if you haven't yet :)
    • Submit feedback (especially bugs) directly in-game via Settings -> Share Feedback. This makes it really easy for me to reproduce your bugs and nicely organizes your requests into my "to do" list so I don't forget.
    • Post a message on our Steam discussion board.
    • Join our Discord community
    • Instant message me directly on Discord (Username: RossD20Studios)

    Thanks so much!

    ~Ross


  • [ 2023-08-28 20:04:56 CET ] [ Original post ]

    Update #24 - 1.24.0 Patch

    Update #24 - 1.24.0 Patch Notes

  • Fixed bug where player was receiving the Exploiting Fate Encounters penalty when choosing the "Flee Immediately" option on Goblin Birthday Party and ambush encounters (Thanks Rathskellar, Esfer, Lykurgos and hoodsome)
  • Fixed bug in early level gameplay that could result in adventure being reset (Thanks hbm001 and Bill the Butcher GangsofNewYork)
  • Fixed bug where Fallen Angel was not granting blessing. (Thanks Thm Ngn)
  • Russian Localization Fully up-to-date (Thanks Neuk)
  • Spanish Localization Fully up-to-date (Thanks Semaniel)
  • Balance: Metamorph changed: Instead of taking 2 damage to base life when transforming and receiving a new unit (which, unless killed, prevented any damage being dealt back to metamorph), I have removed the transform penalty and increased its life from 8 to 10. And, instead, whenever the unit metamorph is transformed into takes damage/is healed, that damage will now be reflected back on the metamorph when it changes back. So if you transform into a dragon, take 10 damage while transformed but don't die, you will die when transformed back as your life total will now be zero. Note: Were still playing around with possible solutions to improve the balance of this character; lets try this out for now and see if it feels good or still needs further tweaks.


  • [ 2023-08-24 18:42:40 CET ] [ Original post ]

    Update #24 1.23.0 Leaderboard Reset, Fixes, and Exciting News



    Greetings Abalon fans!

    Todays update includes a whole bunch more fixes and improvements, leaderboard reset, plus Ive got some exciting news to share!

    Leaderboard Reset
    Per my communication in the last update, I have reset the top leaderboard scores to give everyone in our community a fair shot at the top positions with the latest balance changes and score exploit fixes. I look forward to seeing who will claim the new high scores and earn a place in our next hall of fame.

    Seattle SIX Indie Expo
    Im thrilled to announce that Abalon was selected to showcase in the highly competitive Seattle Indies Expo thatll take place the weekend of PAX West in Seattle on Sunday, September 3rd from 12pm-9PM on the 3rd floor @ the Motif. Additional details at: https://six.seattleindies.org/


    If you live in the Seattle area or are visiting for PAX West, attending the Seattle Indies Expo is a must-experience event for indie game lovers: its free, theres an after-party after 6PM, and no PAX badge is required to attend. Ill be there in person showcasing our exhibition demo on a number of different devices, including our upcoming mobile release, and Im eager to meet new and existing fans alike in person.

    Dreamhack Summer Indie Showcase
    Abalon is also currently participating in the Dreamhack Beyond Summer Indie Showcase that runs 8/18 -> 8/27. Be sure to check us out and play some other great indie game demos as well.

