Time has come we present to you a new member of our team, Mislav Zlatar, who was the first-ever programmer to join the Phageborn team.
A very important member of the server crew, he initially started with setting up the foundations for backend (server) and client development. The position itself is responsible for the unfoldment of the entire game logic and in-game rules which in turn are mirrored by the client, that as a result renders the game simulation on screen.
For example, a client sends to the server a playCard request to be introduced. Mislav, and the other colleagues in charge of the server, pull through the backend process simulation, process effects, ambushes, etc, and then send a series of messages to the client which makes the animation as it is, that follows the given guidelines. They are also responsible for databases, which hold player information (account level, card ownership, player experience) and integration with the GameSparks and AWS services.
His previous work experience was with cloud technologies in the business-oriented sector, with a lot of graphs, numbers and statistics. Although boring he says, he was doing programming, developing virtual servers, opening mail addresses, etc. for various companies. They would make a deal with a client, but it would not be the client who would use the service/product that was developed and/or programmed by him (Mislav), meaning that the final customer in that case does not have a lot, if any, influence. In Phageborn programming, things are more interesting. Your service/product is user-oriented and you actually depend on their feedback and the influence that they have.
Overall, game-development is much more dynamic and therefore satisfying because it comes to him as a challenge. And Mislav does love a challenge, saying that by working in Phageborn he is growing professionally and sharpening his craft and skills as a programmer.
When he joined the team he actually did not know how to ''make'' a card game, so he had to take on an attitude of a student to study this particular genre from scratch. It was a completely new world for him. It is different now with all of the established processes and technologies, but before he did not know what technology to use, what programming language would be the best for a trading card game, etc.
Since 2010, in his free time, he is playing with and developing games from his home, and simultaneously learning about programming, and gaining experience in that area. Naturally, as a kid he considered himself a gamer, and dreamed of one day developing one. So Phageborn comes as a fulfillment of that childhood dream.
Out of the sheer passion and as a hobby he created a MOBA (multiplayer online battle arena) with airplanes, as well as an arcade with a squirrel, thus exploring programming and game development on his own. So it is possible to have fun and make a living out of it! He says it does take time though.
One of the priorities in his free time is spending time in nature. Whether it is just taking a walk, bicycling alone or with friends, he strives to seize every possibility to retreat to the woods. Spending quality time with friends, not just sitting on a couch and watching movies, but rather discussing, playing board games, or participating in a shared sports activity, is his idea of a well-invested socializing.
He considers himself a workaholic, saying that it brings him joy to fully dedicate and immerse himself into some project and then after a few days see the fruition of it. His days of playing different kinds of shooters like Doom and Duke Nuk, platformers Super Mario or TCG, are somehow behind him. Now he is all grown up, working on some serious stuff regarding smart home system technologies. One of his dreams is to build various smart home products like window and door alarms, smart teapot (because he is in love with tea!) or smart pet feeder... very noble. :)
So this was a little insight into Mislav's life!
Stay tuned for more stories about our developers.
You are welcome to chat with them on our Discord, we will gladly answer all of your questions!
Phologon Boomer - deals 6 damage to the core (was 5)
Stormreaver - Player obtains ChainLightning instead of Zap on reap effect
Kill for glory - Avatar deals +2 damage with next attack (was +1)
Darkflame Templar - Deals 1 damage to targeted unit (was 2)
Sleeping giant - Health increased to 8 (was 7)
Withastand - Also gives +1 power to unit
Eradicator - Stats changed to 3|3 (was 2|2), leadership threshold changed to 5 (was 4)
Thunderbolt (card obtained by Draeven effect) - Costs 2 energy (was 3), it can also target enemy core
Shield up - Energy cost changed to 3 (was 4)
Academy Walker - Power increased to 4 (was 3)
Laruth - Power increased to 3 (was 2)
Highlord’s warcry - Cost changed to 3 (was 4)
Combat librarian - Stats changed to 3|3 (was 0|2)
Combat note (card obtained by Combat librarian effect) - Cost changed to 2 (was 3)
Order: Enshrine - Cost changed to 4 (was 5)
Voidling tamer - Health increased to 3 (was 2)
