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Today, 22nd july 2024, marks 7 years since Fairtravel Battle started being developed! It's been quite the journey, and we're reaching a very important milestone!
Only 14 card arts are missing for the base set (Adventurers of Fairtravel) to be fully art complete! This is a huge milestone, as 1 year ago we were missing over 130 card arts!
I can't thank The Pixel Buster enough for all his help this past year, and I can't wait to see how far we can come further!
Additionally, I received a physical prototype of the game a few weeks ago, which turned out very well!
Anyway, let's talk about the changes in this update!
Some of the changes in this update have been applied as game data updates in the past, but I'm consolidating everything in this post!
Note: Some changes were recently made with a remote game data update, meaning they were already in the game. If you noticed some sudden changes, that's why!
This update attempts to solve some economy balancing issues and improve functionality overall.
(Yes, I know there's been a lot of updates! But things are changing rapidly)
This update focuses especially on fixing bugs and adding some quality of life (QOL) features.
Hey everyone!
Next monday (25th March), the Steam Deckbuilders Fest starts! Now is the best time to try the game with a limited demo for this event!
Fairtravel Battle is a labor of love which I've been working on for almost 7 years now, and it's my attempt at celebrating the trading card game genre!
Fairtravel Battle feels truly special to me, with its unique resource system and flexible deckbuilding I've already been able to make over 18 interesting decks! And with its variety of modes I often find new ways to use cards I might otherwise consider too niche.
4 player battles are also really fun, especially when you team up! And Raid is such an awesome mode as well, who doesn't like playing as a mighty dragon?
It's a really fun game, and with it being developed in a sustainable way, the full game will not shut down after official support ends, which only gets better thanks to modding support, so you can keep getting new content from the community or making your own!
In this demo you can play vs CPU opponents only, and you are limited to the Explorer (deckbuilding), Duel, and Raid (3 vs 1 boss battle) game modes, which should give a good variety! You can even make your own custom rules for each mode!
Come give it a try and feel free to share your feedback on the steam forums or on the discord!
FTB will participate in a few events soon, and this update introduces some improvements towards that!
This update fixes a critical issue with CPU logic that made the CPU barely act.
This update has a special focus on making the game and user experience nicer for everyone, and introduces a new logo and default card back!
This update brings an updated game economy to improve the pacing of the game experience, as well as several user experience (UX) improvements that overall improve the game quite a bit.
While debugging strange behaviour for the game as of the latest update, I realized that I accidentally created new code with the same name as an existing code, which was somehow compatible, and was being used without warning, causing several issues. This hotfix fixes that and also adds a small improvement to the pack open experience.
Some players reported some critical issues with the latest update, which have been hopefully fixed in this update. This update also adds a small amount of new content
A new game data update has just been released. It will be automatically downloaded by the game when you run it.
This update improves User Experience and adds an improved foil effect
Hello everyone, how've you been? First of all, I'd like to wish you all happy holidays and an amazing new year! As the year is getting closer to ending, I'd like to take this time to talk about how Fairtravel Battle changed this year and where it's heading. Fairtravel Battle had a bit of a turbulent two years, as the game was cancelled back at the end of 2021 but shortly afterwards was revived. That wasn't public until a massive remake update was released, because I didn't want to flop yet again. In simple terms, game development is tough, and circumstances are a big factor in every gamedev's career. I'm happy to say, I have been feeling much better working on FTB, I no longer feel extremely drained most of the time due to my sense of responsibility which made me do huge hours after my full-time job because I had this idea that I just had to keep making updates as fast as possible. Now that my mental health is much better, I should be able to keep developing FTB for quite a while onwards! The remake update was a reimagining of the game, returning it to its origins in a way yet improving every aspect quite a lot. I feel that as the FTB is now, is the best it's ever been, and it's very fun. I play it very regularly and I think I got something special here. This year, a major event happened that means that FTB might actually have a chance to be truly special: The Pixel Buster and I agreed to work together to get proper art for the game, of which over 78 card arts have already been added to the game. This has truly been a blessing, and in a situation like mine when there's barely any budget, it's not unlike winning the lottery: FTB now has a chance to both play and look amazingly! I'm hopeful that FTB will be released in early access next year. Knowing how the past few years have gone though, there most likely will be a lot of obstacles. But, we're getting there! I want to release it only when it's ready. The Steam Playtest will be kept available until then, of course. There have been quite a lot of smaller updates to the Playtest, and due to lack of visibility I'll be posting new update announcements here as well, since it might feel like FTB is barely changing otherwise. I'm truly thankful for the support of each and every one of you. I'd like to request that you wishlist the game if you feel you enjoy it enough to be worthy of such a thing. It really helps, as due to the lack of budget there's also a lack of marketing. Once more, I wish you all happy holidays and an amazing new year!
Another year goes by, and now Fairtravel Battle is 4 years old! At least, we've been developing it for 4 years now! There's still a long way to go, but we're slowly getting there! So what has changed in the past year?
After 76 days, the new version of Fairtravel Battle is finally out! This new version massively improves the look and feel of the game, as well as adds new features and ways to play!
A new Steam feature was announced a couple of weeks ago, called Steam Playtest, which we applied to and have now enabled on the store page! Steam Playtest allows us to get feedback from players for a beta or pre-release version of Fairtravel Battle, without needing to give keys or lose on wishlists. You can sign up to the Playtest, and get instant access to the latest in-development version of FTB! Please note that this does not give you the actual game, you only get access to the Playtest version. So, if you enjoy the game, please add it to your wishlist! It helps us a lot. The playtest will last until around June 2021, when we'll be doing a demo for the Steam Summer Games Festival! We'd really appreciate any feedback you'd like to give. We're looking forward to building this game with the community!
Oh boy, it's already been three years of work on Fairtravel Battle! Over those years, there have been 32 updates to the game. So how much work was done in the last year?
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