    v1.23.0 Release Notes

  • Russian Localization received a massive update to the translations. (Thanks Neuk)
  • Fixed bug with Finding the Perfect Tree encounter where the Woodcutter axe would not get added to the deck after helping the goblins if player had less than 20 cards. (Thanks Thm Ngn)
  • Fixed bug where an exception is thrown when resizing the screen or changing the UI option for Large UI while in the challenge modifier selection screen.
  • Save Exploit Fix: Abalon does does not currently support saving during fate encounters and players have discovered they can exit the game while prompted to avoid undesirable outcomes. To remedy this, Ive introduced a system that will detect when this exploit is used and prompt the player. You are welcome to use this exploit, but each time you do, it will have an increasingly negative impact on your run score to keep leaderboard rankings fair.
  • Fixed bug Fixed bug where storing the dice roll results could potentially wipe adventure save data if player exited during a roll in an attempt to exploit the save system to try for a different result.
  • Fixed bug where Sojurn's defender ability was behaving in way that confused players. I made a new targeting type for targetsOfAction so that Sojurn filters out allies who are not adjacent as well as enemies. Instead of applying the prevent damage to action, it's now applied to the individual ally units. I also made it so that this ability now triggers on any enemy attack so that it will properly defend units who are surrounding Sojurn, but are not the primary target (ex: when a bear swipes) (Thanks mr.kitty)
  • Fixed bug where touch controls threw exception when attempting to drag a card that could not be played (Thanks Kolbex, DaneSilverHawk)
  • Resource Limit: Set the flag for ignoreResourceLimits to avoid game crashing when texture memory is exhausted.
  • Fixed bug where clicking to cast a card while on the AI's turn would result in the card being stuck in view mode. Disabled click to cast for mobile.
  • Fixed bug where player could discard during the AI's turn, creating a desync with the AI. (Thanks kyon)
  • Fixed bug where the previous updates fix for challenge run scoring could win the adventure save data of runs with challenge modifiers started in older versions instead of simply not counting the challenge mod scores. (Thanks Reiga)
  • Improvement: Made it so the scrim shows when using touch controls so that there is a way to deselect the currently selected card and view the other choices together.
  • Fixed bug where the extra gold earned from the Cursed Coin artifact could drop into impassable terrain. (Thanks Thm Ngn)
  • Fixed bug where, if player clicks to cast on an enemy turn, the card could get stuck in the show position until players turn began.


    Your Feedback Matters

    Just another friendly reminder that I really care about your feedback - it's what drives me to do better with each update. Here's how you can get involved:

    • Write a Steam review for Abalon - Your reviews help immeasurably with our game discoverability and motivate me to keep developing and improving. I greatly appreciate your reviews, so please take a moment to share one if you haven't yet :)
    • Submit feedback (especially bugs) directly in-game via Settings -> Share Feedback. This makes it really easy for me to reproduce your bugs and nicely organizes your requests into my "to do" list so I don't forget.
    • Post a message on our Steam discussion board.
    • Join our Discord community
    • Instant message me directly on Discord (Username: RossD20Studios)

    Thanks so much!

    ~Ross


  • [ 2023-08-22 02:15:10 CET ] [ Original post ]

    Update #23 - 1.22.0 Patch

    Update #23 - 1.22.0 Patch

    Congrats to Thm Ngn for once again taking first place on the leaderboard with a top score over 1.3M and discovering a vital bug for us all in the process. As mentioned, I'll be reseting top leaderboard scores this week to put everyone on even playing field. For now, here's a few quick fixes to our update from last week.

    [h2]Patch Notes[/h2]

  • Challenge Modifier Scoring: Fixed bug where end of run scored challenges (ex: Lost Guardians) was accruing more and more points each time the run-score prompt was opened, allowing for the potential to gain excessively large scores. (Thanks Thm Ngn)
  • Anti-Cheese: Fixed a form of cheesing where player could quit the game after rolling the dice for a retreat roll and then restart the game to receive a different roll. (Thanks mr.kitty)
  • Balance: Changed Orc Battle Horn from a cost 2 spell that read All Allies Get +1/+1. Orcs and Goblins get +2/+2. To a cost 1 spell that reads All allies get +1/+1 until start of their turn. Orcs and Goblins get +2/+2.
  • Fixed bug where camera would pan extremely slowly back to the character when retreating while having set the frame rate above 60FPS in Video Settings (Thanks bumbaclad)


  • [ 2023-08-15 23:11:08 CET ] [ Original post ]

    Update #23 1.21.0 More Bug Fixes and Leaderboard Hall of Fame



    Hi Abalon Fans -

    Thank you so much for feedback and support. It makes all the difference in fine tuning the game and creating a wonderful experience.

    This update aims to resolve the bulk of the issues reported since the Treasure Trove update and create a nice stable base on which to continue building new features and content. In addition, I'm introducing the Abalon Hall of Fame to recognize our top players and give everyone else a fair playing field on which to attempt the next run of global high scores. Read on to learn more.

