just fixing the build tools for upcoming updates :)
If you've been trying to play private games via Discord and having issues, this build should fix that for you!
Fixes for bug tracking! Should make things MUCH easier for me to identify bugs before users report them!
Hey guys! Just pushed v0.11.17 to all users in hopes we worked out the kinks! This is a foundational update with a TON of changes behind the scenes to prep for the other stuff I've been working on. Please report any (new) issues ASAP in the Discord channel so I can get it fixed as I work on the next updates. I've decided that I will likely push the content updates in smaller chunks that way I don't delay content waiting for other content but we'll see how the upcoming week goes :)
- Pre-emptive update for upcoming rewards patch. Players may now receive a random card (of a certain rarity) as a reward.
We're back, baby! Kicking 2023 off right with some quality of life updates!
- For the next 2 weeks, starting at midnight tonight (Feb 23rd at 0:00) login to get a special mission to earn an exclusive title that may never been seen again! Development may have been stuck in a foxhole the past few weeks, but now you can be too!
- Evil Eye has been patched to function more like "Cornered" making it a bit more balance. Sorry Heretics, you're still uber-powerful but now things may be a BIT more fair!
- Fixed a tiny bug that could have caused your missions tab to crash, even though I don't think anyone has hit it!
- Fixed an annoying bug where some players figured out a clever way to get more than 3 of a card in their deck using variants. Should be rectified now!
The community has been hard at work to help balance the game and we're working hard to push as close to weekly balance patches as possible. This week was a big one! Some highlights: MISCOMMUNICATION This is a major change! This card has been 3x in every deck and used CONSTANTLY since day 1. It was basically three cards in one. It could cancel FATE cards, SUPPORT cards and CONDITION (attachment) cards. This contributed further to making this a game about raw warriors + fate cards, and one of our big balance pushes is to encourage ATTACHMENT and SUPPORT card use to go up. Making this FATE only should contribute to that and make you think about using other cards as well. SACRIFICE OF THE MASTER Gaining 10D was a lot. We lowered it to 5 to make it a bit more fair. HIDDEN CACHE Fill up your hand for free? This was the #1 used card most months since the beginning. Foolish not to use it. Which obviously means its contributing to the "all decks need the same list of cards" problem. In an effort to balance the strength it now costs 1D per card you draw. Should bring the power more in line with othercards. AT YOUR SERVICE This was the other #1 card, swapping places with Hidden Cache every now and then. Free card retrieval for all factions. Now, to bring it in line with similar cards, it will first annihilate a card before retrieving one. A little risk for your reward! REVERSAL OF FORTUNE One of the most annoying cards to play against. Destiny generation can be slow (especially if someone kept miscommunicating your FACTORY plays!) and there was nothing worse than someone using this card to take all your destiny. This is meant to be a control card but used it combination with Miscommunication and At Your Service, the level of control was a bit ridiculous. So we're trying this. BAUHAUS "Bauhaus is boring" you said. So we moved Expedite Request, Jammed (and added a -4 to S to the target), and Personnel Shortage to Bauhaus. Makes them a bit more interesting, I hope. We also made Great Infurior a little cheaper so hopefully it get more use. ARMOR BUFF As I mentioned above, one of our goals is to make equipment more useful. So to that end, we added or increased the ARMOR value bonus to Combat Armor, Composite Armor, Body Armor and Armor of the True Assassin to encourage their use! ** I realize that a lot of these changes might seem drastic especially if you played the game in the 90's. But our goals remain aligned. There are basically 3 pillars of work to be done: 1) Make each faction seem unique and have their own specific strengths and weaknesses. 2) Make sure there isn't a "base deck" that all decks have to contain (i.e. 3 Miscommunications, 3 Hidden Caches etc) to encourage variety 3) Make sure all card types are usable in some strategy. Guns, Support, Armor, Conditions etc should not exist only as "fluff" cards. If you have strong opinions about Doomtrooper or interest in game design and balance, come hang out on Discord with us! All design decisions (beyond the initial ones by Bryan Winter) are community driven! So if you don't like something that is changed in the game, you only have yourself to blame! Come hang out and let us know your thoughts! Thanks, as always. 2022 is gonna be a busy year around here!
SEASON ONE BEGINS
Welcome to Season One, Troopers! We have officially dropped the beta tag and launched Season One for the November/December Season! What does this mean for you?
- Create your collection! You may now open your packs and start your collection! Every pack you open will reward you with 5 cards and 1 "Bubble Gum" token. These will be redeemable in a future update for a bonus reward. Every pack you open will generate something special like an additional card, acquisition points (for crafting), cardinal's coins, or even a cosmetic item! When this system is launched, you will get all past "bubble gum" items and any future packs will grant them immediately.
- The "Beta Tester" title and "Valerie" avatar are now retired! On your first login post November 1st you will receive the new "Super Sushi" avatar and "Doomtrooper" title as a new player! The former title/avatar are now exclusive to people who played in the beta :) Also the "Regal" animated avatar for hitting rank 1 during beta is retired. Congrats to everyone who earned that exclusive reward!
- The "Preorder" package will be leaving the store on JANUARY 1st (when we start Season Two). If you want the exclusive cosmetics, get them while you can!
WHAT COMES NEXT
Now that we have left beta testing behind, my focus is on fixing any issues that are reported, balancing cards, and making the game better for everyone! Here are some things I am working on or towards.
- A New Tutorial - This has been a long time coming. New tutorial will eventually lead to a short single player game to introduce each faction. Completing them will reward the player with free packs, cosmetics, and a starter deck for each faction.
- Balance -Card balance is super important and super tricky to do. We discuss balance a lot in Discord and on Twitch but we need a good system for moving forward. I'm looking to add a voting system for people to vote on changes so we can have a majority rule and give all players a chance to have their input heard. Should have something soon.
- Localization - 2022 means we'll be able to start integrating localization support for languages as well as testing some new infrastructure that will allow us to put servers in the EU to help with any network-relation issues we've seen from our friends in Europe!
