Talisman: Digital 5th Edition - Tom Longshaw-Young

Hi everyone! ːTalProToadː ːBlueTalismanː

With the release of Alliances: Fate Beckons for Talisman: Digital 5th Edition, we’ve hit a pivotal point for the game - so we wanted to fill you in on where we’re currently at, what our plans are for the immediate and longer-term future and more.

You can watch Tom talk through the full update in the video below:

Want more information about the State of the Game update than what Tom talked though? You can read all about it in full below!


Current State of the Game

First up, we want to talk about where the game is currently at, where we still want to improve and what we’re happy with.

As we already mentioned, on July 10th we launched Alliances: Fate Beckons, the first 5th Edition exclusive expansion to come to Talisman: Digital 5th Edition. Adding an all-new cooperative game mode to Talisman for the first time, new mechanics, unique challenges and exciting features like the shared fate pool, was a massive undertaking for our team here at Nomad Games.

Now that the expansion is out, we’re pleased to report that we’re quite happy with the reception it had! Particular praise was given to the tutorials, and the extensive beta testing period we took the expansion through clearly paid off, with very few technical issues/bugs being reported at launch. In fact, compared to the original launch of Talisman: Digital Classic Edition especially, the number of bugs and issues that players have reported in the first year of Talisman: Digital 5th Edition being available has been massively reduced.

Before and after the launch of this expansion, we’ve been keeping a close eye on community feedback to get a gauge of what you all think of the base game too. With our Steam reviews dropping from ‘Mostly Positive’ to ‘Mixed’ when Alliances: Fate Beckons launched, it’s clear to us that there are still areas for improvement in the base game.

With 2 remastered expansions and our first batch of remastered Classic characters released, we’ve also learned a lot from the porting process. First of all, we’ve learned how much the artwork being updated for each expansion takes up resources, time and slows down the development process - as much as 40% of the time and development spending for The Frostmarch Classic and The Reaper Classic was spent on artwork alone! With us being such a small studio too, we’ve only got so many hours our art team can possibly put into projects, so we’re taking them away from other work by having so much of their time taken by these Classic expansions, which isn’t ideal.

With more remastered Classic expansions on the horizon (check out our Future Plans for the Game below if you want to know what’s coming next!), we’re therefore going to be taking a slightly different approach with remastered expansions going forward, with us porting over the 4th Edition expansions with the artwork closer matching the original 4th Edition style.

We’ve got two main reasons for deciding to do this, the first being that it means we can bring you remastered 4th Edition expansions at a much quicker rate, and the second being that as we progress through the different Classic expansions as they were released, the artwork actually more closely matches the 5th Edition style we’re trying to emulate with our remastered artwork already.

So overall, while we’re still keen to make improvements to Talisman: Digital 5th Edition to expand upon the core experience, we’re happy with how stable the game is overall, and the lessons we’ve learned over the past year of development since launch!


Future Plans for the Game

Now this is the bit we know you’re all excited for, and we’ll go into further detail if you keep reading, but to summarise our current plans for those of you who just want the headlines, check out the list below!

  • We’re currently working on bringing Talisman: Digital 5th Edition to consoles.

  • We’re releasing follow-up patches to Alliances: Fate Beckons soon.

  • We’re finalising the most recent language updates.

  • The next remastered Classic expansion is going to be The City Expansion.

  • We’re also planning for The Dungeon Classic to be another one of the remastered expansions we bring across next.

  • We’ve got another batch of 4th Edition characters we’ll be bringing over to Digital 5th Edition after those two expansions.

  • We’re rethinking and simplifying how you access Talisman: Digital Classic Edition.

That’s a whole heap of exciting news, so read on to find out more!

Talisman: Digital 5th Edition Console Ports

First of all, the news that many of you have been keenly waiting for - we are actively working on console versions of Talisman: Digital 5th Edition. We’re aiming to launch these ports in November of this year, and here’s what we can say as of right now:

  • We’ve already ported over a basic version of the game to Nintendo Switch and we’re working on getting the game running on Xbox and PlayStation next.

  • We’ve started the processes needed to get the game certified on each platform.

