Wähle deinen Dienermeister aus und sammle eine Armee von Dienern, um mit anderen Spielern online in einem Dienerkampf in Echtzeit Mann gegen Mann anzutreten! Deine Diener warten auf dich!
Kürzliche Reviews:
Sehr positiv (59) - 83% der 59 Nutzerreviews der letzten 30 Tage sind positiv.
Alle Reviews:
Größtenteils positiv (468) - 79 % der 468 Nutzerreviews für dieses Spiel sind positiv.
Veröffentlichung:
2. Dez. 2016
Entwickler:
Publisher:

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Early Access-Spiel

Erhalten Sie sofortigen Zugang und bringen Sie sich in die Entwicklung ein.

Hinweis: Dieses Early Access-Spiel ist noch nicht fertig und könnte sich in Zukunft verändern. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, sollten Sie abwarten und sehen, ob sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

“Da es sich hierbei um ein Online-PvP-Spiel handelt, möchten wir gern vor der Veröffentlichung das Gleichgewicht testen und Rückmeldungen von Spielern bekommen.”

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

“Wir planen eine Veröffentlichung im Januar 2018”

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

“Hier ist eine Liste der Dinge, die wir uns gern mit dir anschauen würden, bevor wir Early Access verlassen:
  • Viele neue Diener, Zauber und Gebäude
  • Ausgeglichenheit
  • Tolle neue Meister
  • Mehr soziale Funktionsweisen
  • Draft-Modus
  • Bestenlisten
  • Mehr Fortschrittssysteme
  • Gilden
  • 2 gegen 2 – Mannschaftskampf
  • Verfeinerung insgesamt

Was ist der derzeitige Stand der Early Access-Version?

“Das Spiel kann vollständig gespielt werden, mit vielen Dienern und Meistern, mit denen du kreativ sein kannst. Es gibt Fortschrittssysteme, Draft-Erstellung, Spielersuche-Ligen, Arenen zum Freischalten, einen globalen Chat, Freundesliste, Profilzusammenfassungen, Errungenschaften, Wiederholungen, ein Herausforderungssystem und noch viel mehr.
Dein Fortschritt wird beim Verlassen von Early Access nicht gelöscht, du kannst ihn behalten.”

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

“Lieber Spieler, wir möchten dir gern mitteilen, dass Minion Masters in Zukunft kostenlos gespielt werden kann. Wenn du die Version Early Access kaufst, erhältst du eine exklusive Arena und ein tolles Geschenk, wenn das Spiel veröffentlicht wird!”

Wie werden Sie versuchen, die Community in den Entwicklungsprozess mit einzubeziehen?

“Wir sind immer sehr aktiv in den Foren der Steam-Gemeinschaft, in denen wir deine Rückmeldungen sammeln und uns an den Diskussionen beteiligen. Wir werden auch viel spielen und uns im spielinternen Chat mit dir unterhalten.
Außerdem haben wir ein Vorschlägesystem.”
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Kürzliche Updates Alle anzeigen (53)

15. November

Update 52 - Stay Healthy



Minion Masters!

The Wicked Witching Night comes to an end and Master’s look forward to a more merry celebration at the end of the year..

This week brings some exciting stuff with it. We have a ton of fixes and small improvements that we’re sure you’ll love, as well as a handful of balance changes.

And while you’re listening to the new Milloween voice lines, remember to submit to the card design contest!


Changelog for Update 52

Milloween Voice implemented

Balance
  • Spirit Infusion
    • Mana cost up from 2 to 4
    • Number of spirits up from 2 to 3

    --- Developer comments ---
    There’s been many requests to change spirit infusion in some way. We agreed that the “boss decks” that have become popular can be somewhat problematic, but we do not believe they should be removed entirely.
    It’s a strategy that many consider fun to envision and play, so it should be a valid strategy.
    The issue is that it’s not very fun to play against at the moment. While we have some ideas on that front, we’re starting with a simpler change to make the health buffs less effective and harder to cycle.
    This should hopefully make it harder to go all in on the infusion strategy to create one big minion that ends the game in one push, but rather sprinkle it into their decks as a 2-3 card combo.
    Based on how the spell performs in this version we’ll see if more serious measures are needed.


