Luckless Seven is the story of Mark Vesco’s journey from a listless existence to competitive glory. Blending a fast-paced card battle system with conversations and stories that respond to your choices, we offer one of the first card games with a story exciting enough to match it. Ready to play?
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Recent updates View all (10)

December 28, 2017

Updates Galore!

Caption: Multiple new areas! We have large screenshots further down!

Read on our website for the best formatting experience.

Hi everyone,

Tyler again from the Deckpoint Studio team. As we roll ahead into the winter and new year, the holiday season offers an opportunity for reflection. Where have we been? Where are we going? These questions help us measure our success against stated goals and revisit lessons learned along the way. At Deckpoint Studio, we value reflection.

But that will have to wait for next time, because have way too much new stuff to show you!

New: The battle icon in the dialog menu is now animated!

Download the demo on Steam or IndieDB. There is Windows and Mac OSX available! We will have Linux in the next update!

Where to begin? Well, I’m the story guy, so we’ll start there. In the newest demo version, you’ll find familiar areas filled with additional dialogues. They’re in Mark’s apartment, in the Filippelli home, in the library, and more. We created these dialogues as a means of fleshing out the land of Arithia and the history of Mark’s companions, but also to just have a bit of fun. Give them a read and let us know what you think!

New Environment Interaction: Pickup Icon. Located on the window sill. These new icons will allow Mark to scavenge items or money from the environment!

New Environment Interaction: Investigation Icon. These new icons will allow the player to discover more about Arithia and its inhabitants.

This investigation icon opens allows the player to read excerpts from different books that the Fillipelli family owns. Giving insight into the characters and their backgrounds.

The Ox in the Box! A fun storybook excerpt. Thanks, investigation icon!

Giving the start of Mark’s journey a bit more character hasn’t been a strictly literary effort, however. We’ve also done some remodeling. In the newest version of the demo, and going forward, you’ll notice some modest stylistic shifts to the way we handle walls. Walls facing the camera have gone from semi-transparent to invisible, and our walls are now a little thicker. We think this looks a bit nicer, and it will hopefully cut down on the neighbors complaining about the noise. Take a look at the before-and-after shots below!

Before: Mark's apartment daytime.

After: Mark's apartment daytime. The walls in front of the camera were removed. The walls were made thinner. Added floor thickness. New furniture and textures!

Before: Mark's apartment night time.

After: Mark's apartment night time. The level is significantly easier to see and navigate.

Before: Card shop in Patrida.

After: Card shop in Patrida. Added windows and improved the lighting.

Before: Casino in Patrida.

Patrida's Casino. The outside has massive windows and we added the light from these windows in the updated casino interior.

After: Casino in Patrida. New light from windows. VIP area was redone and new lighting from the slot machines. This area will undergo more changes in the next update.

Before: Fillipelli home interior.

After: Fillipelli home interior. Wall thickness reduced. Floor thickness added. More realistic lighting.

Before: Patrida library.

After: Patrida Library. Wall thickness added.

For a less modest change, look no further than the hospital in Patrida. For a long time, we have been content with but not thrilled by the hospital’s appearance. While it made an appropriately bleak setting for Mark’s listless position at the beginning of our story, we thought it was a little too barren for the patients. And so, last week, Jesse surprised us with a complete overhaul: artwork, several recolorings, and more. It’s better shown than told, so see below.

Before: Patrida Children's Hospital - Lobby.

After: Patrida Children's Hospital - Lobby. Added new furniture, signs, textures, characters and more! Removed the old fountain.

Before: Office Area.

After: Office area. Added new cubicles, furniture, signs, textures, and more!

Before: Cafeteria.

After: Cafeteria. Added signs "Sweetspot" meat and "Blackbelt fruit"

Before: Hallyway.

After: Hallway. Added over 40 new paintings in the hospital!

Before: Lobby.

After: Lobby. The new TVs have observation icons when the player gets close enough.

Before: Office area.

After: Office area. Close up of the new cubicles! Reduced how far away the cubicles were from each other.

Before: Breakroom. This picture is zoomed out very far.

After: Breakroom. New paintings and recoloring of the area.

Before: Clinic

After: Clinic. Added new characters and wall siding!

But that hasn’t been all the level design we’ve been working on. No, Jesse’s also done a lot of work preparing for the continuation of the Luckless Seven journey in Neropolis. There are a few more key areas left to create, but many have already been completed or nearly completed: an outdoor hub area, card shop, local restaurant, hotel lobby, and hotel room. You can see the images below! We’ll be turning our attention to designing Neropolis’ casino exterior/interior next!