  • So far, we’re pleased with how the game is performing on console - 

  • We’re still a while off being able to give a definitive release date, but we’re hoping to share details soon for all three platforms.

We know you’re eager to get your hands on Talisman: Digital 5th Edition on console, because we’ve heard you ask for it - so thanks for your patience! 

Alliances Launch and Upcoming Patches

On July 10th, we launched Alliances: Fate Beckons, and the player feedback on the first 5th Edition exclusive expansion has been greatly appreciated so far!

Following on from that feedback, we’re already working on some quality of life improvements for the expansion that’ll improve the experience even more for players.

We’re also working on a patch that will add a range of accessibility shortcuts - this is something the community have requested, and we’re going to be keeping a close eye on feedback on what other features players would like to see to improve accessibility in the future.

So keep an eye out for these updates coming soon!

More Languages for Talisman: Digital 5th Edition

As part of the update for Alliances: Fate Beckons, we added two new languages to the game in beta, those being Russian and Simplified Chinese.

We added support for these two languages as a beta, as we’re trying a new method of implementing translations that we’ve never used on any of our titles before - so before we marked them as ‘officially’ supported, we wanted feedback from native speakers on these translations.

So far we’ve had great feedback from players, with a few issues arising that our team are looking at fixing - we’re hoping that this new method of adding translations to Talisman will mean that we can go on to support even more languages in the near future.

More Remastered Classic Expansions

After we’ve finished developing and launching the console versions of Talisman: Digital 5th Edition, our plan is to return to remastering 4th Edition content - starting with The City Expansion.

The corner expansions are some of the most commonly requested for us to bring into 5th Edition, so we hope you’re all excited to bring The City into the new edition of Talisman.

After we release The City Classic, our plan is to release The Dungeon Classic, another much-requested corner expansion that adds a wide range of cards and another area to the base Talisman experience. One of the most commonly enabled expansions in Talisman: Digital Classic Edition, we’re confident that The Dungeon Classic will add even more to your next adventure.

More Remastered Characters

Earlier this year, we released our first batch of remastered 4th Edition characters into Talisman: Digital 5th Edition. We’re planning on bringing more of your favourite Classic characters across to 5th Edition next year, with another character pack planned.

We’re not quite ready to share who we’re bringing over next, but they’re some of the most played characters in Digital Classic Edition, so we hope you’re excited!

Talisman: Digital Classic Edition - Simplified

Back when we originally announced Talisman: Digital 5th Edition, we talked about how we’re working towards a future where there won’t be a need for Talisman: Digital Classic Edition anymore, where Talisman: Digital 5th Edition is the definitive digital Talisman experience for all players.

Not only does this make sense from a player perspective (with one definitive version of Talisman to support on an easier-to-develop-for engine, we can ensure everyone has a great time playing Talisman), it also helps us maintain and grow the game in a sustainable way, allowing our small team to focus all our energy on making Talisman: Digital 5th Edition the best it can be, instead of splitting our efforts across two very different platforms. With an updated engine and unified codebase, we can develop features faster, fix issues more reliably, and deliver the kind of ongoing support and updates that players expect from a game in 2025 and beyond.

We recently released the Talisman: Digital Classic Complete Collection here on Steam – a full bundle of the original 4th Edition digital game plus all DLC (49 items including base game, expansions and character packs). This means that we can still offer Talisman: Digital Classic Edition to new players who want the full 4th Edition experience as a complete package, without confusing the storefront or fragmenting the audience. By presenting it as a legacy bundle, we’re making it clear that Classic Edition is part of Talisman’s history—not its future. For players who grew up with the 4th Edition ruleset, or just want to explore how the game has evolved over time, the Complete Collection is a convenient, respectful way to preserve that chapter of Talisman.

We intend to keep Classic Edition available on platforms like Steam and GOG as a legacy title, even as our focus shifts to Digital 5th Edition. This means die-hard fans can still play the old version, but all future development (new mechanics and expansions, remastered content and innovations) will live in Digital 5th Edition.