  • Dragon Nest mana cost up from 3 to 5

    --- Developer comments ---
    The Dragon Nest was reworked last week, and according to much of the feedback we received it was severely overtuned. The power of removing the mana restriction brought back some very cheap spell decks, which felt extremely hard to play against if you did not include a lot of specialized counters.
    While a lot of interesting suggestions have been made, we’re aiming to keep the card simple and believe we can alleviate a lot of the concerns by increasing the initial investment of playing the Dragon Nest.
    Coupled with the Infusion change, using the Dragon Nest strategy also requires more skill, since using spells with guaranteed value is now a lot slower for the deck.


  • Grenadier Scrat attack delay down from 800 to 600
  • Annihilator attack delay down from 800 to 600

    --- Developer comments ---
    We’ve had an issue with some of the Area of Effect units’ attack delays for a while. They felt clunky to play because their attacks were so extremely slow, and they always took a lot of chip damage even against things they should be strong against.


  • Healing Fireball up from 2 to 3

    --- Developer comments ---
    Healing in general is an issue because it feels really bad to play against. A lot of players had issues with spending a lot of mana trying to bring down a big unit only to have it healed up again with no counter left to handle it.
    The cheap cost, high flexibility and lack of counterplay of Healing Fireball meant it was a really powerful solution that most of the time didn’t require much to pull off, and we believe the investment of that kind of spell should be greater.


  • Scott the Sensitive Savage health up from 450 to 550

    --- Developer comments ---
    Scott hasn’t seen as much play as we’d like after the event and we believe it’s because his mechanic is rather easy to exploit by the opponent.
    While he’s a powerful defensive tool with his high damage, he was proving lackluster on the offensive for such an expensive card.
    Buffing his health will allow him to win more fights before getting depressed, or perhaps allow him to survive until he gets back up again.



Quality of Life
  • Rage FX remade to look better.
  • When choosing between cards and gold in Expeditions, you can now see how many copies of the card you have already.
  • You can now inspect the card when choosing between a card and gold in Expeditions.
  • The Expedition camera now focuses on your destination upon clicking to move - thanks WaitAnd 挂个蒸汽帮
  • Area indicators added to Minions that deal Area damage.
  • The default crafting view no longer includes cards you have 3 or more copies of unless you tick “Include uncraftable cards” - Thanks Euphytose
  • The Eternal Woods Expedition now costs Global Supplies to start instead of Relics.
  • A few reward things have been changed to smooth out the Relic gains from playing repeated Expeditions.
  • You can now use Draft decks to play Expedition challenges (wins and losses still count)
  • PvP challenges in Expeditions no longer complete if you leave the game - Thanks Sinilil
  • Added disappearing effect to challenges in Expeditions
  • The Mana bar now flashes when you have max mana and flooding extra mana.
  • The win camera movement now better handles the difference in height for low level or high level victories.
  • Reduced the screenshake for Magma Storm
  • Beam of Doom now has clearer indication when the ground decal is obscured (e.g. inside the Master Tower)
  • The intro camera is now slightly zoomed out in Team Battle
  • Polished the moves in Expedition to feel smoother despite long server response time.
  • Quitting to menu no longer shows the win animation for the opponent.
  • Clicking space to reset your camera in Expeditions now also resets the rotation.
  • Wizard Puff can now hit Settsu with the death star.
  • Challenge banners in Expeditions are now slightly smaller.
  • Lighting is now unique to certain expeditions, despite being the same environments.
  • Removed intro message for Expeditions the first time you open it.
  • Rarity should now be clearer in the Duke’s Decree challenges
  • Empty card slots in your deck are now highlighted as red.
  • Friendly quest rewards updated to fit better with other quest efforts.