New: Neropolis Card shop!

New: Neropolis Mint Hotel Lobby!

New: Neropolis Mint Hotel Room!

New: Neropolis Restaurant!

The newest version of the demo will also reveal some significant UI updates. You’ll notice improvements to the quest notification boxes and currency update boxes at the top and bottom of the screen respectively. You’ll also notice changes to the phone/menu icon. The phone now shows a screen rather than the back of a phone, and it has a cool dimming/illuminating effect. You’ll find some helpful new icons as you explore the world as Mark. Blue question marks now denote sidequests, and circular “i” icons indicate particularly knowledgeable or talkative NPCs. You’ll also notice “investigate” (magnifying glass) and “scavenger” (grabbing hand) icons indicating potential card, currency, or other item pickups. We think these improvements will help you navigate the world even more effectively!

New: Blue question mark designates side quests. These are extra quests that help expand the game's world and provide the player with more opportunities to win money and cards!

New: Circular “i” icons indicate particularly knowledgeable or talkative NPCs.

New: UI improvements. The quest and money notifier are now much easier to read. The new menu button (phone button).

Before: Quest notifier. This updates whenever the player unlocks the next part of a quest.

After: Quest notifier. More noticeable and easier to read.

Before: Money notifier. Money is gained from battles, dialogs, or from the environment.

After: Money notifier.

Before: The old menu button. This opens the phone menu where the player can check their quest log, inventory, map, change options, save / load, and more!

After: The new phone menu button. The screen illuminates when hovered over!

And lastly, we wanted to call out some important updates that went live with the previous demo release. You may have noticed that won Ekosi matches will now result in Ekosi card rewards. And to manage your new abundance of cards, we’ve made some significant improvements to the deck/inventory system. The visual interface has been simplified, and you’ll find the tooltips to be a lot more concise and clear. (Color-coded text has been a big help here.) Happy deck-building!

Before: Inventory system and side deck builder.

After: Inventory system and deck builder. The new tooltips are smaller, colored, and point to the card the player is hovering over.

Win cards from nearly every Ekosi match! Money is also displayed on the reward screen. A new button was added to flip between the score breakdown and reward screen.

So, we’ve been busy. We’ll have to wait until next time to reflect. ;)

If you haven’t done so in a while, visit us on Steam and give the game a spin. We’re excited about our progress; it’s the best it’s ever been! If you have any thoughts or feedback on the new additions, let us know!

Thanks as always, and happy holidays!


Download the demo on Steam or IndieDB.

Read on our website for the best formatting experience.
7 comments Read more

October 19, 2017

Matsuricon and GDEX!

Hi everyone,

Tyler again from the Deckpoint Studio team. I’m writing today to provide an update on a couple of action-packed months for Luckless Seven.
We’re well into what has unofficially become expo season for Luckless Seven. Late in August, we attended our first Matsuricon, a Columbus, OH anime convention. Then, last weekend, we attended GDEX, a regional game development expo, for the third consecutive year.

Read on our website for the best formatting experience. Our website will have a gif-ified version of this update!

The approaching expos made a good occasion to review feedback from last year’s GDEX and measure today’s game against the Luckless Seven of a year ago. We’re thrilled about our progress over the last year, but we still wanted to make sure we’d adequately responded to the player feedback. A common theme amongst players was a desire for context and clarity in the game’s introduction. Who’s this werewolf? Who are these characters? And, even more generally, what kind of game is this?

These concerns melded with our team’s recent desire to make the start menu more representative of the in-game world. So, we’ve taken the first-person, moving/rotating camera, and replaced it with a perspective just like that of the overworld. Throw in a few particle effects, and we think it looks pretty nice! With the start menu adjusted to look just like a scene from gameplay, we got the idea to make it act like a scene from gameplay. Now, when you click to start the story, a short dialogue scene between Krista and Mark plays. We showcase some of the characters and foreshadow some of the story as a way of lending context to new players. And then, after this scene, the werewolf Ekosi battle ensues as normal.

Between Matsuricon and GDEX, we had plenty of player help to identify areas for improvement. A number of players experienced difficulty navigating Krista’s house on Day 1. The Mystery Girl at the Library presented a number of Ekosi AI issues. Then, a number of players expressed confusion or disinterest in the post-battle report. Additionally, many players reported a lack of connection between Ekosi matches and the overworld.