That’s it for our Talisman: Digital 5th Edition - State of the Game Update! We hope you’re looking forward to all the exciting Talisman goodness on the horizon, and if you want to keep up to date with all the big announcements as they happen, you can either sign up to our mailing list or follow us all our different social media channels!

Shell Bless the Faithless - JUUUUUUUUUUN

We have identified and addressed several issues and improvements in the demo version.

Thank you for enjoying our demo.

  • Balancing

    • Tyr: \[Judgment Drive] – Adjusted skill visuals and optimized collision handling

    • Tyr: \[Sacred Inferno] – Optimized collision handling

    • Increased damage efficiency when additional barrels are equipped

  • Abyss of Yggdrasil

    • Foolish Wisp: Fixed an issue where the unit would occasionally stop moving

  • Forgotten Temple

    • Magnusson the Blasphemer: Fixed an issue where the same pattern was repeated during Phase 3

  • General

    • Added Steam Cloud support for game saves

    • Changed key binding and added tutorial for Hero Info Panel

      • Previous: \[~]

      • New: \[C]

    • Fixed locations in certain maps where players could get stuck

    • Fixed an issue where the selected blessing’s color displayed incorrectly in the Altar of Bless UI

    • Corrected typos and revised certain NPC dialogues

    • Other build stability improvements

Dwarves: Glory, Death and Loot Playtest - ichbinhamma
- All unarmed combat Runes have been enhanced
- 'Frostbringer Ring' damage scaling changed from 1x INT to 2x WIS
- 'Stormbringer Ring' mana burn and damage scaling changed to DEX
- Fixed an issue where the hair of Dwarves with a blindfold was not shown correctly during combat
- Fixed an issue where the DPS Meter position would not be saved for the next battle
Conqueror's Blade - Max_CM1

Dear Warlords,

May this letter find you well.

The ecosystem and the balance of the battlefield are the very heart of Conqueror's Blade. As a game committed to long-term operation, we continually strive to introduce fresh inspiration and mechanics that enrich every battle, steering clear of the cycle of three "ordinary" units each season. Since the inception of the Empire Chariot, we've been right there with you — closely following every discussion, highlight montage, memorable battle report, and of course, every bit of feedback, be it praise, criticism, or suggestion. We read and cherish every word.

We deeply understand that this groundbreaking unit, while bringing new excitement to the battlefield, has also created significant polarization in its reputation and led to less-than-ideal confrontational experiences. Today, we wish to speak candidly with you — to share our design philosophy, our journey of reflection, and, most importantly, the future vision for the Empire Chariot.

 

Our Intention: A "Battlefield Lever" That Balances Risk and Reward

First, let us be honest about why we chose this direction for the chariot.

For Conqueror's Blade, this is a bold experiment. With the Hero personally at the reins, fighting solo, the Empire Chariot stands apart from conventional Cavalry and Infantry. There is no traditional margin for error — if the player driving the chariot falls, the unit is left defenseless. This extremely low margin for error means the chariot must provide sufficiently high rewards for the risks involved — otherwise, it would end up ignored and irrelevant on the battlefield.

  1. Our vision was for the chariot, with its unique mechanics, to act as a variable on the battlefield — breaking through the solidifying meta and igniting fresh possibilities and tactics.

Yet, as we have seen, this blend of high risk and high reward has resulted in an enormous disparity in performance, causing frustration for many Warlords.

 

Why "We Did Not Act Quickly": A Careful and Thorough Inquiry

"Why haven't you adjusted the chariot yet?" — This is by far the question we hear most often, and it weighs heavily on us. It's not that we're unwilling — it's that we cannot act rashly. After the chariot's launch, we found ourselves at odds with the data: win rates, damage output, and other key metrics weren't remarkable. After the July 17th adjustments, these numbers further declined, except for somewhat high support scores, which align with our original intent. Meanwhile, community feedback has become increasingly polarized.

When cold statistics conflict with your passionate, lived experiences, we choose — without hesitation — to trust every Warlord's firsthand account.

Because of this, we did not rush to quick numerical adjustments, but embarked on a long, necessary "stealth phase." While it may have seemed we were silent, in truth, we never paused:

We reached out to Warlords across the world, from all ranks and backgrounds, holding in-depth conversations about the chariot's true impact.

