It's dangerous to go alone! Now in the single-player mode, you can meet other adventurers during your run and recruit them to your party. They will offer you their cards to play for their mana,
Adventures bold (or crazy) enough to enter the dungeons below the Cathedral are a colorful and diverse bunch, though. And their character will influence how they upgrade their cards and build their decks.
Meet the Companions
There are six companions available, two from each class.
The Sharpshooter "Better kill them while they are far" She is a Rogue that mastered the art of distance kills.
The Cat Burglar "Can't catch us if they can't move" Believes that truly roguish Rogue should always be in control.
The Protector "Here, duck under my shield!" A Warrior with an overprotective streak excels in providing block and supporting his companions.
Berserker "Let me through! TASTE MY BLADES!" When not biting his shield in anticipation he throws himself at the enemies. The best defense is a good offense, after all!
The Conjurer "You hit them, I take care of the rest." With age comes wisdom and he knows that alive allies are the most powerful weapon. Focusing on supporting them, then, is the best strategy!
The Runesmith "Anytime I had a problem I cast Chaos Rune and boom!" Similarly to the Conjurer, the Runesmith knows that allies are the most powerful weapon. It's just that he considers himself to be the best ally. The candle that burns twice as bright, burns half as long, though and that's especially true for mages specializing in runes!
But wait, there is more!
Card Overhaul
We have reworked a large number of cards and some of the changes concern cards available in the demo. The idea was for the upgrade system to be more intuitive. Now cards of higher rarity resemble their lower rarity counterparts in more than just general mechanics. Looking forward to hearing your thoughts on the new system in our Discord server!
A total of 28 cards in the Demo were changed and a new one was added:
A new card: Magic Marker
Allowing the mages to participate in, and even boost, the marking builds.
Patch notes
This update also fixes a slew of issues and adds some quality-of-life stuff. I will post notes for both this and the last week's update below:
Version 0.01.221025 - 25 Oct 2022
Companions in the single player mode!
6 Companions added, each with a unique set of cards and artifacts
Card overhaul for all classes!
9 Warrior cards changed (out of 25 available in the demo)
9 Rogue cards changed (out of 26 available in the demo)
10 Mage cards changed (out of 28 available in the demo)
1 new Mage card (Magic Marker)
Added General Statistics
Added Run History
Added Run Details
Reordered voice line options in the communication menu
Version 0.01.221019 - 19 Oct 2022
Implemented an improved "player disconnected" window with more information on who and why got disconnected
Fixed a rare crash after loading Main Menu
Improved visuals for the "Next Round" animation
Fixed an error in the suggested resolution selection that manifested on ultrawide displays
As always, Stay safe in paper dungeons ːarchduckː Konstanty
All healing potions are now pumpkin-spiced and traditional paper spiders were sorted into all decks. Sadly, they got squished in the process, so the pumpkin-spiced potions will have to do!
Fancy seasonal talk aside, we have added visual theming to the game for the duration of the Halloween event. Fighting zombies, ghosts and skeletons should be even spookier than before! Good thing you can now recruit companions in the single-player mode and not have to go alone! Or, even better, recruit friends and play in co-op ːarchduckː
It was pointed out in Discord that even though it's only a demo it would be a good idea to post Steam updates with patch notes. And there are patch notes and plenty of them because we are fixing stuff and adding small QoL where we can, so let's dig in.
This week's patch notes in the demo build
Our main focus was fine-tuning matchmaking, networking, and fixing crash bugs. We think we have found the cause of the rare, but nonetheless annoying, 212 error issue. It was related to Steam Datagram Relay not connecting and now the game will take steps not to allow this issue to kill lobbies.
Aside from that we added some missing sounds, QoL tooltips (no more trying to remember which location did what!), and fixed a lot of small issues and typos reported by the community. Keep them coming (until none remains ːArchduckː).
Version 0.01.221014- 14 Oct 2022
Changes to the matchmaking algorithm that should help with disconnects
Added tooltips to locations stating what can be done in each location
After any battle error party returns to the lobby and can retry now
The game now detects connection problems with Steam Datagram Relay
Version 0.01.221012- 12 Oct 2022
Fixed influences not working when used in specific combinations
Fixed attack indicator for Battering Goat
Fixed disconnects occurring in battle when browsing options
Added missing sounds to selected monsters
Fixed multiple typos
Version 0.01.221007 - 7 Oct 2022
Reduced the maximum geographical distance between players in matchmaking as advised by Valve in order to prevent matches with poor connection
Fixed stamina burst not being triggered when the player was given more than 10 stamina at once
In other news
We are also getting a lot of feedback, which is great and I will write another post with more data on that.
And if you would like to point out stuff in Discord (or participate in betas or just talk shop about Hellcard), join us there!
As always, Stay safe in paper dungeons ːarchduckː Konstanty
Hellcard is a truly multiplayer cooperative roguelike deckbuilder. It's a kind of spin-off sequel to Book of Demons too. We often wondered how BoD would play if it was a multiplayer and a deckbuilder to the core and Hellcard is the answer.