- New Cards - Some cards will be added to the "base set" and we'll give players an opportunity to log in and earn them. And in addition, we'll begin development of the first expansion which will add VEHICLES and FORTIFICATION cards to the game!
- New Modes/Tournament - There are many modes we want to add (various types of drafting, tournaments, special game modes with custom rules and others). We also want to run some official tournaments (eventually letting the community run their own as well) and can hopefully start testing them early next year!
THANK YOU
I really appreciate everyone who takes time out of their day to explore this exciting world with me! Doomtrooper has always been a big part of my life and that's why I put so much of myself into making this a reality. And I will continue to do so for as long as the universe allows me! And special thanks to everyone on Discord who helps shape the future of the game. Changing cards, rules, balance, etc is almost entirely a community effort so if you are the type of person who likes to work on the design-side (or if you have a lot of opinions on how to improve Digital Doomtrooper!) Discord is the place to be! We've also been running promos with various partners around the internet. Coming from one of those sites will grant you a code for 5 free packs and a new card back! If you haven't got a code yet, here are a few! They can only be used once so the first people to redeem them in-game (via the REDEEM menu) will get them. If you missed out, don't worry! Join Discord and follow us on Twitter/Instagram/Facebook and we'll release more soon!
DTPR6-yzb0-T8ZF-kACh-g4U6-EHVA
DTPR6-J3gL-nokw-UxwC-DriV-qNz3
DTPR6-pTmK-eZ3c-uVLw-MohK-TRD6
DTPR6-wh0X-goyv-W8sQ-zvcA-cLxo
DTPR6-PXRY-GZrO-6cPy-Mwtv-O0hc
Also, as a thank you for reading this, here is a free code I released earlier today for a free pack! Everyone can use this code!
Just launch the game, open the menu, click "Redeem" and enter this code!
Code: WELCOMETOTHEPARTY
As always, come join and chat with the community and developers on Discord!
Click here to join us!
Justin (and Julie) also do Community Live Streams on Twitch! This is a great time to come and ask questions/hear about what we're up to. Usually every Sunday but we're working on a new schedule.
Follow/Schedule @justinreynard on Twitch!
Just a small update to make sure people see! As many of you know, I've been a solo dev on the project for the past 2 years or so and sometimes card implementations don't go as planned. The past few weeks I've spent MOST of my programming time working on debugging problems that arise from people playing the card "PANIC BUTTON". When I spend a night debugging this card, that means I can't add new cards, work on the new tutorial or anything else related to finishing the game. This morning I woke up to ANOTHER bug with Panic Button after thinking all bugs were fixed yesterday. SOOOOOOOOOOO It joins 2 other cards in our "TROUBLEMAKER HALL OF FAME" and is temporarily removed from the card pool. It will return at a later date when I have time to really dive in, fix, and write more tests. But for now, enjoy your games without everyone using this card! For those of you curious, the other troublemaking cards that had to be pulled were here: PANIC BUTTON If this Warrior is a defending combatant, Annihilate the Panic Button to freely deploy a Warrior from your hand with no Action or [DP] cost. It becomes the defender. LEASHED Attach to a DARKLEGION Warrior as 1 Action. The affected Warrior may not attack unless its controller first pays 5 [DP] . AMNESIA Attach to a Warrior as 1 Action. This Warrior loses all the text written in its text box (except for UNIQUE Warrior). Also, I fixed an issue where you were able to start games with invalid decks, so, thanks to the people who found that out and played some REAL weird games :)
Hotfix: Panic Button Client Improvements Foundational Changes for upcoming cards
As always, new cards live on Fridays! - Black Bullets - Boot Camp - Envision Conflict - Domination More info in the release notes!
- Fixed an issue where dragging a file across the game (while in windowed mode) would trigger a crash (wtf!) - Fixed an issue where our asset check wouldn't detect you were missing assets (likely causing you to be unable to see opponent's card backs)
Pushed a small update today that will help us diagnose problems with the client. the "Error Screen" has been redone and you'll see more informative info as well as a dialog box you can fill out to let us know what you were doing!
If you fill this out, it'll get auto reported (along with the error) for us to get a fix out ASAP! And if for some reason you can't report it, you can now just take a screenshot of the error screen and that should get all the most important info straight to us if you post it on discord in #bug-reports!
Thanks so much for helping us squash bugs! Release is just around the corner!
Fixed an issue where Cybertronic Augments UI would pop up erroneously when entering cover.
Hotfix: Fix an issue where in certain edge cases, POWER cards would not be playable during combat/interrupt.
Hey guys!
I've spent the last few weeks tightening up the ship and closing bugs and now we're about to release our 0.11.0 update! But more importantly, NEW CARDS!
Starting this past Friday, we will be adding new cards every week! The number of cards will depend on a number of factors (how many other bugs come up during the week, whether the cards require changes to the core engine, etc) but we're narrowing in on completing the base set!
How This Works
We have a list of cards that were hand-picked by Bryan Winter, the original designer of the game. We are working down the list semi randomly based on card difficulty. As we're adding some, we're noticing their effect on the meta may be too strong or they may be too similar to another card. Instead of delaying content any longer, we are adding the cards as-is at first. BUT DON'T PANIC. Based on feedback, we can and will rapidly tweak the card as we go to make sure it has a great place in the meta. Obviously, every time we add a card it could change the meta by making another card super powerful or even rendering another card obsolete, so it's in our interest to add cards faster and tweak them in batches, otherwise we end up re-tweaking many cards again and again!
How You Can Help
Play the game, of course! But if you find certain cards over or underpowered, you can help us fix it! First is the easiest way. In game, open the menu and click the "FEEDBACK" tab. This form goes DIRECTLY to me (justin) and I promise I read every single one. If you just want to get something off of your chest or have an amazing idea for a card change or balance, just report it here. Easy.