Bug Fixes
  • Demolisher Volco now has a proper ragdoll
  • Fixed a UI bug with average mana cost displaying wrong things during Draft - thanks EtherLord
  • Fixed an issue with decals giving errors in certain environments.
  • Fixed controllers not responding in Expeditions.
  • Fixed a bug where getting Raging Reinforcements with Future Past would cause the new card to not have an effect when played.
  • Fixed an issue where Illusory Cleaver did not get inspire in Team Battle.
  • Fixed some issues with post processing on the Expeditions maps in different environments.
  • Fixed a bug where the camera would move back and forth between the Power Tower and match summary when getting multiple rewards.
  • Fixed a UI issue where the loot counter would display at 100% until you picked up your first treasure where it would update.
  • Fixed a bug with Replays displaying the Skin name of the Master instead of the player.
  • Fixed a performance issue where Brutus was not loaded properly before he was spawned.
  • Fixed a bug where Minions would predict the enemy Master as dead and start doing something else just as they won the game.
  • Fixed an issue where Supplies were out of sync with the Server after ranking up and playing games with the new bonus.
  • Fixed a bug where Demon Warrior would display with less health than she actually had in Expeditions
  • Fixed a menu bug where everything would be blurry after exiting Expeditions.
  • Fixed the UI still displaying in the victory animation in Team Battles
  • Fixed an issue where emotes in matches would display shorter than normally - Thanks Sera
  • Fixed the VFX showing relics flying to the wrong currency - thanks markljunggren
  • Fixed a UI bug where the tabs in shop would not work when a tooltip was shown.
  • Fixed some tooltips not appearing in the intro flow for new players.
  • Fixed an issue that caused some players to continue loading after ready was sent, making them join the match later then others - thanks Eazotop, Khazlariko and more
  • Fixed replays breaking if you disconnected during loading.
  • Fixed flightless dragons having a flapping ambient sound.
  • Wizard Puff death star can no longer hit dead targets or enemies in black hole.
  • Fixed a number of issues with long moves in Expeditions giving bugs
  • Fixed a lighting error in Cursed Valley
  • Fixed an issue with lighting when moving quickly between two environments in Expeditions.
  • Fixed some strange seams and colours for water in Scrat environments.
  • Fixed level tooltip showing wrongly in certain languages.
  • The skin now becomes properly coloured when you buy a Master or skin in the selection menu.
  • Fixed a scaling issue with the tick mark on the MMPG qualifiers after the tutorial.
  • Fixed some particles showing through other UI in solo challenges.
  • Fixed draft Master selection showing skin names instead of normal Master names.
  • Fixed an issue where salvaging a Card would lag.
  • Fixed legendary reward FX playing when you inspected your opponent’s deck.
  • Fixed Last Stand showing the buff wrongly in Team Battle - Thanks ecke
  • Fixed an issue with rewards not showing properly when you had the Team Lobby open - Thanks Riuka Soulripper
  • Fixed the Season Bonus not showing as green in match summary if you had just attained it.
  • Removed the white flash that appeared when you opened the map in Expeditions.
  • Fixed an issue with bots being able to spam the chat.
  • Fixed a bug where getting Raging Reinforcements from Future Past/Present caused the first time playing it to not do anything - Thanks Selet and Khazlariko.
  • Fixed an issue where errors occurred if you canceled matchmaking just as you were getting a match.

Cheers from Betadwarf!
26 Kommentare Weiterlesen

8. November

Update 51 - Fire and Fury



Minion Masters!

Today we have some exciting changes for everyone.
We’ve received so much interesting feedback about Expeditions and are ready for another iteration on the feature as well as some long awaited balance changes.

The nomad and the general
Once I walked the world. I saw people with contorted faces grasping at the gold dug from the earth. I fled and fled until my legs could barely carry me anymore.