    Version 1.21.0 Release Notes

  • Fixed bug where party members didnt follow their hero into a battle map because the hero entered in an area blocked off by bushes a there wasnt room for the other heroes to follow. (Thanks rh)
  • Fixed bug where armor and weapons racks were dropping artifacts (ex: Sacred Sapling) instead of equipment. (Thanks mr.kitty)
  • Fixed bug where a mercenary could spawn in a narrow chokepoint path in the floor spike trap room of the dungeon and prevent the player from passing until their were hired. (Thanks mr.kitty)
  • Added Timekeeper tag to the Glimpse spell (Thanks Mantis)
  • Specified on its card that Magma Giant deals Fire damage when its stomp ability is triggered (Thanks Mantis)
  • Fixed bug where, when the alchemy table exploded, it failed to cause damage to player's summoner (Thanks Napoleon)
  • Fixed bug where Carniflowers spawned from the Toxic Spores spell could emerge after winning a battle and lock the game. (Thanks Napoleon)
  • Implemented Player Suggestion: When the axe slayer is found "weakened in the tomb" it'd be thematically neat if they joined your party with partial HP.) Guardian is now found with 3 damage on it. (Thanks Reiga)
  • Fixed bug where the Celestial Blast card implies that it cannot heal Void allies, but it does. It now clearly states that it deals 4 damage to 'enemy' void units. (Thanks Mantis)
  • Fixed bug where Necromancer's staff had Create Skeleton Warrior (Block)" printed twice. (Thanks CoolStory)
  • Fixed bug where Spoil the Surprise would counter your own Guardian Angel blessing from the fallen angel fate encounter. (Thanks jsssonic)
  • Fixed bug where having too many loyal followers blocked the ability to enter the demon world dungeon because, due to lack of space, allies would wedge themselves into the tile where the one-way push block needed to go to enter the dungeon. When pushing a block into an ally, the block is now destroyed. (Thanks Rathskellar)
  • Fixed bug where playing a satchel card with Zenon and then attempting to use a portal, exit a shop, camp or interact with other map items, or resize/re-orient the screen threw an exception. (Thanks to many for the reports and Kelly and Wesley for the repro steps)
  • Fixed bug where Transfer Consciousness did not restore control to the players original summoner if their original summoner was defeated in battle. After the battle, a defeated summoner is now returned to the board with full life and restored as the players controllable character in battle. (Note: This fix does not correct existing games where the player is already stuck as the transferred unit; a new adventure will need to be started). (Thanks Chichi2000fgh, Fungamer07 and Pipmalice / )
  • Fixed bug where playing a rejuvenation potion in battle could desync the AI (Thanks rh)
  • Fixed bug where the companion created by using the Chronomancer Hat satchel card did not actually become loyal as specified on the card, and thus left the party after surviving one fight. (Thanks Lykurgos)
  • Fixed bug where Challenge Modifiers with battle score bonuses were also getting score bonuses from completing fate encounters, resulting in over-scoring.
  • Fixed bug where Challenge Modifier score was not totaling correctly and not being applied to the run score. Note: Due to the excessive over-scoring that was fixed in this patch, this fix will only apply to new adventures started in v1.21 and later. (Thanks Thm Ngn and mr.kitty)
  • Fixed bug where the battle score for par sometimes reflected differently than the score awarded to player, even if they had the par number of turns. Because the par scores were based on average turn floating point, not a whole number, they reported different values. I changed the calculation for new average score to round the average turn so it reflects a whole number par value. Now the values are consistent. (Thanks mr.kitty)
  • Fixed bug where player received a "No usable cards found" prompt when attempting to acquire a locked card from the Dice Mistress instead of obtaining the final card needed to complete their collection (Cover of Shadows). It turns out that the algorithm was preventing shop-exclusive cards from being acquired. (Thanks jsssonic)
  • Fixed bug where if you open satchel card menu in progression, exit out of progression, open progression, then it will show normal cards but satchel card tab is highlighted and the normal cards show with the satchel card UI. (Thanks Wesley)
  • Fixed bug where it was no longer possible to drag cards to the discard pile. (Thanks diezy and jsssonic)
  • Fixed bug where Bleets Bestiary could sell guardian animals not compatible with the color of your Summoner.
  • Fixed bug where summoners were receiving artifacts/artifact choices that didnt make sense for their magic colors (example: a Demon lord, which does not control arcane magic, will no longer receive a Radiant Amethyst, which only benefits arcane magic users, as a choice. (Thanks mr.kitty)
  • Fixed bug where event and achievement specific artifacts (like Big Beards Helmet and Goblin Party) were being found in chests, armor racks, and shops.
  • Added the unique keyword on certain artifact satchel cards that dont make sense to have more than one to prevent these cards from surfacing as rewards during the same adventure once player has already encountered them. For example: World Map, Compass and Insatiable Coffer are now unique since their ability provides a global benefit for the entire adventure. To clarify how this works: Unique Artifacts will only be encountered once per adventure, meaning if you acquire one, you won't find it again. If you see them in a shop, you'll need to buy them at that shop or you won't find them again during your adventure. If you are presented with a choice of a unique artifact and don't choose it, then it is not encountered and you can still find it in future choices or shops. (Thanks Strider)
  • Non-fate-event driven alchemy tables now always drop a potion instead of a spell card.
  • Went through every artifact and satchel card and clearly indicated in the card text which ones do not stack to avoid confusion.
  • Fixed bug where retreating from Caged animal encounter battles and returning did not initiate a battle, but rather a passive enemy that could be attacked in exploration mode. (Thanks Reiga)
  • Fixed bug where Hero Doll card was allowing player to pick from any card instead of just unlocked guardians (as stated on the card). (Thanks Wesley and Mantis)
  • Fixed bug where satchel cards purchased from Betty's Brews were being added as cards to the deck instead of to the satchel. Note: This fix does not correct potion cards already added to the deck, but will fix future purchases.
  • Early level spawn protection (which automatically swaps early difficult battles in the world with easier fights) now disables when player equips a Compass or Insatiable Coffer to ensure that enemies and treasures located on the map dont change position.
  • Streaming on Discord: We received some reports that Abalon crashes when attempting to stream the game with Discord. It doesnt seem to happen for all users, but what we did find out is that this problem can be solved by disabling a setting called advanced technology in Discord. Ive posted this (and more) solutions that should get you streaming on Discord happily again here: https://steamcommunity.com/app/1681840/discussions/0/7134317381874610530/ (Thanks Sandling)