We invited many familiar content creators to offer professional analyses of its strengths and weaknesses.

We even held several closed test matches with top CBL teams, giving us firsthand insight into the chariot's impact in elite play and facilitating detailed researches with the players.

And, of course, we meticulously categorized and studied every piece of feedback from new, veteran, and returning Warlords in the community.

Our silence wasn't a delay — it was preparation for the very best response.

 

The Road Ahead: Returning to Mechanics and Finding Solutions Together With You

After this long period of research, what have we concluded?

As expected, we discovered that the chariot's largest issue isn't raw "strength," but "uncertainty" — its impact varies drastically depending on battlefield environments.

Some Warlords have mastered strategies and units that effectively counter the chariot, while for others, its presence disrupts nearly all their trusted tactics. This challenge isn't just about gameplay or ranks, but also reflects regional differences in battlefield styles.

Ultimately, these disparities have stretched the chariot's performance gap even further — explaining why the data appears stable while some Warlords struggle deeply with their experience.

Thus, we are convinced: mere numerical tweaks cannot solve the chariot's problem.

The true solution lies at its core — mechanics.

In response to your chief concerns about "continuous ramming," "lack of counterplay," and the "wall-climbing" bug, we now have a clear plan:

On the chariot "wall-climbing" bug: This issue touches deep engine mechanics and is tougher than expected. Still, we solemnly promise: we will not shy away. We will continue to allocate resources until it is fully resolved — and the battlefield is fair once more.

On gameplay mechanic adjustments: We have three main directions. These are not final decisions, but open drafts to discuss together — your input is invaluable!

Plan One: Introduce a "Resilience" Mechanic

The chariot begins with a set amount of Resilience. Each time it takes damage from different units or specific types of attacks, its Resilience decreases. At zero, the chariot enters a clear stun state (such as a brief halt). With this change, every effective hit weakens the chariot's threat and narrows its performance range across different battlefield scenarios.

Plan Two: Adjust the "Damage" Curve

The chariot's damage output will be tied to its current health. At full health, it strikes harder than ever; as its health drops, its lethality wanes. This approach captures our original intent — strong impact but diminished staying power and late-game potential. Naturally, excellent skillful play will shine even brighter.

Plan Three: Adjust the "Control Effect" Levels

The chariot's control effects (knockback/knockdown) will scale with its speed. High-speed charges remain devastating; slow "scraping and bumping" no longer trigger strong control. This rewards skilled "charge" plays instead of mindless "grinding" tactics, elevating the strategic depth for both sides.

 

Before closing, there is something especially important we must share:

These plans are all in conceptual stages. They are directions, not verdicts. We will shape, combine, and evolve them based on your feedback — and even pursue brand new possibilities.

Most importantly, and this we emphasize: these adjustments target the chariot's mechanics, not simple stat reductions.

Our goal is dynamic balance. We may compensate in one area as we tune down another, optimizing damage and counterplay.

For example, if Plan Three is adopted, weakening control effect at low speeds, we might increase charge damage at high speeds or adjust the speed curve.

Our goal is to ensure that the chariot's strength remains within a fair and healthy range, while making its impact depend more on the Warlords' skill and tactical planning, rather than on a troublesome mechanic.

 

So now, as we close this chapter, we formally pass the pen to you.

From this moment, the future of the chariot is no longer a one-sided announcement, but a question we explore together. Every discussion, every suggestion, is a beacon that guides us through uncertainty.

Thank you for your patience and passion. Challenges may lie ahead, but we eagerly look forward to forging onward at your side — to witness together, a more vibrant Conqueror's Blade.

Trials of Valor Playtest - bermrad
This small fix aims to balance the difficulty for newer players to the game.

  • Decreased the HP of all enemies slightly
  • Decreased the damage of all enemies by a moderate amount
  • Increased the starting HP of the Warrior (from 200 to 250)
  • Increased the starting HP of the Rogue (from 120 to 150)
  • Lowered the damage and the HP of the final boss by a small amount
  • Fixed some UI issues that prevented clicking on the Wishlist button on super low resolutions

The future plan has always been to gradually increase the difficulty by offering a new "ascension" level to play each time you manage to beat all the 3 maps.