Voidcrawler - Power increased to 4 (was 3)
Ubbu Gyrocopter - Cost changed to 3 (was 4), stats changed to 3|3 (was 4|4)
Frostfang stalker - Power increased to 4 (was 3)
Glacial Spike - Cost changed to 1 (was 2)
Leechworm - Health changed to 5 (was 4)
Glaciris Horror - Now has Juggernaut mod
Tukrela - Stats changed to 4|4 (was 3|3)
Lady Remora - Cost changed to 6 (was 8)
Draeven - Cost changed to 7 (was 8)
Complex Automaton - Cost changed to 7 (was 8)
Siegebreaker - Removed rooted mod, power changed to 3 (was 2)
Ashbringer templar - Power changed to 3 (was 2)
Seismic Shock - Cost changed to 4 (was 5)
Order: Final Stand - Cost changed to 9 (was 10)
Sporelurg - Power changed to 5 (was 4)
The Conjuring - Cost changed to 9 (was 10)
A’xoth Warper - Cost changed to 5 (was 6)
Hazzerin - Stats changed to 4|8 (was 6|8), added blink mod
Warp - Cost changed to 4 (was 5), changed to work locally
Primordial Shaping - Cost changed to 7 (was 9)
Lanni Mender - Power changed to 2 (was 1)
Arcane Energizer - Cost changed to 3 (was 4)
Taris Paragon - Cost changed to 4 (was 5)
Golas - Cost changed to 5 (was 6)
Powercore Golem - Cost changed to 7 (was 8)
Bug Fixes
Fixed guarded tooltip that had explanation repeated twice
Fixed typo on Pholgist Salamander
Fixed typo on overpower that indicated that it works on units only (it works when you subdue avatar too)
Fixed a bug where confirmation for saving a deck appeared even if you didn’t make any changes in deck editing
Fixed a bug where two digit avatar health was in 2 rows instead of one
Fixed a bug where you could overcharge with 1 core health causing game to crash
Fixed a bug where you were unable to have both “show locked” cards and “show legendary cards only” filters active at the same time
Display name input box limited to 15 characters
Fixed a bug where avatars gained way more experience than intended after the match
Fixed a bug where Lyxia with Vodlink Slash trait dealt 2 times 5 damage to the enemy core after subduing avatar
Fixed a bug where some avatars started a match with 1 more life
Improved visibility of font in social add friend text box
Fixed a bug where non-collectable cards had no graphics for health
Fixed a bug where it was possible for core to stay alive while at negative life
Fixed visual bug where rooted chains remained on unit after returning it to hand
Fixed bugs on some buttons that had no highlight on hover
Fixed a bug where hovering over enemy avatar skill did not have white outline around avatar skill
Fixed a bug where vulnerability counters did not work properly
Fixed a bug where game crashed if you overcharged during sudden death
Fixed a bug where if you used Spectral Shift on a unit that had unit with guarded in the same zone, you were unable to attack unit with guarded
Fixed a bug where countdown timer on low turn time didn’t appear for player that had turn
Fixed more cases where avatar skill info could get stuck on the screen
Features
Updated graphics and buttons in pvp menu
Added custom ambient sounds for each battleground
All decks now have edit, duplicate and delete buttons - you can do those actions without selecting deck
When you search for a card name and then remove search text, library will be positioned on the page where searched card is by default
Deck names are now displayed in 2 rows to allow longer names
Replaced button in login screen
Added social menu icon to the match
Added animation for adding card to deck
As always, we invite you to join our Discord, where you can join our ever-growing community, express what's on your mind and help us create the best possible card game!
The time has come we present to you the heroes of Issilith. In-game they are known as avatars, and we will start with those that are currently playable.
We would like to bring them closer to you and provide some depth, so you can get to know them a bit better and become familiar with the being that is behind the image.
First in line is the proud king of Drakkorith, Tyberiuth.
We are starting a new content that will be published twice a month, bi-weekly.
Our desire is to bring our team closer to our community, so you guys get to know us a bit better.
First in the line is our one and only Phage, Danijel Matić, a.k.a. Stormyyy.
He is the mastermind behind the Phageborn lore and most of the game overall. Creative director of the game, designer and producer, he collaborates with all of the office departments, ensuring all of the tasks are done on time, and acts as a gatekeeper for all of the game-related content.
The idea of Phageborn is something he has been conjuring in his mind for a long time. Danijel states that ever since he has known himself, he’s been making up stories and inventing various board games that were often played in the circle of his friends and acquaintances.
‘’It is a unique and irreplaceable feeling when you see someone enjoying and having fun with something that came from your imagination. Even then, I decided to make my own game that would reach the global market one day, which also became one of my life goals.’’