As I stumbled through the desert my memory fading, I met a man who called himself the General. And he said: “Nerf ragepoison”
As I pulled myself from the ocean, exhausted and weak, I met the General and he said: “Nerf ragepoison”.
As I crawled through the blistering cold of the mountains, I met the General and he said: “Nerf ragepoison”.

Now I sit here before you, at the warm campfire with my body rested and supplies aplenty, and I say; “Nerf Rage Potion”.

Card Design Contest

Yes, you’ve heard us right – YOU can now become a Minion in Minion Masters! BetaDwarf presents the Minion Masters Card Design Contest in cooperation with Zgriptor... and the best thing is, your card may actually get implemented into the game!

Here’s how it works:
  • From today onwards, you’ll have 2 weeks for you to think and carefully design your card
  • To submit your ideas, please check the related posts on the Steam forums and Reddit
  • After that, every card goes into one big poll that lasts for 1 week
  • After all that, we begin the final voting period in which we pit against each other the best 3 cards from each category and this final voting process (5 days duration) will determine our grand winner that gets to join us in the great pan galactic warfare. Please note: BetaDwarf has the final say and provided card information is subject to change.

You’re basically only limited by your own imagination, but in order to not have this contest run forever, we decided to limit submissions to the following categories:
  • Melee
  • Ranged
  • Flying

We’re looking forward to your ideas, creations and submissions!




Changelog for Update 51

Balance
  • Rampage - Rage buff decreased from +100% damage to +50% damage.
    Also affects Volco perk 3, Raging Reinforcements

    --- Developer comments ---
    There were a couple of problems with the Rampage card and the Rage buff in general.
    The Rage buff could completely swing the interaction for certain minions, and in some cases even turn counters on their heads.
    Most of all we were not fond of strategies that relied on a single rampaged push to win the game with a specific counter required to survive.
    While we would still like large Raged pushes to be effective, they should no longer be able to completely obliterate you for one misstep.


  • Volco
    • Perk 1 - Afterburner changed to:
      When Volco holds the Marked bridge and plays a card, he fires a firebolt at the enemy Master dealing 60 damage.

      --- Developer comments ---
      Volco’s first perk has been a piece of the game we wanted to look at for some time. While we had expected a larger rework to be required, we found a different version of the original that didn’t change too much and maintained a lot of the upsides of the design without the major downside; suppression.
      While the perk had a clear counterplay - taking the bridges - opponents of Volco felt unable to do anything when Volco was playing multiple cards to activate the afterburner.
      Only hitting the Master maintains the synergies of the perk but removes that frustration.
      Volco players will also be forced to reconsider their deck choices somewhat. Since the perk can no longer feed in on itself by holding the bridges and can neither help Volco answer air attacks, bridge control and anti-air will need inclusion to make more rounded decks.
      It’s an obvious downside to the perk to not hit Minions, so we reduced the requirement for activating it by only making it one bridge, which is randomly selected and Marked when he gains the perk.

    • Perk 3 - Tempers flaring affected by Rage buff change, no further changes.
      --- Developer comments ---
      Volco’s third perk was also part of the reason we changed the Rage buff. The game changed massively when he gained the third perk, and interactions swung a little too heavily in his favor.
  • Raging Reinforcements
    • Affected by Rage buff change
    • The card now shows a card buff in hand detailing what Minion(s) will spawn on play.
    --- Developer comments ---
    Raging Reinforcements was not too good before we changed Rampage, so it obviously needed some kind of balancing to account for the change.
    We believe a Mana reduction would be much too powerful despite the random nature of the card, so we opted for a different direction that might address some of the other critique the card has had; randomness.
    The card now decides the spawned Minion(s) as soon as you draw it, and the result is indicated as a card buff, allowing you to make informed decisions based on a hopefully more fun kind of random on the card.