    Leaderboard Hall of Fame
    Per player request, I've decided we're going to attempt our first leaderboard reset this coming week. Many of the recent changes to balance and challenge modifiers have affected the scoring potential, so I agree this is a nice way to put the top global positions back on an even playing field that everyone can strive for.

    Before this takes place, however, I want to recognize our top worldwide players for their incredible accomplishments. Behold and congratulations to our first players to enter Abalon's Hall of Fame:



    And congratulations to the players who achieved the top high scores for each Summoner. Welcome to the Abalon Hall of Fame:



    As Abalon continues to progress, we'll be thinking up ways to recognize and reward player achievements like this. It could be a special badge on your name, a new special in-game tab listing the hall of fame entries, and more. I'm open to hearing your suggestions and ideas. Let's make this fun together!

    For the time being, your scores are immortalized here in this update and added will be added to a permanent registry so we can track and apply rewards when we come up with them.

    [h3]How will the leaderboard reset take place?[/h3]
    To be clear, I don't intend to delete anyone's high scores; rather, I'm going to clear the top 16 positions in the global leaderboard and reset the global summoner leaderboard for scores earned prior to the release of v1.21.0 for some fresh competition. The reset will take place this coming week after the update has had a chance to fully propagate. You'll still be able to see your previously earned high scores in your personal leaderboard.

    As we evolve the game and learn more about how folks are engaging with the leaderboards, I plan to create new events (perhaps weekly or monthly challenges as many of you have suggested) and give everyone exciting opportunities to compete and accomplish great things. As always, player input is most welcome and highly encouraged :)

    AI Engine 3.0 Update
    In addition to continuing to evolve leaderboards and events, I'm also still aiming to revamp the AI engine from 2.0 to 3.0. This is one of this things that just gets better and better the more feedback and information I have from you. The best way I can train the AI is with test cases, so when you experience the AI do something odd or see an opportunity where the AI could have performed a better move, submit a report in-game at the precise moment by going to Settings -> Share Feedback and jotting a few notes. This way, I'll have a reproduction of the battle and I can tweak the algorithm, then re-run the test case to see if it now performs as expected. And on that note, I wanted to give a special shout out to jsssonic for the excellent bug reports regarding AI Behavior. I'll be making use of these to help hone the new engine in the near future.