Second is for people who want to be part of the discussion. If you join our Discord we have a #suggestions channel where you can post ideas and get feedback. If you are actively playing the current season, there is another private channel with less noise to report. The bot will automatically add you (be sure to link your Discord in-game under "Account"). Sometimes the channels get really busy and it is hard to keep multiple topics in sync. So we're trying something new. We have a public page on Github where you can post/reply in a threaded format. Then once we get people mostly to agree, we can accept the topic as "answered" to make it clear. Check it out! As a reminder, this game is loved by so many people that it is meant to be a community development. Nobody knows the game as much as the fans and we all have different talents. I may be a fan of 25+ years but my strengths are in programming/code. That's why I have people helping with art, balance and card design. And some of them come straight from the community! If you love DOOMTROOPER as much as I do, I encourage you to get involved. If you contribute significantly you even can get your name in the credits! We have a few people who have gotten there already!
What Comes Next?
We're finishing the base set of cards and narrowing in on a "base set launch date" where we will do a final reset and let people start building their collections! Between now and then we'll also be turning on the MISSION CARDS (cards you can destroy for rewards or that create missions you can complete in game), experience point rewards, and all the new tutorial/single player content. After that, we'll begin working on new draft modes, new expansion cards, translations and mobile versions! I'll have more info on the base set launch date in the coming weeks and I look forward to seeing you in Discord! (Don't forget you can get free crafting points and other rewards every day from the bot) See you in game! -j
- Fix an issue with Leverage that could cause opponent's client to crash (card is enabled again) - Fixed some edge cases that could use the UI to crash during an interrupt - Updated Hasty Getaway (thanks to everyone on the Github Discussion board!)
Crafting!
We recently launched our first version of CRAFTING, bringing us one big step towards launch! This first version has been very well received. By clicking on a card in the Collection screen you get to the info screen:
If you do not want a card, you can DECONSTRUCT it for ACQUISITION POINTS. These ACQUISITION points can be used to ACQUIRE any card you want! If you have feedback on the system of the values, as always, join us in Discord! The foundation is working well and you are able to craft any active standard card in the base set. As new cards are added, you can acquire them in packs or craft them. Plus we are not planning any forced resets until launch (unless we have to!) but you always get the ability to reset your packs and re-open them once a month (see below for reset clarification). In the future, as the system and game grows you will also be able to craft:
- Variant Cards
- Certain Lore/Mission Cards
- Tradeable Limited Edition Cards
Community Driven
I always said that we wanted to make this game with COMMUNITY SUPPORT and now we're taking it to the next level. Over the years of development, certain community members have stuck around and helped so much that they've become unofficial members of the dev team. For example, @Michalx11 took on the job of managing our QA and bug tracking and has earned a spot in the game credits. Many other players have contributed ideas, bug reports, design changes, balance ideas and more in our Discord chat and in-game feedback tool and I want to give players a more official way to be in the game credits and feel rewarded for helping out. So in the near future we will allow the community to "nominate" other players for their work (via Discord) and players can vote to support them and the top ones will get recognized by the development team and added to the credits. Some may be credited as "Special Thanks" but ones that excel in certain areas could get credits like "Additional Card Design". I've always said I'm making this game with you guys, so I wanted to give you a chance to make it more official.
Reset Clarifications
There has been some confusion regarding how resets are managed so I wanted to clarify: 1) When you reset your collection, whether forced or by choice, your card collection is reset back to the current starter decks. All variant cards, coins, cosmetics and purchased packs are retained. You will get your acquired packs back and be able to re-open them. Crafting Material will be lost (but you can start crafting again after your packs are opened.) 2) THERE WILL BE A RESET UPON THE LAUNCH OF THE FINAL GAME No collections are final during beta as we are constantly adding/removing/changing cards. 3) Currently there are no planned forced resets. However, if an exploit is discovered that gives people unfair advantages, or we a have a major change to the starter decks we reserve the right to announce one. 4) Again, if you choose to reset your collection and open your packs again you will lose all crafting materials (otherwise you could deconstruct all your cards, do a reset and then deconstruct them again) 5) Once again, you do NOT lose your stats, decks templates, settings, variant cards (unless they were obtained erroneously), avatars, titles, emotes, card backs, lore cards, mission cards, kickstarter rewards, purchases or coins after a reset is triggered. EXAMPLE You have - 75 packs you have previously opened. - 200 coins - 1000 Crafting materials - 5 decks you've made You choose to trigger your optional reset you will have - 75 packs to be opened again - 200 coins (not reset) - 0 Crafting materials - 5 decks (but the non-starter decks may not be missing cards since you re-opened packs)
Additional Card Changes
This week launched a pretty major update for the game and some users on macOS have reported the game being unable to launch due to some internal changes to the game engine. The good news is its an easy fix! Just right click and "uninstall" doomtrooper and then immediately re-install and Steam fixes everything nicely. Plus, all of your settings should remain intact! And of course, all your data/cards/decks are stored on our server so you never risk losing them. Apologies for this inconvenience but it should be one of the last major changes to the underlying build we needed to do! More Patch Notes coming soon regarding this update...
We pushed 0.10.23 Cumulative Update a few days ago with a ton of reported fixes
HIGHLIGHTS:
PITY TIMER - I activated the pity timer which insures that you get 1 RARE card every 8 packs and 1 ULTRA RARE every 40 packs just in case you have really bad luck. These numbers are subject to change, so please join us on Discord and let me know your opinions! BUGS/CRASHES/OH MY - I closed almost all of the bugs that have been lingering that cause in-game errors to ensure you're able to play your game uninterrupted. I'm monitoring the server for errors and any that pop up I will try and fix with quick hotfixes!
WHAT IS THY BIDDING - This card was changed on the sheet that the original designer, Bryan Winter, gave me. I haven't been able to speak with him to figure out why he made the change but I have rolled the card back to its original 2nd edition text (you did know Doomtrooper was a physical game in the 90's? :) ). This should eliminate the problems we were all having with this OP card!