The beginning of Phageborn can actually be traced back to one of those gaming chillouts with his buddies. Soon after that Games Revolted was founded, with Danijel assembling friends who recognized the games’ potential. All of them were, at the time, working other jobs but were getting together in their free time to brainstorm and develop the game. First came the storyline, afterwards they started to hire freelancers to design illustrations, and then came the programming.
The initial phase lasted for a year, in which Danijel was working on the game concepts, storyline, in-game characters, and generally developing gameplay modes. He states that the mania surrounding Hearthstone card game was a huge inspiration in the game's inception. Yet he felt that he wanted to achieve a more traditional feeling of the game, like the one in Magic: The Gathering, and predominantly Duel Of Champions, meaning that the game has more of a strategic depth while simultaneously it is easy to control everything, like in Hearthstone. After a year of original development, doors started to open and it became official. The next three years were followed by an active game development which culminated in the Early Access game.
When it comes to inspiration, Daniel cites Dark Souls as the biggest inspiration, but also Warhammer series, popular card game Magic: The Gathering, and the rather dark anime Berserk. Most of the inspiration is immediately visible in the game visuals, and since it is a game where the illustrations make a huge difference, the whole process of designing a single card is by no means easy. In the course of designing the cards themselves, Danijel, as the creator of the game, with the game designer Mario, goes through various mechanics and ultimately determines which character will best suit the effect on the card.
In the beginning Phageborn lore was designed in that way that it can be expanded endlessly. The context of an unexplored universe means that it is open to including other multi-verses. Whatever future idea we might have, it will be possible to include it in the original Phageborn story. The vision is such that after the card game flourishes we explore the possibilites of other genres, such as RPG, MOBA, etc.
When it comes to running a team, and being the teams' captain, he says that he loves it because he is doing it with all of his heart. He is much happier in that environment than in any other, and can't imagine himself being in this position in some other project whose creator is not him.
,,Leading the Phageborn team is the highlight of my every day.''
Although this is his first experience in leading a team, he has technical experience in game development. He gained technical knowledge in one prominent Varaždin IT company, and by being mentored, he learned to use Unity and the basics of what it means to have a game development project. That was sufficient to get a head-start and share the knowledge on the initial core team. Everything that was brought as a challenge, in terms of management and operative tasks, was new and unknown territory, which he embraced as a noob, but over time learned the means of running a game dev studio.
For him, the most favorite part of the job is inventing new cards and coming up with stories around them, while the least favorite would be any responsibility the company brings that actually does not have to do anything with the game.
Hopefully you have gotten to know Danijel a bit better!
You are invited to join our Discord where you can find him under nickname @Stormyyy!
On our Discord you are welcome to join our community and join numerous channels with various discussions, express what’s on your mind regarding the game, suggest, comment, etc.
We encourage you to stay tuned for more info and please continue to suggest your ideas and thoughts, bug reports, etc, because that helps us advance and do better!
Read all about the patch notes below.
Card changes
Tikiri Ambusher can now only target enemy units, this was made to prevent players from having to deal damage to own units
Khalai Slayer can now only target enemy avatars, this was made to allow players to play that unit if enemy has no avatar without having to deal damage to own avatar
Bloodfiend - Effect now triggers ON PLAY, changed stat gain to +4|+4 (from +3|+3)
Overpower now works if you kill enemy avatar
Malefice is now local
Forbidden hex is now local
Sporecreeper now targets only enemy units
Apriosa ON PLAY is now local
Entangle is now local
Widow’s kiss now works locally
Bug fixes
Fixed a bug where you were unable to see enemy ambush indicator after reconnecting to the game
Emino now doesn’t reduce its cost if it didn’t copy any legendary
Fixed a bug where effect of Urelion worked only once
Fixed a bug where last card you drawn appeared like it was playable before you got attribute selection
Fixed a bug where your units appeared ready before you got to the attribute selection
Fixed a bug where you were able to put units on the battlefield before attribute selection
Fixed a bug where damage indicator in history was displayed on your card when you attacked enemy core
Fixed a bug where “Match found” stayed in the deck selection screen in 2v2