  • Dragon Nest
    • Changed to: Summons a Flightless Dragon Whelp whenever its Master plays a Spell. Because dragons love magic.
    • Lifetime up from 30 to 45 seconds.
    • Health up from 250 to 300.
    --- Developer comments ---
    Dragon Nest was another card that required very specific answers to handle, and despite the changes we made some time ago, we didn’t feel the card was really in a good place yet.
    The root of the issue has always been the fact that the Dragon Whelps spawned were high damage flying units, thus requiring a specific response to battle.
    We love the basic interaction of spawning Minions when you play spells, but decided to use the relatively new Flightless Dragon Whelps as the card to spawn instead, as that will allow many decks to handle the swarm of dragons.
    This also let us do away with the mana requirement, which wasn’t performing quite as well as we had hoped. A few stat changes were also necessary, as the building is now more of a long term production building based on Spells rather than a quick burst of dragons.

  • Morgrul, the Swarmer King - Mana cost reduced from 5 to 4.
    --- Developer comments ---
    We believed Morgrul had a lot of potential in the hands of skilled players, as the versatility the card offered through instant damage and knockback could be used quite well. However, the card has not seen as much playtime as we had hoped, and that is most likely because 5 mana is the point where things have to be really impactful to include in your deck or they will slow you down too much.

Join our players Sinilil, Eazotop, Dipshit, Shadyhobos, Videogamer77 and developer UncleOwnage for a roundtable at 15 CET discussing the changes on The King Puff Cup stream.


Quality of Life
  • Bridge Marks are now placed according to player position in Team Battle. Two similar Masters’ Marks are combined into one.
  • When reaching the max global supply cap at 20,000 supplies, excess Supplies are now sold very cheaply for gold - Thanks Grey Wolf.
  • The move animation in Expeditions is now faster.
  • Team Battle now downprioritizes forming the same team multiple times in a row.
  • Team Battle further downprioritizes matching Premade vs non-Premade.
  • Team Battle further downprioritizes matching teams with a large rank difference.
  • Currency and free spin token tooltips updated to reflect the supply changes - Thanks StevenEven
  • Expedition grass tile colours revisited and homogenized.
  • Expedition Map now starts centered and zoomed out.

Bug Fixes
  • Fixed a bug where you could start a ranked battle from Expeditions using a Draft deck and be flagged for cheating - Thanks KestreL.
  • Fixed an issue where King Puff’s Mark sometimes would not swap with Trick Swap when he was player 2 on a team in Team Battle - Thanks StevenEven.
  • Fixed a few issues with Expedition Maps having holes and errors.
  • Reworked some loading flow to reduce crashes on computers with low VRAM (this should fix many of the issue people have had loading into 2 vs 2)
  • Fixed a bug where the Card tooltip box would stay on the UI if you selected the card while you had were hovering over the buff.
  • Fixed a bug where you would receive a “you left the game” message and lose after winning an Expedition match - Thanks Jan-Niklas.
  • Reduced a number of texture sizes that did not have to be as large. This should further reduce crashes.
  • Fixed Daggerfall daggers being covered by snow.

Cheers from Betadwarf!
19 Kommentare Weiterlesen
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In den Diskussionsforen können Sie Fehler melden und Feedback zum Spiel abgeben

2 vs 2 Beta!



The Team Battle mode has been added to the game!
In 2 vs 2, you can play with friends or strangers and finally try out that ridiculous combo you came up with but needed 16 cards to make work.

There are now three ladders:


See the full update here

Reviews

  • "It’s pretty fun. Ultimately it’s a pretty damn good version of the Clash Royale model."
    TotalBiscuit
  • "Pick Up and Play PvP at its finest"
    GameSkinny
  • "If you’re familiar with things like Nexus Wars and Castle Attack, or just Clash Royale, you’re immediately gonna be able to pick this game up very very quickly. Obviously there is quite a lot of learning involved with the different troop types and cards available. But it's really slick. It’s plays really really well. It’s a good version of that game type, for PC."
    TotalBiscuit