BETA TESTING
If you're actively playing, you have probably noticed more smaller updates going out. Instead of holding code back until one big update, I've been pushing them a bit faster. This should lead to less bugs lingering over the weekends, especially as new cards are added. I've also activated the Steam BETA channel. If you're interested, come on Discord for how to activate it! We've had 3 beta builds this week to test some visual changes I did and it should be going live tonight to the main branch. (NOTE: If you're on the non-steam version and reading this, that is always on the latest version, beta or not)
TWITCH
If you're not aware, we're streaming a community hour every Sunday at 11am PST on my Twitch channel: https://twitch.tv/justinreynard We also announce it in Discord. Come chat and help us improve the game!
P.S CRAFTING
I'm working on some really fun stuff (tutorial? new deck rewards? Yup) but one thing that will be really great is the first crafting test. You'll be able to destroy cards you don't want and craft new cards to help build new decks. The first version will be super simple but I hope to enhance it down the line. I look forward to your feedback! - justin
Fix an issue where the screen would go gray when deleting a deck
This patch fixed a bug with the card "Making an Example"
v0.10.18 went live last night! Here are the release notes!
Cybetronic Augments
Cybertronic has finally received their new foundation to make them feel unique from the other factions! Its called AUGMENTS and the new AUGMENT keyword allows a Cybertronic Warrior to permanently change his stats when added to your squad! For this first version, we let Chasseur augment himself once and Vince Diamond 3 times. They get to choose from a pool of tier I augments to adjust their FIGHT, SHOOT, and ARMOR. Cybernetic Powerarms/retinas were removed from the card pool and moved into the AUGMENT system as tokens, so that will free up a few slots in your Cybertronic decks for more useful cards! Mirrorman was updated with a unique ability where he will receive all AUGMENT abilityes from his squad mades. So play Mirrorman THEN Vince and Mirrorman will receive 3 augments as well! Scrap Heap is a new card which gains a counter every time a Cybertronic Warrior dies and can use the counter to AUGMENT a warrior in your squad again. In future content updates we will be tweaking stats, adding new augments and releasing an update to Eradicator Deathdroid which will see him receiving some unique augments exclusive to him. Have some great ideas how to expand the system? Let us know in Discord chat!
Mission UI Updates
The first of many updates to missions went live today, starting with the UI. Moving forward, this will be a one-stop UI for checking what you should work on next. In the future you'll see experience rewards, faction rewards and season rewards here as well! For now, we changed the UI a little, making it clearer which missions are special, weekly and daily and making rewards and expiration dates much clearer. Please note! All Special missions currently active will be receiving an expiration date soon, so watch for that and make sure you earn the reward before it ends! Also, you are able to erase a special mission if you want but you won't receive it again so be certain!! I'm hard at work for the next update which is shaping up to have some new cards, furthering augments and closing some bugs. So be sure to check out all the new stuff!
COLLECTION RESETS
Collection resets will happen automatically now at the beginning of each Monthly Season. Here's a reminder of how that works: 1) You WILL lose all cards and receive all previous packs to open again 2) You WILL receive the current draft of starter decks and all cards inside 3) You WILL NOT lose any variant cards 4) You WILL NOT lose any cosmetics you've earned or purchased. We are only resetting the base cards to get more testing on deck building and pack opening algorithms and to encourage people to get the new cards we've added since the previous month. So please report all feedback to us ASAP! We will have a few more resets before the set is finalized! As always, thanks for supporting the project. If you want to support us further, consider buying the preorder from the in-game store! For people who missed out on the Kickstarter, we'll be releasing the 2nd Chance Kickstarter Rewards in our online store this month as well! See you online! -j
Hey Troopers!
I've been rewriting the foundation of our "Target select" system to allow for a BUNCH of new card types and it was a bit more complicated than I assumed! But we're live and testing now!
Here's what is now on the table:
Choose X Cards - We can now have cards that tell you to choose either a fixed amount or an unlimited amount. The UI will let you select/deselect until you are happy
Dependent on X - In the previous example, we can say "Choose X Cards" and then require you to do something with the same amount of cards in the next step (i.e. discard X cards to draw X cards from discard pile)
Choose One - Cards can have two possible effects and you choose one or the other (or the other.. or another etc... no real limit on quantity)
Spend X Destiny/Promotion/etc - A Slider is possible to ask you, for example, "How Much Destiny do you want to spend?"
Hopefully this is just the first step with future updates making it easier to choose your cards versus opponent's, cards in your deck versus discard, etc! But this foundation opens the doors to almost all of the remaining cards!
These cards were added to test the new system... and the new system will be used during the next few weeks as I add a bunch more! Please report what you think in Discord!
COLLECTION RESET
As a reminder, on or before February 1st we will do a mandatory reset of your packs. This is to allow you to get the new cards and test changes to the pack algorithm. For example, I will have fixed the algorithm to guarantee more rare and ultra rare cards in February! But since we added new cards, all players received a "reset token" which allows you to manually and optionally reset your packs on the PACKS screen if you want to re-open them now.
AS A REMINDER: Resetting your collection is ONLY your base set cards and packs. All packs owned during beta whether earned or purchased are cumulative. When you reset, you regain them all to re-open. Any cosmetics (avatars, card backs, titles, and emotes) are retained and NOT reset. Same for Lore cards, Mission Cards and VARIANT cards. So your retro variants form the kickstarter, for example, are yours forever!
Last but not least, we have this month's Season Rewards from everyone's favorite evil... ALGEROTH. Here's a sneak peek at the card back:
Later this month, we'll begin testing both the long-awaited Cybertronic AUGMENT system (which will see a revamp of almost all the warriors in Cybertronic and their abilities) as well as beta testing our new tutorial and single player content! I'll update on that a bit more next time!
Until then, thanks for checking out this project! It's a dream come true to build this game with the community. If you're interested in contributing more, we're going to start a private design group on Discord for people who want to have a more "hands on" role with card balancing. If you're interested, let me know on Discord!
See you next week!
- justin
BOOM
Getting back into the habit of weekly updates now that I completed the foundational work on the packs!
Fixed some longstanding bugs and brought back some new cards based on community feedback!