Designed for up to three players it pitches heroes in a series of encounters and battles against progressively more tricky enemies. You not only build your own deck adapting to the dungeons and looking for synergies but also try to synergize with your friends' decks. Or you can try your luck fighting back to back with strangers.
The game will also feature singleplayer with AI companions, each with a unique personality affecting how they upgrade their cards. And which cards they offer you to play!
Demo avaiable
You can download the demo and check the game out for yourself.
Hellcard participates in Tacticon, the celebration of all games tactical (duh!). There will be panels, there will be streams (I will be streaming the demo and, occasionally, the dev build with more stuff). But most importantly, there is the
Demo
It's not the same demo you remember from the last time. Back then (pre-pandemic, time flies!) we only had a tech prototype held together with string and bubble gum. Now, after one pandemic worth of hard work, the new demo build is ready. It features some of the cards and artifacts that will make it to the game's final build. Network, card renderer - everything has been rewritten from scratch with the insight we got from the previous public test.
The singleplayer mode doesn't have companions yet (still working on them) so it's a bit on the difficult side, but it's playable.
The multiplayer co-op is there and the companions in that one are up to you - try your luck with strangers or recruit friends.
There will be a survey after the demo. It would be great if you could fill it out and give us feedback.
So grab your friends and, as always, Stay safe in paper dungeons ːarchduckː Konstanty
A lot happened in the development since the last update. We have added a new communication system, new cards, monster mechanics… All very interesting stuff and Filip would love to tell you about it. Sadly, he is swamped with adding even more stuff so I will fill in for him and write this update.
And I believe it’s better to show than tell so, without further ado, we are planning a closed beta of the Hellcard Demo build to start on the September 9th. See the new features yourself and help us polish and debug the demo to be ready to go public. Because yes, it will be public soon(™).
Oh, this demo beta will, of course, feature co-op multiplayer mode, so make sure to get your friends to sign up for keys as well.
Single-player mode will be available, however, it won’t have AI companions yet. And the demo beta will be only for Windows. Mac and Linux builds are planned for the future.
As always, Stay safe in the paper dungeons, and see you on the 9th ːarchduckː Konstanty
They say that the journey is more important than the destination. Still, though, let’s talk about end bosses!
And it’s bosses in the plural, you read that right. You will find out which boss you will be facing only after the run begins and each boss requires a different approach.
The Archdemon
His unique feature, aside from way overdeveloped quadriceps, is the Round Robin influence. When he is in the battle no player can play two cards in a row (as long as there are at least two players alive). This calls for great coordination between players. Or just make sure your teammates die quickly so you can solo him without card limits.
The Antipope
His unique feature makes a comeback from the pre-alpha. Sinister Reverence makes sure that the players can play a total limited number of cards per turn. This severely limits high rotation decks’ feasibility and, again, requires good teamwork to beat.
Artifacts
We continue adding content, including new artifacts. Here are two highlights:
Tiny Bamboo - On future Card Reward screens you have 1 additional card to choose from.
Lump of Coal - One of the cards is always legendary when picking a Card Reward.
Monster Features
We added the…
Arcane Shield - a monster with this feature can never get more than 4 damage in a single hit. Which makes cards dealing multiple low dmg attacks a viable option.
Changes to some locations options
You can now pick Explore when in Ruins. This one gives you a chance to find gemstones.
Plan option in the Hideout now lets you choose a card that will always be in your starting hand until the end of the whole run. Which is very neat.
Design
Intro
Work continues on the intro. Here you can see how the cathedral looked like in the good old days before the whole Archdemon ordeal:
The Cave Here is another look at the Cave location (this one has trains!):
With all crucial systems implemented we can move our focus to general polish and quality of life features.
Monster Missile
Monsters now use visual projectiles when attacking heroes. Sounds obvious, but until now we didn’t need visual attack indicators. With arrows and magic bolts flying, the game is much more readable and, obviously, looks much better!
Card parameters
We improved the card rendering and logic so those card descriptions could include values dynamically sourced from the game’s data. This means that cards’ stats can be changed quickly in the data files and the card descriptions will change automatically. It also means that some values in the card descriptions can now be calculated by the game (for instance the final damage value when it depends on the number of monsters present or other not fixed conditions).
Card and keywords tooltips
Now when the card description contains certain keywords or names of other cards there will be an automatic tooltip displayed for that card. This is especially convenient when one card refers to another card – you can quickly check its description and icon, and see if it fits your build.
CARDS
We continue implementing new cards – right on the schedule. Below you can see a few examples. Some might look more familiar than others, especially for those of you who played the prototype:
ARTIFACTS
The same goes for the artifacts. Among those added this month are:
Bloody grail – A random player gets a Healing Blood card at the beginning of the battle.
Flawed ruby – Start each battle with zero mana on the first turn and one extra mana point on later turns.
MONSTER FEATURES
In order to level the playing field, the monsters have to evolve as well. This month some of them gained the following traits:
Explosive – When killed in the near range deals damage equal to its strength to all characters.
Vampiric – Gains strength equal to unblocked damage dealt.
As you can see some monsters will have to be approached more carefully than others and no single build will be universal.
