Something that has been bothering me for a while is how boring the deckbuilding felt in Umblight.
It doesn't really have much depth to it and it's quite one-sided.
The problems with the current deckbuilding system:
- The 5 special card limit doesn't feel great and limits strategies.
- Random/shadow cards are hard to understand for new players.
- The best strategies revolve around maxing random card power, then skill chance, then special cards. This system isn't as dynamic as I would like it to be.
- Cost does not matter for special cards at all.
- Random/shadow cards are boring and cannot be upgraded further, going against the "endless scaling" that I'm trying to achieve.
- In the later parts of the game (after ~12 fights) the player receives too many cards that they cannot use, since the cost of their special deck is limited by the highest power card. This was a great way to balance the older versions to avoid one-shots, but it's kind of irrelevant now.
- You can farm an infinite amount of light coins as you can draw an infinite amount of cards.
Change how card cost works
Currently, card cost defines how much shadow coins cost to combine two cards together. From playtesting with other people, I've noticed that this value gets ignored when they first start playing the game. My solution to this is to move the cost from combining cards, to placing cards down. This is how most other card games do it anyway (mana in Hearthstone, blood in Inscryption etc.) This does a few things for the game:
- Special card cost would actually matter, as placing down a cost 7 card would be really hard.
- Fights would be slowed down (good) and players would need to think more on what they place down.
- The room where you can remove the cost of your card would be actually good (this room doesn't exist yet).
To solve this, I need to update the deckbuilding system as well. (This part is completely theoretical, I haven't tested any of this yet)
New deckbuilding system
The current deckbuilding system is kind of hard to understand and hard to visualize. Random cards are almost completely RNG based, which isn't fun as it can lead to many undeserved deaths, and special cards are limiting.
My idea for this is to merge the two decks together.
The player would start with 10 or so cards that are 1 damage and have 0-1 cost, similar to how Slay the Spire starts with a bunch of attack and defense cards. Your special cards would be added to the same deck, and you could combine your starting cards at the card totem. This way you can increase the power of your cards infinitely, and every card you obtain could be used. The cost to draw cards would be removed, instead you would draw an X amount of cards at the start of each turn. (needs testing to figure out what number is the most fun) I think if I would implement both of these new systems, Umblight would have a lot more depth on the deckbuilding side, which is honestly much needed currently. Thanks for reading this! If you haven't already, hit the wishlist button! https://store.steampowered.com/app/3151840/Umblight/
September came and went, and I've been doing a lot of work on Umblight, even with school slowing down progress drastically. Unfortunately the plans for joining the October Next Fest failed, but this is probably for the better, as I didn't feel like the game would have been ready for a public demo release this early in development.
Ok but what did I work on?
New Steam Page
The biggest thing that you can also see, is the brand new overhauled Steam page! The previous one was mostly based on slightly updated screenshots from the game jam version, but I've done enough progress on the game to finally be able to change them out to something cooler. As suggested from feedback by other developers, I tried explaining the gameplay ideas a bit more, and I focused less on the relatively "boring" part of just travelling around the world.
(old gif used in the "travelling" section of the steam page) Instead, I replaced it with the brand new skill tree, that's going to increase the depth and replayability of the game by a lot.
Speaking of which, I should probably explain what amulets are...
Amulets / Skill tree
You get to choose an amulet after every fight, somewhat inspired by Vampire Survivors.
(Level up screen in Vampire Survivors) There are amulets for increasing the base damage, card skill chance of your cards from your random deck, increasing your max health, gaining light coins after entering a new room etc. I'm going to be adding a lot more amulets in the coming weeks, but currently the game has 5 of them, and I can already tell it was a good idea to add these, as each fight feels more rewarding, rather than just getting another random card, or card skill.
Shop
The shop is something I wanted to add in the game jam version of the game, but unfortunately I didn't have enough time back then. No worries, I still added it, and now you can buy some special cards, and card skills (not implemented into the shop yet) for your light coins, giving more use to them then in previous versions.
(image of the shop, and the shopkeeper; the eyes follow your cursor and it looks really funny) I did a lot more polishing and stuff, but I'm not gonna mention them for no reason. If you read all of this, thank you, it means a lot to me, and have a good day!
Umblight
Kristoff Red
Kristoff Red
2025
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 2
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
https://store.steampowered.com/app/3151840 
In Umblight, you play as someone travelling through the dark forests, where the only way to defend yourself from the creatures from the dark is to fight with your cards.
As you adventure deeper, the fights get harder, but you'll become stronger as well...
You can combine the stats of any card you collect along your journey to build your own powerful special deck.
Play defensively, or become a glass cannon!
You will get an amulet after every fight, but keep your strength in mind, as you might not want to enter every battle along your journey.
Use your special deck and card skills carefully!
Battles are based around resource mangement, knowing when to push for extra damage and when to play defensively.
Most actions cost shadow coins, which you get more of at the start of your turn. You can use those coins to draw more cards, and to combine ones already in your hand!
A unique experience every time you start a run
Basically infinite amount of card combinations
20+ Unique card skills
15+ Amulets
30+ Explorable rooms
A bunch of cool fights and bosses
A weird, unsettling storyline with potential 4th wall breaks
- OS: Any Steam-compatible Linux Distro
- Processor: Intel Core i3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL ES 3.0 compatible GPU
- Storage: 1 GB available space
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