These cards have been causing headaches for too long! We've been discussing them A LOT on Discord (come join us!) and decided to try this approach. It's important to note that the current version of SUBTERFUGE is actually a lot like the original SUPPLY LINES SEVERED in the classic game
So we're investigating reverting SLS back to its original form and doing a different Subterfuge fix. Another fix on the table was a more "delayed" reaction. "Opponent Discards his hand at the beginning of his next turn". Gives the opponent more of a chance to counter it or play as many cards as possible before it hits. Still a hard hit though! What do you think? Let me know.
What's Coming Next?
The weekly updates should continue to follow a pretty standard format. I want to do the following each week, when possible: - Add a few new cards - Fix a few lingering bugs reported - Work on one foundational upgrade This week, I'm going to try and work on the foundation of Cybernetic Augments which should lead to adding a few new Cybertronic cards (and upgrades to existing!). On the bug front I always have a big list, but I'm looking in Discord for people to let me know what they think will be most impactful! Some other things on the table for upcoming patches: - New Tutorial! - New Starter Decks - Fixes for "pity" timer in packs to help grant more Rares and Ultra Rares - Post Combat "interrupt" cards (Play this card immediately after combat...) - UI fixes to make attachments easier to work with and manage Have ideas? Come join our Discord and let me know! See you guys next week!
v0.10.0 is live! Testing Pack Opening!
I'm excited to announce that v0.10.0 went live this week with very little problems! I wanted to update you guys on how it works and how the next few patches will go!
OPEN YOUR PACKS
Starting December 1st, any packs you've accrued can be opened to build your collection. THIS IS JUST A TEST. January 1st we will reset again but ALL PACKS YOU'VE EVER EARNED ARE RETURNED TO YOU. We're testing new starter decks and pack rarity distribution so feedback is welcome! We'll do a few of these as we also finish adding the remaining cards and then we'll do a final reset! - If you bought the preorder and nothing else, each reset will give you back your 60 cards. - If you earned 17 packs AND bought the preorder, each reset will give you back 77 packs to open. - Even If you have never earned any packs, you will be given starter decks (and their cards) and some packs to get your started. As a bonus, starting this week you will be able to reset your collection at any time (once per month) if you aren't happy with your collection and want to rebuild.
BONUS PACKS
As a bonus to thank you for helping us test, any packs you purchase in the store with real money will come with bonus packs on the final reset. By purchasing packs you are directly helping speed up development of Doomtrooper and we will show our appreciation with more free packs when we launch out of Early Access!
KICKSTARTER REWARDS
If you backed the Kickstarter, all rewards should be active! If there are any problems, just let us know in our #support channel on Discord and we'll fix it ASAP! Did you miss the Kickstarter (It was a while ago)? We're going to put some of the rewards up again in the store for Christmas, so watch for that!
WHAT COMES NEXT
The home stretch, baby! The foundation is in place, now we just make it better! We are going to be going back to updating regularly (probably weekly again) and adding bug fixes and new cards as fast as possible! We will also be enhancing the UI and adding a brand new tutorial. A game like this is a lot of work and community support goes a long way! We're making this game together, so please keep the feedback coming either in-game, on Discord or via our Twitch streams. Thanks for the support! -justin
Hey Guys! Want to Open Some Packs?
I wanted to post an update regarding our upcoming schedule and plans. We are currently prepping the next major beta milestone so our schedule is changing a bit. Weekly content updates are suspending for the next few weeks (updates will still go out, but just at a more irregular schedule and mostly foundational for the Dec 1 update!) The December Season will operate a little differently. We will be doing our first test pack opening! Here's what will happen: We will have our first collection reset! This is huge. Currently you have access to all currently implemented cards (10 of each). The time has come to start testing the underlying collection system and pack openings! So on Dec 1st when you login you will be welcomed with a message letting you know how to procede. You will receive some starter cards (and some starter packs added to your total) and be able to open them and build a deck. You can manually reset your collection once during the month Not happy with your collection? Think our rarity distribution sucks? Report it to us! And then you can use the "coupon" everyone has attached to their account to reset your collection an additional time. You can earn more packs! We will be adding packs to the store on/before Dec 1st. You can spend your beta coins on packs to be added to your total. When you reset your collection ALL packs will be reset. For example: You opened 60 packs from the preorder, bought 20 more in the store but did not open them. When you reset your collection you will have 80 packs ready. Even if you opened the 20 new packs, you would have 80 to open since you have earned a total of 80 packs. We will also sell bundles of packs as well if you need to top off! You never lose your packs! Beginning of the next few seasons, we will reset the collection and/or refresh your coupons for resetting your collection (Thoughts on this? Let us know on Discord!). When we have finished the last remaining cards and balance patches we will give everyone some warning and do a FINAL reset in which case you will open your packs for the final time. You get BONUS PACKS! That's right! This has been a long road, so any packs you earn during beta we will grant you BONUS packs on the final opening! We're still deciding the amount, but we appreciate your support during Early Access so if you're willing to support us with your time (earning coins) or your hard earned money (buying packs) we want to reward you as well! So we'll give additional packs on the final reset to say thank you! This is a HUGE milestone for the Doomtrooper community and I'm excited to finally share it with you! I'll post another update soon with "what comes next" but once this cycle begins, the focus is all on balance, new cards and new tutorial/AI events! The train is moving fast and as always, I appreciate the community support on this! Come hang out while we finish the milestones! I (Justin) stream development on Twitch Tues/Thurs at 8pm PST and we do a community stream to discuss updates like this every Sunday at 11am PST! https://www.twitch.tv/justinreynard Come give feedback on Discord! We're always hanging out on Discord if you have feedback, bug reports or anything else to chat about! https://discord.gg/secretcowlevel So excited to hit this next milestone with you guys! See you in-game! - justin
Happy Halloween, Troopers! As is Tradition, we like to test our special events system every Halloween and this year is no exception! Login STARTING TODAY (Halloween) for one week to get some cool new rewards...
Halloween Card Back!
When you login you'll receive the HALLOWEEN HORRORS quest. This week, just play 25 multiplayer games and you'll be rewarded with this sweet themed cardback on completion! It won't be available any other time of year so get those games in! (And yes, you playing more games helps us test... win win!!)
