Merry (almost) Christmas!\nIt\'s been way longer than I would\'ve hoped for this update to come out, but at least we got there!\nI\'ve been busier than expected, so progress was slow, and testing wasn\'t as extensive as I would\'ve wanted. There might be some undiscovered issues with the new New Game + mode, but I\'ll keep testing and fix anything that comes up as issues are reported!\n\nAt any rate, I hope everyone enjoys the new game mode, and I continue to thank everyone who supported the game so far!\n\nFull patch notes below:\n\n-New game mode, \"New Game+\" added!\n\n-Fixed issue that would cause GY Shuffle effects to fail if both the deck and GY were empty at resolution time.\n\n-Fixed issue that would cause the AI logic to stop working when trying to account for certain effects in counter-strategies.\n\n-Fixed issue that would cause minion effects to be activable even though no valid targets for that effect were available.\n\n-Fixed issue that would cause bouncing Tokens to crash the game under some circumstances. \n\n-Fixed issue that would cause the overhead UI to dissapear when losing a game in Free Battle mode.\n\n-Fixed issue that would cause decks to load custom cards as copies of regular cards with the same image in Free Battle Mode. \n\n-Fixed issue that would allow cards crafted or cards purchased from the merchant when having a full deck to exceed the 60-card limit.\n\n-Fixed issue that would render some runs not usable in Free Battle mode.\n\n-Multiple additional small bugfixesand balance changes.*(I lost my notes and I don\'t remember exactly what else got fixed but it was a handful more things, sorry about that)\n
Its been almost a month since the last update, and I havent been able to make as much progress as I wouldve hoped to. My available time to dev has been slashed due to external factors, and progress will be a bit slower, but I still have a lot of content I want to add, so dont worry about me dropping the game or anything like that!\n\nThe update fixes some critical issues and adds new effects, new equipment, and new QoL features!\n\nA huge thanks to everyone playing and supporting the game. I really appreciate you all.\n\n\nFull patch notes below:\n\n-New effects added: Bleed (5 related effects), Tokens (3 related effects), Banish (1 related effect).\n\n-New equipment added: Sanguinary Sickle, Bleeding Bracers, Duster of Deception\n\n-Fixed bug that wouldnt award the Rest to the weary achievement to players.\n\n-Fixed bug that would allow minion effects to trigger that minions own effects.\n\n-Rebalanced costs for some effects.\n\n-Fixed issue that would cause the UI to disappear when skipping cutscene text too quickly.\n\n-Fixed issue that would cause the wrong image to be displayed for the Rogue\'s last cutscene image.\n\n-Fixed issue that would cause the reminder text not to show up correctly when targeting optional effects.\n\n-Improved effect ordering in forges.\n\n-Improved cost reduction to further improve overly expensive cards.\n\n-Fixed card improvement name to show multiple + on consecutive improvements.\n\n-Added a way to close out if the mod fetching function fails to complete.\n\n-Fixed issue that would cause some effects to be generated at unintended costs.\n
Another small update to address more reported issues and to properly fix what 1.4.1 was supposed to fix.\n\nAfter noticing many players wanted to forge multiple copies of the same card art, I\'ve changed the forge so that it does not randomize upon crafting to facilitate this.\n\nAlso, don\'t mind update 1.4.2, we just skipped that one by accident (whoops).\n\nFull patch notes below:\n\n-Fixed issues with Free Battle mode not working correctly for some players.\n\n-Fixed issue that made language preferences reset upon returning to the main menu.\n\n-Fixed issue that cuased the AI opponent to misread some effects making it react incorrectly to the current effect on the chain.\n\n-Fixed grammar errors.\n\n-Changed forge so as not to reroll the last used image when crafting.\n\n-Updated icon and description for the equipment menu in Free Battle mode.\n\n-Fixed some buttons not displaying localized strings.\n\n--\n\nThanks again to everyone supporting the game with your reports and patience!\n
Small update to address two reported bugs.\n\nFull patch notes below:\n\n-Fixed issue that caused the last selected language not to be saved.\n\n-Fixed Free Battle mode not working as intended when loading runs.\n\n-\n\nThanks again to everyone reporting issues and helping me solve them swiftly!\n\nFor anyone wondering, I do intend to add more content to the game once the initial bugfixing phase is over.\nCheers!