Über dieses Spiel

Über die Preisgestaltung

Lieber Spieler, wir möchten dir gern mitteilen, dass Minion Masters in Zukunft kostenlos gespielt werden kann. Momentan kostet es etwas, da wir das Spiel gern mit einer kleineren Anzahl engagierter Spieler gestalten und formen möchten, bevor wir es für ein breiteres Publikum zur Verfügung stellen. Es gibt zwei Zugangsmöglichkeiten:

Kaufe das Premium-Upgrade und erhalte jetzt sofortigen Zugang:
Das Premium-Upgrade ist sehr wertvoll und verschafft dir sofortigen Zugang zum Spiel. Dieses Upgrade wird auch nach dem Start verfügbar sein, aber während Early Access gewinnt es an Wert.

Registriere dich und erhalte kostenlosen Zugang ohne das Premium-Upgrade:
Gelegentlich versenden wir Steam-Einladungen über die Registrierungsseite unserer Gemeinschaft. Hinweis: Es gibt keine Garantie und keinen Zeitplan für das Versenden dieser Einladungsschlüssel, es kann also zwischen 1 und 40+ Tagen dauern.

Schnelle Mann-gegen-Mann-Duelle

Tritt ein in die Welt der Dienerkämpfe!
Beschwöre deine Diener und schau zu, wie sie ihre Gegner blindlings angreifen. Du hast es in der Hand, ihren Kurs zu bestimmen, es kommt alles darauf an, wo du sie platzierst.
Diener können die Brücken einnehmen und den gegnerischen Meister zerstören.
Das Einnehmen von Brücken bringt dir Erfahrung und ermöglicht dir die Levelerhöhungen, du verdienst dadurch einzigartige Vorteile je nach dem von dir ausgewählten Meister.
Außerdem kannst du mächtige Zauber einsetzen, um den Verlauf des Kampfes zu kippen, beispielsweise mit einem gut gezielten Heilenden Feuerball (ja, den gibt es) mitten in deine verwundeten Truppen hinein.

Schalte mächtige Diener und spektakuläre Zauber frei und erschaffe sie!

  • Wie der Dämonenkrieger, der mit jedem Mal, bei dem du ihn spielst, stärker wird – Zeit zum Überfallen des Endgegners!
  • Oder der friedliebende Manahauch, der dir zusätzliches Mana gibt, wenn er glücklich ist – und das ist er immer.
  • Natürlich könntest du auch den Troubadour bekommen, einen großen, freundlichen Herren, der seinen Dudelsack mehr liebt als seine Gegner das tun.

Online-Kämpfe in Echtzeit – von Holzliga bis zum Großmeister

  • Spiele online gegen ebenbürtige Gegner, die glauben, dich überlisten zu können.
  • Erschaffe aufregende neue Decks in unserem Draft-Modus und spiele sie gegen andere aus.
  • Mit den blitzschnellen Wettkämpfen kannst du immer „nur noch einen“ spielen.
  • Oder du kannst deine Freunde einladen und sie mit deinem selbstgemachten Deck schlagen, das nur so sprüht vor Kreativität!

„Was noch?“

Wirklich, das reicht noch nicht? Na gut, wie wäre es hiermit
  • Wiederholungen!
  • Schnelle Spielupdates!
  • Sammle deine eigenen Arenen!
  • Saison-Ranglisten!
  • Tolle 3-D-Grafik!
  • Wähle eine von einer Fantastilliarde Strategien aus
  • Haben wir die Hauche erwähnt? Es gibt sogar einen Königshauch!

Wir sehen uns in der Welt der fantastischen Dienerduelle!

Systemanforderungen

    Minimum:
    • Betriebssystem: Windows 7, Windows 8, Windows 10
    • Prozessor: Intel Core i3, 2.4 Ghz or equivalent
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: Nvidia Geforce GT 240 or equivalent, minimum 512 MB of VRAM
    • DirectX: Version 10
    • Netzwerk: Breitband-Internetverbindung
    • Speicherplatz: 6 GB verfügbarer Speicherplatz

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