"INFECTED" Title / Zombie Avatar
We brought back the PATIENT ZERO quest! If you played last year, make sure you set your INFECTED title again and get out there to play some games! If you play against someone with the INFECTED title you will receive it (don't forget to set it!). Then if you infect 5 other people, you get the ZOMBIE avatar! I know this event may not be "in the best taste" right now but I promise we created it in 2019 before anyone knew what COVID even meant...
GRIM REAPER AVATAR
THIS WEEK ONLY I added one of my favorite avatars, the REAPER to the store. If you want a cool, creepy way to support our beta, this is a great opporunity. After this week, who knows when it'll be back! Get it while you can!
TRICK OR TREAT (Free Emote)
In case you missed it last year when we tested it, use the code TRICKORTREAT to get the "Trick or Treat!" emote added to your account for free :) And last but not least...
KICKSTARTER REWARDS
We've begun unlocking the Kickstarter rewards! If you have your code registered, they will unlock on login! If not, find your backerkit emails and get those entered! Two important things: 1) If you don't have your code, we'll help! Join Discord and join #support channel and we'll get you sorted! 2) If you bought add-ons like additional packs or Faction Packs, those are going live this weekend, so watch your emails! Happy Halloween Troopers! As we prepare to exit Early Access, I just want to thank you guys for being around to help me test these early stage events. It means a lot to have the support of the Doomtrooper community!
Hey guys -
Sorry I neglected to post the weekly update on here, they've been happening! They've been a little smaller than usual as I was wrapping up the 0.9.0 milestone!
This major beta milestone (over the past several weeks) has brought online some major foundational fixes:
- New Deckbuilder foundation for moving forward (ease of use, fixes, custom modes, etc)
- Major improvements to drag and drop and render engine for performance improvements
- Support for unlocking LORE and MISSION cards
- HUNDREDS of bugfixes
- Cybercurity MP has been toned down, he is now "wound for wound" (no killing)
- Tight Formation and Strengh in Numbers no longer RESTRICTED (1 per deck) but UNIQUE (1 in play at a time) to support weenie deck archetypes.
- Immaculate Furty got a boost. He now upgrades a 2nd time and gains SLAYER on kill. Good ramp up.
- DOOMED & Forced March Got the SUSPEND keyword so it cannot be played first turn anymore
- Garbage Dump was changed to be a lot mor useful. It now allows you to Discard an extra card every turn (for milling strategies)
- Festering Wounds - Moved to Dark Legion
- Get Me Out of Here!- Moved to Bauhaus
WHATS NEXT
Now we are working on the 0.10.0 milestone which is a VERY important one! The focus is simple:
- UI and API for opening packs, building your own collection
- New Tutorial
- New User Experience v1
- Any packs previous earned/purchased will be unlocked to be opened
- Packs will be added to the store for both money and coins
- Every player will receive a "token" for resetting their entire collection one time during the month. This will allow you to reset your packs back to "new player" state and open them again, once per month
- This will continue for a few months while we finalize the packs system and collect feedback.
- Packs purchased with real money during this beta period will contain bonus packs when we finish testing and let you open for the last time.
Hey guys!
This week most of the work went into getting the new deckbuilder foundation live, which we've been rewriting mostly from scratch live on Twitch! (Follow: https://twitch.tv/justinreynard)
A bit late on this update this week. It still went live on Monday! But 2020 has been.... something so I was late to post it here. Apologies!
Some stuff from the new deckbuilder, if you're not following on Twitch:
- Rewritten for speed
- Foundation for a new "visual" drag/drop mode (coming soon)
- Foundation for upcoming "Arena", "Draft", and "Event" modes!
- New "Deck Details" Pane showing stats about your deck (more coming!)
- You can now "Duplicate" a deck
- Import/Export is done but doing some more testing
- New Deck Browser to add decks to your account from within the game!
Currently the browser only has the starter decks but we will soon be able to let users mark their decks as public and share them with the community with one click!
ALSO -
We're about to enter the next phase of beta testing, testing all of the stuff above as well as opening packs, experience points and faction rank! A lot will change starting on Halloween.
I'll be posting more about it here, on social, in Discord and in-game so watch for details! The final phases of beta will let you start earning packs and opening them! But you'll be able (at least once a month) to reset your collection and re-open packs again to account for balance updates and new card additions as we finalize everything!
As always, we make this game together, so if you have questions, ideas or concerns about this beta phase (or the upcoming "Arena" play we've been discussing) come join us on Discord! Just click the link on the main game menu!
Thanks for all the support, and see you next week for a fun card update!
Hey guys!
As always, the weekly update is live! A lot of time went into matchmaking and the upcoming new deckbuilder this week.
We squashed a bunch of bugs as well and added a new button to the UI so if you're hanging out and building a new deck, you'll see the button appear if someone is looking for a match! So get your decks ready and watch for a challenger!
Next week's update should see the first draft of the rewritten deckbuilder to go live, some new changes to matchmaking algorithm and some new cards!
Also, make sure you read the release notes for a surprise ;)
- justin
This week saw tons of hours poured into a rewrite of the game's drag/drop layer and card interactions. The goal was the set the foundation of the upcoming 0.10.0 improvements to address common complaints (like Activating Attachments like the "First Aid Kit") as well as start to make the game "feel better". The feedback we've gotten has shown that people are noticing, so thank you!
One important thing we've addressed from feedback was the "speed" of the game. Most of the animations are now 2x as fast as before, for example initiating combat will happen twice as fast. This was a simple change on our end but a HUGE impact on playability. And since the game has been stable recently, we finally had time to address it!
Some subtle changes seen here on the drag/drop to play a card:
- You'll see the card "pop up" in your hand as you drag, graying out the other cards
- The dragged card is smaller and centered properly with your mouse at the top right
- The battlefield will give visual feedback to what you are currently targetting
A lot of work went into the hover state of cards. For example, when dragging your mouse to an attachment to activate it there is more leeway in the "dead zone" as you drag your mouse to prevent the window from annoyingly closing prematurely on you. I know this bugged you guys as much as it bugged me! Also, especially in the support cards, you can see work was done to help you highlight the card you MEAN to highlight, even if the token is hidden behind the popup. This feels a lot better but I look forward to more feedback!