Design
GAME’S INTRO
Work on the game’s intro continues. Our plan for the intro sequence is to feature illustrations done for a few selected cards. That way we can have nice transitions between them and tie icons to real-life (well, game-life) events!
This month we focused on the Heavy Sword card and you can see the results here:
THE CAVE
Last, but not least, we finally implemented the Cave location. We had the art ready for some time, but there always was something more important taking priority. You probably can imagine who dwells in this cozy, tribal area.
We kicked May off with some heavy testing after adding the lobby screen and progress bar in April. Since the game is multiplayer, every backend change has to be scrutinized and tested under adverse network conditions like slow connection, heavy packet losses, and so on. The good news is that so far everything is solid. And what was not solid was fixed!
Incoming Damage
We finally added one of the most important QoL elements in combat, namely the incoming damage counter. It might seem like a no-brainer but until now something more important to add has always taken priority. Now we see how much damage heroes will get this turn, how much of it will be blocked and if the damage will be lethal. All this immensely helps with teamwork and coordination.
Card Upgrades
Another large feature we added in May is the card upgrade system. In Hellcard cards have rarities and upgrading them increases rarity. Every card has up to three other higher rarity cards it can be upgraded to. This system increases mobility within the deck since when taking a card you are not bound to it or its upgraded version ‘till death do you part. Instead, as the game unfolds, you can upgrade it into one that fits your bill.
Stun mechanic
After adding the Mark mechanic in April, the time has come for Stun. This is another new mechanic that was not present in the public prototype. Cards featuring this mechanic enable you to change the monster’s intent to “stunned”. That intent means that the monster won’t take any action this turn and in the next turn will return to the last intent. Be careful though - dealing damage to stunned monsters wakes them up!
All classes have cards with stun mechanics, but the Rogue excels in it. Obviously.
Monster Features
We consistently add to the list of implemented monster features. In May we added two.
The first one is triggered when the monster is killed and puts a card in the player’s hand. For example, killing a Goatman gives a healing card so sometimes it makes sense to leave Goatmen for later.
The second one adds Influence to the player. We talked in detail about the Influences system in the February update but to put it simply they are effects over time, basically. For example, killing Looney Ghost curses the player until the end of the turn decreasing damage dealt by 1.
Design
We have started working on the intro (of course there will be an intro!). Not to get into too much detail (this time) but the intro will focus on how drastically and quickly can our heroes' circumstances change when timeless evil forces decide to play with their paper world.
Battle GUI Changes
We have also been working on making the interface more readable both during combat and outside of it. As you can see below it became more packed with info and yet more clean at the same time.
Outfits
Last, but far from least, we are adding new outfits when time allows. Here is a sneak peek of the Archeress outfit for Rogue.
Let’s kick this update off with the mundane, also known as the screens! We have finally implemented the main menu screen. The unearthly tentacles embracing the Old Cathedral still need some polish, but we are pretty happy with how it all came together.
Those of you who are with us from the first pre-alpha public test might remember the very spartan lobby window. It got upgraded to a fully-fledged Lobby Screen. Not only can you now see other characters in the party (important, but we will come back to this in a moment) but also get info on their status and progress.
Last, but very far from least, the Map Screen is now implemented. This one is important not only as a quality of life feature but also as a core mechanic element. The party can choose here which monster will dominate in the next fight and what awaits them after the battle. Slow but unyielding zombies guarding a mighty artifact or rather skeleton archers trying to cut you off from the campsite that could offer much-needed rest? Your pick.
Artifacts
Aside from new screens and windows we also implemented a new artifacts! A few examples:
Prism - upgrades one Mage starting card to a higher rarity
First blood - when (and if!) the owner manages to kill the first enemy in a fight they get healed
Unripe banana - at the end of the turn converts all unspent mana to block
Evergreen leaf - whenever anyone in the party is healed, whoever carries this artifact is also healed!
Tooltips
Sounds simple but adding a tooltip system is a huge help even for us. Until now we had to learn by heart the function of every artifact and card, now we can simply hover the cursor over them. Hopefully, you will find this feature as helpful as we do ːarchduckː
The Mark mechanic
Mark is another card mechanic we implemented this month. It’s intended to incentivize coordination between players and allows for impressive nuking if the party can play as a team.
It works like this: one (and only one at the same time) monster in a battle can be marked. The marked monster receives increased damage. Everyone can increase the mark, transfer it to another monster, double it, and more.
The marked target is of course highlighted so everyone in the party knows it’s doomed. And, especially, so it would know it’s doomed.
Design
We continue to work on icons for new cards for all classes. See if you can spot the mark-related cards in the mix!
At the same time, more variety is being introduced to arenas. Fighting in similar-looking dull dungeons gets… dull.
Finally, we get to talk about why seeing other party members gathered in the Town center on the lobby screen is important. How else could they appreciate the custom outfit that you fought so hard to get? After all, just like with the same-looking dungeons, fighting in the same outfit as other guys is boring. Just look at this Warrior embracing his inner berserker bear!
Or rather his external bear. You get what I mean ːarchduckː