Small but somewhat important update that addresses many reported issues and suggestions. \n\nIssues with Steam functions (Upload/Download of Steamworks mods and Leaderboards in some regions) are still being worked on. I really appreciate everyone\'s patience and support!\n\nFull patch notes below:\n\n-Fixed the Thunderous Trifecta card not showing keyword tooltips when hovered.\n\n-Fixed issue with controller support where tutorials and the new level-up pop-up screen wouldn\'t be interactable when using a controller.\n\n-Fixed issue that would cause a specific cutscene not to play as intended.\n\n-Fixed a specific luck event not taking the correct number of items away, as the option\'s text would suggest (Spikes event).\n\n-Reworked a luck event option (Stuck gate event).\n\n-Drastically reduced the frequency of \"Create a random effect\" effects for card generation.\n\n-Added more measures to card generation to prevent immediately bad results (Such as spells that only gain 1 mana costing more than 0, or cards with static +2/-1 buffs having 1 resistance).\n\n-Fixed issue where some textboxes were not displaying correctly in the Japanese language.\n\n-Fixed issue that would cause some textures in combat and on the dungeon map to tile incorrectly.\n\n-Changed floorboard colors in different floors to more easily represent where a floor starts and where it ends.\n\n-Fixed issue that would cause an opponent\'s name not to be displayed correctly.\n\n-Small adjustment to the color identities of some effects.\n\n-Restored right-click to use consumable items functionality.\n\n-Adjusted some UI elements that would have text overflowing in Japanese.
An emergency update that takes care of two reported issues. Other reported issues are still being worked on. Thank you for your support and help!\n\nFull patchnotes:\n\n-Fixed critical issue that caused the game to freeze when generating a boss deck in some situations.\n\n-Fixed issue that would cause the \"Revive from your opponent\'s GY\" effect not to work and not to highlight the correct card under some situations.\n\n-Attempt to patch issue that would cause your run score to be uploaded as your Highest DL score on the leaderboard.\n\n-\n\nKnown Issue: Keyword tooltips on the merchant not working, Right click to consume items not working. (Both will be fixed in the next update!)\n\n
Small update to address some reported bugs and improve the UX.\n\nImportant note: Users located in some regions don\'t seem to be able to upload mods. I\'ll be working hard to fix this issue throughout the weekend, but it might take a bit of time since I\'m not sure if the issue is on my end or on Steam\'s end, so please bear with me on this one.\n\nFull changelist below:\n\n -Fixed issue that caused the colors for the numbers in the new level-up pop-up window not to show correctly under certain circumstances.\n\n-Added a new speed selector pop-up for the first run of every account to better introduce players to the option of changing speed in the options menu.\n\n-General balance changes to prevent overly powerful minions from being generated.\n\n-Secret change to improve UX. (Knowing the secret would ruin things, believe me.)\n\n-Fixed issues that would happen when hovering over Merchant items and cards while editing your deck or having your inventory open.\n\n-Fixed issue that would cause the mod menu to be inaccessible offline.
-Fixed issue that caused the spacebar to mess up some menus.
Small update to address some reported bugs and general polish. \n\nFull changelist below:\n\n-Fixed issue that would cause the spacebar input to sometimesnot behave as intended.\n\n-Fixed the wrong text being displayed for some tooltips.\n\n-Fixed close button on the new level-up pop-up window not working.\n\n-Added reminder text to the Agility tooltip to show how many Dexterity levels are required until the next Agility point.\n\n-Added reminder text to more easily tell how the starting hand size works.\n\n-Improved Japanese translation grammar on some strings.\n\n-Fixed issue that would causethe game to freeze if all minions were to be destroyed while triggering maintenance costs during the standby phase.
Quick patch addressing a significant gameplay issue that would cause 3 effects not to work as intended when being used as a Minion effect (while still functional as spells) and a smaller issue that would cause non-achievement quest points not to be awarded to the player at he end of successful runs.\n\nThis patch also adds a quick level-up pop-up window for easier and quicker stat distribution to address some players\' requests.
Hello friends, Fullen the developer here!
Card Artisan is a project I\'ve been working on for the last 6+ years in my spare time and alone, so after such a long time, I can hardly believe it is release day.
I would be lying if I said this is an ideal release; there are many known minor issues and many things I would\'ve hoped were more fleshed out before release, but after many delays, I\'ve put my foot down and decided to release no matter what.
This said, I\'ve managed to fix most issues thanks to the help of all the wonderful people who helped me with testing, suggestions, and general moral support!
I will keep working on this project in the foreseeable future to keep fixing issues, adding new content, improving enemy AI, tweaking balance, and improving performance. So even if you encounter any issues, I hope you can help me continue to improve the game while understanding that this is the work of a one-man team with limited capabilities (so please don\'t be too harsh on me).
I hope everyone has a fun time playing the game, coming up with many sick combos, and creating many mods to share with everyone on the Steam Workshop!
Minimum Setup
- OS: Ubuntu 16.04
- Processor: x64 architecture with SSE2 instruction set supportMemory: 8000 MB RAM
- Memory: 8000 MB RAM
- Graphics: OpenGL 3.2+. Vulkan capable
Recommended Setup
- OS: Ubuntu 18.04
- Processor: x64 architecture with SSE2 instruction set supportMemory: 16000 MB RAM
- Graphics: NVidia GTX 1060
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