If you haven't tuned into our stream, we're nearing completion on the new deckbuilder! This includes QoL features like deck sorting and card sorting (seen in the gif) as well as being able to flag your best decks as "public" and share them with the community! Getting a new deck template will just be a click away! This should be going live in about a week, fingers crossed! Thanks for all the support so far! If you're enjoying the progress we're making or just want to support our hard work, please consider posting a positive review on Steam! It helps us a lot and lets new players know how hard we're working here! Thanks, and see you next week! -justin PS - come hang out on stream Tues/Thurs: https://www.twitch.tv/justinreynard and join our Discord to help us keep building this amazing game! https://discord.gg/secretcowlevel
This week was round two of stability fixes. The bugs people were seeing were coming from some old code another programmer wrote that took me (Justin) a minute to get familiar with. After 0.8.11 we found some more issues with timers and interrupts causing some strange behavior and I had to dive back in.
But as of today (Wednesday) I'm happy to report we've had NO errors reported on the backend and no users reporting any issues with timers/interrupts/combat so we may have made it through!
On a funny note, I went to bed about 1am Monday night/Tuesday morning and woke up at 8 to TONS of hate mail about subterfuge. Totally OP card (Blame Bryan, he designed it/picked it for this set!) and I apologize. A few minutes after my coffee kicked in I patched it to be RESTRICTED (one per deck) and ANNIHILATED (removed from the game after being played). Fastest nerf in history.... but thanks for reporting!
We also brought back an ability we lost on Dominic where he is only allowed to attack the biggest MF-er on the board. I know this isn't ideal for all of you wielding your 3x DOMINIC strategy but this is what the kids call "balance". He's big and scary, but he has a weakness. Like the scales of justice, he will balance the masses.
Now that the game's timers are stable, I'll be able to dedicate more time to fixing Young Guard and his ability interrupts, wrapping up the 0.9.0 update with the new updated Deckbuilder and FINALLY launching the Cybertronic revamp with AUGMENTS. It's gonna be awesome.
See you next week!
-j
PS don't forget to come hang out on twitch! Programming streams Tues/Thurs nights at 8pm PST and a Doomtrooper community stream every Sunday at 11am PST!
https://www.twitch.tv/justinreynard
Hey guys!
This week a lot of time was spent behind the scenes working on some long standing bugs regarding stability and user experience. The code for timers (turn, interrupt, combat) was rewritten and some bugs worked out. Then the code for choosing whether a card show be "playable" based on the current game phase was improved. Next we'll be updating card text to make sure its all consistent and clear so new players have no confusion in understanding when a card is playable!
The biggest changes this week
- Disconnects should no longer break turn/combat/interrupt timers on edge cases (causing UI to freeze/game to get out of sync)
- Cards now should gray out when they're not playable during all game phases (should be a big step towards helping new players learn)
- Support cards will no longer render off screen (commonly reported!)
Next week is looking to have a bit more content added with new cards and stat updates. Plus we should be showing off the season rewards for this month as well. See you then!
This week was mostly focused on stability! We spent a lot of time working on tracking down some old bugs and found out that a good number of "weirdness" came from if you tried to retreat during an interrupt phase. We tracked down that issue (which led to a few other edge cases) and fixed them
We also fixed a bug that was preventing us from launching the new "ability interrupt" cards for testing. So we added YOUNG GUARD to get feedback on the new system and will be adding a better UI and more cards that allow you to activate them during interrupt phases this week and moving forward!
As always, thanks for the help and the feedback! We read everything we can find that you guys post all over the internet and are working hard to improve on things such as the UI, the speed of the game, the card balance, the new tutorial and improvements to the practice AI!
Starting this month with the new deckbuilder we've been working on, we'll be tackling these big topics a little every week so keep the feedback coming![img]
Hey guys!
Like clockwork, the weekly update went live Monday night! Here's the notes:
The small area in-game where your avatar is is called the "Shell". It has been a troublesome area to update since it was written so long ago and so many people have touched it.
We took some time to rewrite it and polish it up (faster animations, new customizations, tooltips, etc) and set the stage for performance improvements and future new features. Unfortunately it shipped with a bug where it always showed a Tactical Action so we had to push a tiny hotfix (0.8.5). Oops! The tooltips should help new players quite a bit and this helps set the stage for what comes next (like a new tutorial for instance)
Not only was that cleaned up but we also rewrote how card "cost" is calculated. As long as we didn't mistype anything we should be a lot more consistent with:
- Cards that cost actions AND destiny
- Cards that make other cards cheaper
- Canceling a card via interrupt and making sure everything is calculated properly
- Plus adding new cards will go a lot faster for developers
These types of HUGE changes behind the scenes don't really excite players as much as they should, but the benefits you'll see in the future more than make up for it! But to make sure we make it up to you guys, we also added/changed a bunch of cards this week:
It's looking like next week will have a BUNCH of new cards as well! And if you haven't been tuning into our Twitch stream (why not? FOLLOW: https://twitch.tv/justinreynard) we're 1-2 streams away from finishing the UI for the new Deckbuilder which adds stuff such as:
- Deck Stats
- Deck History
- Import/Export Decks
- Deck Browser (publish your best decks to the database for other players to try!)
- Better interface for searching and adding/removing cards
- Variant Cards
And more! Hopefully we can get it out for testing by the 2nd week of September.
Thanks for supporting DOOMTROOPER! We'll see you next week!
- justin & secret cow level
Hey Troopers!
We've just gone live with the weekly update! This one covers most of the remaining bugs that came out of the Steam Early Access launch so next update should have more content additions!