    Your Feedback Matters

    Just another friendly reminder that I really care about your feedback - it's what drives me to do better with each update. Here's how you can get involved:

    • Write a Steam review for Abalon - Your reviews help immeasurably with our game discoverability and motivate me to keep developing and improving. I greatly appreciate your reviews, so please take a moment to share one if you haven't yet :)
    • Submit feedback (especially bugs) directly in-game via Settings -> Share Feedback. This makes it really easy for me to reproduce your bugs and nicely organizes your requests into my "to do" list so I don't forget.
    • Post a message on our Steam discussion board.
    • Join our Discord community
    • Instant message me directly on Discord (Username: RossD20Studios)

    Thanks so much!

    ~Ross


  • [ 2023-08-11 23:22:07 CET ] [ Original post ]

    Abalon Is On Deck



    I'm beyond thrilled to share that Abalon is now officially Steam Deck Verified! This is a goal I've been striving for ever since I heard about Steam Deck back in July of 2021.

    The first major milestone was integrating Steam Input controller support back in October 2022. It turns out this was a lot more challenging than I initially estimated, but well worth the effort and a fantastic learning experience. The second milestone was adding Native Linux and Steam OS support, which I was very proud to accomplish this year in early July. Finally, my latest push to add UI scaling and controller glyphs this month finally saw my goal realized, and I couldn't be happier to bring you a turn-based tactics and card strategy experience that plays great on Deck!


    Achievement Unlocked: Steam Deck Verified!

    I hope you enjoy and I can't wait to hear about your experiences playing Abalon on Steam Deck :)

    ~Ross


    [ 2023-08-05 00:37:54 CET ] [ Original post ]

    Update #22 1.2.0 QoL Requests Granted



    Granting you Quality of Life Wishes
    [h2]Version 1.2.0 Release Notes[/h2]

    Hi Abalon Fans -

    I'm excited to deliver on another round of QoL (quality of life) improvements you've recommended in your feedback to me. Here's what's included in today's update:

  • Control Prompts: Added control prompting during battles to help better communicate how to execute commands like move and shoot with sprintshot units. The control prompts adapt to the last input used (ex: mouse, keyboard, gamepad) and will even show the proper image glyph of the controller button you've mapped to that action. These control prompts are optional and you can disable them from the control options.
  • UI Scaling: Added a new video option called "Large UI". When enabled, this will re-rasterize the cards and prompts to a larger size so they are more legible on the SteamDeck or when playing on a TV from the couch. It will also increase the size of unit stats and your resource HUD so these are legible as well.
  • Card Controls: You can now use the cancel button (default key "X", default button "B") to deselect a card when on the choose a card screen if you want to see the entire offering.
  • Card Controls: Made it easier to perform a click to cast by adding a click delay. This way, if the mouse is moving/drags slightly while pressed, it'll still count as a click to cast instead of a drag and release.
  • Card Controls: Made it so that when using click-to-cast, mousing outside the grid does not reset the action. The player must explicitly right click or press the X button to cancel. This makes it much easier to cast AoE spells by clicking twice instead of having to click to cast, then click on the grid.
  • Card Controls: Right clicking to cancel an action will no longer show the card underneath the mouse cursor. To show the card, you'll first back out of targeting, then right click to view click.
  • Targeting Controls: Fixed bug where if player confirms movement space, but then mouse off the grid and returns to grid, it removes the drawn arrow but shows a pulsing blue space.
  • Card Controls: Fixed bug where the default discard controller button (X) was not discarding cards because of an issue being double mapped to the undo button.
  • Card Controls: Made it so right click now discards a card in hand.
  • Fixed bug where it was possible to fire multiple discards on a card in hand.
  • Card Controls: Made it so that cards that cannot be played present warning immediately on click to cast or attempt to drag to board versus waiting for release or secondary click. (Saves a lot of time thinking you can cast the spell only to release you don't have the mana for it)
  • New QoL: Added "Disable screenshake" option to game options
  • New QoL: Added "No Lightning Flashes" option to video options
  • New QoL: Added "Always Confirm Move" option to control options
  • New QoL: Added an Animation Speed slider to video options. This currently ranges 1-2 with 5% intervals. 2X speed is quite fast, but please let me know if you need more range here. Also - I'd love to hear from you what animation speed setting you prefer to play the game at ;)
  • Card Controls: When a card is shown, dismissing the card no longer selects the contents underneath (in combat and in explore mode). The first click dismisses the card. Then, it allows interactivity with the board in the next click.
  • Fixed bug where the Counter Attack tip was not playing in the tutorial.
  • Fixed bug from a previous fix that seemed to cause a number of issues with guardians such as no longer showing fast travel animation, not healing at camp, not being able to be equipped with satchel cards, etc. where guardians were no longer showing their fast travel animation or behaving correctly when making camp, etc.
    That's all for today's update. If you don't see your requests addressed in the list yet, don't worry. I couldn't get to everything in this update, but rest-assured I have your feedback captured and aim to incorporate your requests in future updates. (And I aim to be as quick as possible with turnaround)