Hopefully these balancing changes will ensure players have a chance at a fair fight!
Skygard Arena - [GG] ALX

Dear Tacticians,

Thank you to all of you who recently purchased the game and tried it for the first time! We read your feedback and decided to release a small update to fix some issues and improve the experience as soon as possible.

Patch notes v0.9.2:

  • Lowered difficulty of missions #1 and #2 by reducing health points of several enemy units.

  • Fixed a bug that triggered a dialogue under the wrong circumstances in mission #2.

  • In the campaign timeline, quests are no longer visible below the narrative description of a mission until you have completed that mission for the first time. They still appear in the teambuilder and inside a mission all the time.

Please keep sending us feedback, this is super helpful as we work towards making the best possible version of Skygard Arena. Also, if you have been enjoying the game, feel free to leave a review on Steam, it helps us a lot! ːsteamthumbsupː

Gemelli Games

Idle Cultivation - Linmios
Greetings fellow cultivators. Here is a batch of changes.

New
  • There is now a collection log button between Guide and settings. Here you can see how many items you have found, out of all total items. Let me know if you find any problems with it.

Changes

  • Hopefully fixed the problem where items would randomly be selected in the inventory.

  • Combat Spirit saplings do not stack with same type. I.e two attack saplings will only count as one, but you can have one attack power and one accuracy sapling and it is fine.

  • More random stuff
Terminator 2D: NO FATE - Reef Entertainment

Hi everyone,

Terminator 2D: NO FATE will now be releasing on October 31, 2025.

Coordinating and manufacturing the physical release has been a longer process than we anticipated, and as a result, we’ve had to delay the release of the game. We apologise, and thank you for bearing with us.

This delay will also give the team at Bitmap Bureau extra time to apply some final polish to the game itself and we would like all players to have the opportunity to experience the best version of T2D together. As such, this delay will apply to both physical and digital versions of the game.

From the moment we announced T2D, the response has been absolutely amazing, humbling, and truly much greater than anything we could have ever expected. So, to all of you, thank you so much for your support. We know that this news is disappointing and we appreciate your understanding.

We are dedicated to delivering the best release possible for Terminator 2D: NO FATE, and we look forward to sharing more of the game with you soon.

Sincerely,

Reef Entertainment

Jack the Ripper: Hunter Clan - gasbank
Major Features
  1. Overall quality upgrade for Grisler

  2. Added boss Rage & Groggy (stagger) system

Minor Improvements
  1. Added a feature to reissue supply gear when you’ve lost all weapons and lack funds to repurchase

  2. Added Grisler leaderboard

  3. Minimap quality improvements

  4. Overall UI rework

  5. ESC key now closes the Stage Summary popup

Bug Fixes
  1. Fixed an issue where unequipping a weapon in the lobby made it impossible to equip it again

  2. In the lobby shop, item details are now cleared when changing categories

  3. Fixed unnatural leftover pixels during the Tarnished Slaves jump-skill animation

  4. Fixed citizens becoming invincible after receiving a knockback attack

  5. Fixed citizens spawning more than intended

Balance Changes

L.C. Smith

  • Damage: 420 → 360

  • Spread angle: 10 → 24

  • Pellet count: 12 → 24

  • Effective range: 150 → 62

  • Collision size: 4 → 2.5

Color-A-Cube - Beau Loykens

⚔✨Exciting news! The epic world of Gorn from Free Lives & Devolver Digital has arrived in our cozy coloring game! 🎨💪

Bring the new FREE collab models to life and enjoy our new Ancient Rome pack in our Gladiator Update!

The Ancient Rome Pack contains:

Centurion Helmet

5391 Voxels

Legionary

1418 Voxels

Bath house

6812 Voxels

Ballista

1302 Voxels

Galley

858 Voxels

Amphitheatre

6888 Voxels

Aqueduct

5302 Voxels

Training Dummy

1162 Voxels

Scutum

4577 Voxels

Chariot

2155 Voxels

...