Here are the release notes:
The power immunity bug was a big one! It's been around for a while and was hard to track down, but Justin located this week thanks to a clever bug report on Discord! (nerd info: It involved cards that end combat early. Power Immunity was turning itself on/off via script onCombatStart and onCombatEnd which was FINE. But it was checking if combat was active... if you ended combat early, it wouldn't be... doh!)
We also addressed the most common complaints regarding turn 1 difficulty. At its core, Doomtrooper is a game about SQUADS OF WARRIORS fighting OTHER SQUADS! This is why the game has rules like Cardinals Gift (to ensure you get a Warrior in your first hand) and Sabotage (to punish your opponent for trying unsuccessfully to build a control deck/forgetting enough warriors) and not allowing attacks during turn 1 of the game.
So certain cards were being exploited during turn one to prevent your opponent from being able to play a card on his first turn giving the person who goes first an EXTREME advantage. We have added a new keyword SUSPEND to some cards which means "Cannot be played during turn 1". here are the cards!
We will continue to make balance updates in favor of two things:
1) Keep the game about combat between warriors, something classic Doomtrooper failed at long term due to a few broken cards)
2) Balance the rarities so that ULTRA RARE cards like Cardinal Dominic aren't always better than Common cards like Mortificator. UR rarity cards should be great and more unique, but there should always be a place for Common/Uncommon strategies as much as possible. We are aware that's not the case as the people working on balancing our sets are no longer active with the project so Justin/Steve will be stepping up again with community support to continue the work!
Big thanks to our friend Adam who was able to help while Justin was drowning in bug fixes this week and add some new cards to the game!
it's already looking like Expedite is an OP fan favorite so we'll be watching!
Last but not least here's a sneak preview of the season rewards from this month of ranked play! You still have until the last day of the month to rise in the ranks and earn these! They won't return for at least 6 months so if you're a fan of Mishima get out there and battle!
We're on Discord if you need any help or want to challenge someone directly (we have Discord integration built in!)
Thanks guys and we'll update you again next week!
- justin and the doomtrooper team
Thanks for playing Early Access and helping us squash bugs! We pushed the weekly update on Monday with tons of fixes and improvements!
We started populating the RULES menu this week with some frequently asked questions (more coming), we fixed some bugs with networking to help make sure people with lesser internet accounts don't miss the matchmaking network packet as well as enforcing one game-per-player on the server to prevent lag from letting you (in rare cases) join two games.
We closed a bunch of user reported card bugs as well!
Here are the patch notes from in-game:
Some reminders:
- Anything you buy/earn in beta stays with your account forever! Variant cards, avatars, etc are yours to keep! The only exception is the set of test base cards that you start with. When we leave beta you'll be able to open all the packs you earned and start building your new collection. (Don't like buying packs? That's fine! We give away almost 5 packs a pack right now for FREE to beta players! Start stocking up!
- We are streaming Doomtrooper Development Tues and Thurs at 8pm PST. Come hang out with us here: https://twitch.tv/justinreynard
- This **IS** an EARLY ACCESS game. You get access to ALL cards for free during this phase but be aware it's a work in progress! We are aware the tutorial needs work and the UI has some tricky things, but we're working on them! Join our Discord server and offer some suggestions! We're currently working on a new Deckbuilder to address a bunch of quality-of-life improvements as well as new interfaces to help you play some of the trickier cards (like First Aid Kit or entering cover!). Bear with us!
- We update every week, usually on Mondays! I'll be posting the update notes here as well (a bit quicker in the future) so check back!
- Hopefully tomorrow we'll be announcing the season rewards for this month! Log in and play some Ranked Matches and climb as high as you can! The rewards this month won't return for at least 6 months so get them while you can!
We'll also be having our first COMMUNITY DAY this month where you can earn a super rare variant card that stays with you forever! Watch here and social media for the date.
Thanks so much! I'm working long hours to patch all the bugs but keep em coming. We're up to the challenge <3
Welcome to Steam!
We've been working hard to revive our favorite CCG from the 90's and bring it to modern masses! From the days of the Kickstarter to our upcoming launch on Steam Early Access we're excited to bring back Doomtrooper together with the help from our fans like you! Doomtrooper is different from the rest as we are a labor of love and community. Steve and I started this company because we played Doomtrooper in the 90's and wanted to bring it back so we could all play again. It's not a cash grab. It's not a trend. It's something that we care deeply about. We are a very small team, cycling between 2 and 10 people depending on funding and availability so we rely heavily on community support! Balance updates, feature implementations and even pricing and rewards are often suggested and decided upon in our Discord community chat! I'm very excited to welcome new players aboard our beta test and I encourage you to get involved as much as you can! All of our moderators and a few members of our core dev team started off as beta testers and have worked their way up. If you care about this game like we do, we want to meet you.
Starting August 3rd
We're so excited to remove our registration codes and let anyone play who wants to get involved! Development is still full speed ahead! Some things you can expect:
- Access to the developers on our Discord community chat
- Weekly Updates adding new cards and balancing existing ones
- Daily, Weekly and Monthly events / rewards
Doomtrooper
Secret Cow Level
Secret Cow Level
2020-08-03
Multiplayer
Game News Posts 40
🎹🖱️Keyboard + Mouse
Mostly Positive
(158 reviews)
https://doomtroopergame.com
https://store.steampowered.com/app/723410 
Doomtrooper - Linux [255.59 M]
Features:
- Gameplay based on the 90's Doomtrooper CCG, but re-imagined with a modern flair. Relive your nostalgia for a classic card game!
- Choose from 7 different factions when constructing your deck, each with their own unique cards and playstyle.
- Complete Daily Missions to earn yourself some coins to spend on packs, avatars, card backs and more!
- Try and hold your own in Ranked mode! Work your way up through the ranks to unlock special avatars, titles, and other rewards.
- Challenge a random player in casual Versus mode, or use our Discord features to send a match invite to your friends.
- Play the Single-player Story Modes to unlock special rewards and learn more about the Mutant Chronicles universe.
- Processor: 1.5Ghz dual-core Intel Core i5Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Open GL 3.1+ CompliantNetwork: Broadband Internet connection
- Storage: 1 GB available space
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