    Player Driven Development
    [h2]Your Feedback Matters[/h2]

    Just wanted to say again how much I greatly appreciate everyone's feedback and Steam reviews. These seriously help development a lot. It brings me a lot of joy to see you satisfied with the game, so please continue to share with me.

    Here's some ways you can contribute to our player-driven development:
    • Write a Steam review for Abalon
    • Submit feedback (especially bugs) directly in-game via Settings -> Share Feedback. This makes it really easy for me to reproduce your bugs and nicely organizes your requests into my "to do" list so I don't forget.
    • Post a message on our Steam discussion board.
    • Join our Discord community
    • Instant message me directly on Discord (Username: RossD20Studios)

    Thanks so much!

    ~Ross


  • [ 2023-08-02 22:18:18 CET ] [ Original post ]

    Update #21 1.1.1 Patch

    Patch Notes
    Hi everyone and thank you for the feedback on our latest update, Treasure Trove! I appreciate your suggestions and bug reports and will be doing my best to get you taken care over the next several days. For starters, heres a few fixes in todays patch.

    Bug Fixes

  • Fixed were entering a battle while transformed into an animal and Summoner had been carrying an artifact (ex: Juggernaut Rubrix) before having been transformed resulted in an exception. (Thanks robin_hood_md)
  • Fixed bug where attempting to enter battle with Azmodius the Mad with the extra minions challenge activated would throw exception because there were no valid minion encounters found to add. (Thanks CoolStory)
  • Fixed bug where the Totem of Azurach artifact would heal units when retreating from a battle. This artifact should only heal upon winning the battle. (Thanks CoolStory)
  • Fixed translation of the Hero Doll artifact. This artifact finds and adds a previously unlocked guardian card to your deck. It does not summon or recruit the guardian. However, you can use the artifact to add a guardian to your deck, then, at camp, move the card out of your deck to become a guardian. (Thanks
    )
  • Fixed bug where the More Minions challenge would spawn minions outside U'lag'u's Cave (Thanks mr.kitty)
    How to Report Bugs
    Remember that you can report feedback in game using Settings -> Share Feedback. This is the fastest way for me to reproduce and fix any bugs you many find. Additionally, if you trigger a bug, please include some notes about what you were trying to do (otherwise, I may have a harder time trying to figure out exactly what caused the bug and the fix will take longer).


  • [ 2023-07-22 20:09:17 CET ] [ Original post ]

    Update #21 1.1.0 Treasure Trove


    My dear players -

    We've raided the dragon's den and bring you a Treasure Trove of exciting new content to put your synergy building skills to the test. There's a LOT to cover, so let's dive in...