From this feedback, we’ve worked (and are currently working!) on some changes:
  • Added collectible items to the overworld.
  • Clarifying route to the back of Krista’s house
  • Closed garage door (a common player misstep).
  • Added signage and observation icon to guide the player.
  • Made a wall transparent to better reveal the walkway.
  • Retooling Mystery Girl with a better-behaving deck
  • Changing post-battle report to de-emphasize Ekosi scoring and focus on player rewards.
  • Report now shows currency reward.
  • Players can now receive Ekosi cards upon victory.
  • Adding additional story details to the overworld. [Ongoing]

We were even able to get some feedback on the new opening dialogue. Accordingly, we have plans to make the dialogue more robust to provide additional narrative context. This time of year is a pleasant reminder of the value of playtesting.

If you haven’t played the game in a while, now is a great time to revisit Luckless Seven. We’d love to hear what you think! We’re continuing to work on enhancements to the game, and we’re eager to show it off at other opportunities in the coming months.

Download the demo on Steam or IndieDB.

Thanks as always,


Read on our website for the best formatting experience. Our website will have a gif-ified version of this update!
0 comments Read more


“The world design is excellent, the story feels fresh and a lot of thought has obviously gone into it’s tactical card game – it’s easy to learn, fun to play, and a perfect substitute for traditional RPG combat. A Full House.”
Alpha Beta Gamer

“When you give me the option to be the story and influence the game world around me, you are onto a good thing, in my book! I can’t be the only one thinking this, as many gamers (not just card gamers) crave this level of game and story interaction.”
Trading Card Games

About This Game

Luckless Seven is the story of Mark Vesco’s coming of age. Once an inspired youngster, Mark finds himself living a listless, dutiful existence just two years out of high school. When a group of old friends contacts Mark about reuniting with them, the stars align to allow him to join his old friends in a nationwide competitive tournament.

Take control of Mark as he and six friends set out to compete in Arithia’s most popular game, Ekosi. This fast and fun card game is inspired by KOTOR’s Pazaak, and the stakes couldn’t be higher. With a little experience, money, and luck, take Mark from a modest amateur to an Ekosi champion!

Which card to play won’t be the only difficult choice for Mark, though. Along his journey, Mark will have to make several decisions that will challenge him morally, ethically, and socially. More than just a card game, Luckless Seven invites you to take control of the whole person. Who will Mark be on his quest for glory?

  • A story-rich experience that uses choice to explore identity formation and social relationships.

  • An intuitive, straight-forward quest structure that offers a wealth of enriching sidequests for the player to discover.[/h2

  • Exciting, strategic gameplay in a fast-paced card battle system inspired by Pazaak.

  • Customize your deck! Visit card shops to turn match victories into new cards as you upgrade your deck.

  • Complex dialogue trees that allow you to control the direction of dialogues both serious and playful.

  • An immersive 3D world - explore a diverse set of isometric environments, both in urban and natural settings

  • Original Soundtrack full of energetic battle music and ambient world music.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7
    • Processor: i3
    • Memory: 2 GB RAM
    • Graphics: GeForce GT 635M
    • DirectX: Version 11
    • Storage: 6 GB available space
    • Additional Notes: Minimum Screen Resolution 720x480
    • OS: Windows 7
    • Processor: i5
    • Memory: 4 GB RAM
    • Graphics: GeForce GT 740
    • DirectX: Version 11
    • Storage: 6 GB available space
    • Additional Notes: Recommended Screen Resolution 1920x1080
    • Processor: i3
    • Memory: 2 GB RAM
    • Graphics: GeForce GT 635M
    • Storage: 6 GB available space
    • Additional Notes: Minimum Screen Resolution 720x480
    • Processor: i5
    • Memory: 4 GB RAM
    • Graphics: GeForce GT 740
    • Storage: 6 GB available space
    • Additional Notes: Recommended Screen Resolution 1920x1080
    • Processor: i3
    • Memory: 2 GB RAM
    • Graphics: GeForce GT 635M
    • Storage: 6 GB available space
    • Additional Notes: Minimum Screen Resolution 720x480
    • Processor: i5
    • Memory: 4 GB RAM
    • Graphics: GeForce GT 740
    • Storage: 6 GB available space
    • Additional Notes: Recommended Screen Resolution 1920x1080
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