    Challenge Modifiers

    Since our EA launch, challenge modifiers have been among the top player-requested features. For the past year, we've been collaborating directly with many of you on Steam discussion and Discord to design this system together to deliver the precise sweet spot of challenge customizations you've been dreaming up. This culminated late last night with a final send off of the designs to our prerelease testers to get direct player input on the balance. Special thanks to Reiga, Kaaz, and Psilioxus for their input and recommended tweaks on the balance tuning.

    This update introduces 27 distinct challenges ranging from level 1-3 in difficulty rating, all of which can be stacked together for an insane total challenge level of 40 (Which you will not survive...)



    Some examples include the "Lost Guardians" challenge that effectively gives your guardians permadeath, adding to the intensity of each battle. We've also got "Bigger Bosses" (nuff said), "More Minions", and the "Deadly Poke of Zorro" that will see every enemy piercing through your armor and shields. And if you think you can run from this, the "No Escape" challenge ensures you cannot retreat after your first turn.

    With greater challenge comes greater rewards: Each activated challenge will supply a bonus score percentage to your battles, fate encounters, or grant an additional run completion bonus. Whether you're psyched to compete globally or take pride in beating your personal best, the leaderboards just got a whole lot more fun!

    New Artifacts


    Our second biggest player feature request has been to supply more permanent ability upgrades for your heroes to help further synergize with your decks. Treasure Trove brings just under 40 new artifacts, each adding a distinctive, game challenging ability to encourage new deck construction and make careful resource management even more rewarding.

    Among these new artifacts, our skeleton summoning fans will surely enjoy Semaniel's Necronomicon that allows your hero to summon a skeleton warrior for every unit it defeats on the battlefield. This could be with its attack, an AOE destroying half the map, or poison enveloping your foes - creating instant undead armies. This artifact is made in honor of Semaniel, who we thank and honor for translating the game in Spanish and the wonderful coverage on YouTube.

    You'll also find the "Weighted Die of Theron" I promised in response to the RNG feedback in our Steam forums. This artifact will ensure you get a 20 the next time you roll dice.

    Additionally, to encourage exploration, we've eliminated the "automatic" treasure finder and instead added things like maps and compasses to reveal new areas. And that's just the tip of the ice berg.

    Thematic Shops

    I've been promising and delaying this feature for too long...no more! Thematic shops are here at last. This was another heavily player-requested feature, and I gotta say, it was a good call. It really does add a lot to the feel of exploring - you never know which new weird character you're going to find in the wilderness and what kind of exciting goodies they have in store for you.... a Satyr selling loyal bunnies, a potion brewmaster, an ironclad outpost stocked with a legion of soldiers to recruit?

    Russian Language Support

    Special shout out to community member Neuk for providing Russian translations for the game!

    While these are still a work in progress, it is more than 99% complete and I'm very excited to roll it out this update. Please feel welcome to share your feedback via the in-game reporting system and enjoy!

    We'll be coming up with something special to honor Neuk in the game in our next content update :)

    [h2]Additional Build Notes[/h2]

  • Fixed AI Sync error caused by Nithsrot retaining ownership of the Treant card in Animate Tree for discard purposes after action has been undone. This happens because the triggered ability in the card itself is reassigned to the previous card action user (Nithsrot) in the undo sequence before assigning the previous user (Rugged Mage). (Thanks Daniel Taylor, Havok, UwUShuna and )
  • QoL: Made it so that artifact equipment cannot be removed by spells like Rust.
  • QoL: Indicated on all equipment cards the equipment slot that is used (ex: right hand, left hand, two-handed, helmet, outfit)


    Steam - Deal of the Day

    Lastly, I'm super excited to share that Valve honored us with a home page feature as July 19th's "Deal of the Day". From now through this week, you can pick up Abalon for our biggest discount yet of 40% off.

    I hope this encourages even more folks to discover Abalon and share with their friends! It's my aim to continue developing this game and the Abalon series of games for the next decades into the future.

    So please keep your feedback and reviews coming! It's my drive and passion to see you that you have the most satisfying experience in the tabletop inspired world of Abalon!

    Join the Discussion:
    - Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
    - Discord: https://discord.gg/d20studios (RossD20Studios#2359)

    Thanks so much!

    ~Ross


  • [ 2023-07-19 20:36:12 CET ] [ Original post ]