Fixed a bug where Borgojag did not work on enemy units
Fixed a bug where wrong error was displayed when player tried to play energy card that has units as a target on empty battlefield
Fixed a bug where unit that stackable had mod stolen by Genemite could get stolen stacks back by applying that mod again
Fixed a bug where units copied by Sumac could sometimes just change stats
Fixed a bug where Rematerialize appeared like it killed a unit in action history
Fixed a bug where titles of avatars didn’t scale down if text was too long
Fixed a bug where Sleeping Giant didn’t have tooltip for altered stats
Fixed a bug where Bloodfiend didn’t have tooltip for altered stats
Fixed a bug where Focused Sharpshooter didn’t have tooltip for altered stats
Fixed a bug where Sleeping Giant gained +8 power instead of +7
Fixed a bug where “card destroyed” animation didn’t appear if a player drawn a card with full hand
Fixed a bug where healing indicator number didn’t scale if the value was over 19
Fixed a bug where referenced cards didn’t have background for health in the keywords
Fixed a bug where login screen had “Beta Participation Agreement” title
Fixed a bug where Lyxia’s trait pictures were swapped in shrine
Fixed a bug where skill descriptions didn’t scale if they had too long text
Fixed a bug where health of avatar displayed both maximum values and normal values at once
Fixed a bug with Theodora lightning
Fixed a bug with avatar skill highlight going over avatar skill cost
Fixed a bug where you could get stuck if you invited a player without valid a decks to a 2v2 match
Fixed multiple visual bugs on pvp menu
Fixed a bug where avatar health appeared as buffed at the start of the game (green number instead of white)
Fixed a typo in shrine
Fixed a bug where skill of Yggron stayed hovered after use
Fixed a bug where you were unable to see unlock button in blacksmith while using lower resolution
Fixed a bug where you could get stuck in-game if another player quit the game in the moment when you matched with it
Added missing text on Klexrav Machinist to indicate that it spawns units locally (effect didn’t change)
Fixed a bug where you sometimes couldn’t queue in 2v2
Fixed a bug where morphed unit retained factions of old cards instead of changing it to a faction of the effect that morphed it
Fixed a bug where vulnerability displayed damage too early
Fixed a bug where health restored by regenerate mod did not display in history
Fixed a bug where attack icon of avatar wasn’t closed very first turn
Fixed a bug where Ragewarden displayed damage indicator while it was invulnerable
Fixed a bug where Sprite of Respite didn’t really work locally
Features New graphics for settings screen
Sound settings now have sound sliders to adjust the volumes
You can now look at ally hand during attribute selection in 2v2
Optimized area for display name to fit larger names
REAP now works only when you attack with the unit, not when unit is attacked
Added explanation for acid counters whenever explanation for caustic appeared
Reduced hover hitbox on the ambush indicator
You can now use social while queued for match
Added new avatar skill icons
Removed back button in deck builder screen, you can go back by clicking on library or any other menu
Deleting a deck now takes way less time than before
Changed a way how vulnerability functions: Now it deals pure damage to entity equal to the number of vulnerability counters on it instead of removing life. This means that unit with vulnerability counter on it can trigger when damaged effect twice by taking combat damage once.
Added VFX indicating that you are looking at hand of ally when you press alt
Added maintenance message to warn players when the servers will be unavailable
Added effect on unit when it has “can’t move”
Effects that spawn a unit (like infest) now have spawned unit displayed as keyword
Updated library filters screen:
Added filter to display legendary cards
Added filter to toggle display locked cards
When in deck builder this filter is off by default
When in collection: this filter is on by default
Changed other filters into drop down to make space for new filters
Feel free to join our Discord channel and participate in the community!
Brace yourselves because second patch update is upon us!
It begins tomorrow, Tuesday March 3rd, and it lasts from 10am CET/1am PST until noon CET/3 am PST. In that time period you will not be able to enter the game.
We can't express our gratitude for your support and overall feedback!
Stay with us as we grow and evolve and keep helping us with your constant suggestions, bug reports and awesome ideas, because it helps us to further improve the game!
Read all about tomorrow’s maintenance implementation below!
Card changes
Tikiri Ambusher can now only target enemy units, this was made to prevent players from having to deal damage to own units
Khalai Slayer can now only target enemy avatars, this was made to allow players to play that unit if enemy has no avatar without having to deal damage to own avatar
Bloodfiend - Effect now triggers ON PLAY, changed stat gain to +4|+4 (from +3|+3)
Overpower now works if you kill enemy avatar
Malefice is now local
Forbidden hex is now local
Sporecreeper now targets only enemy units
Apriosa ON PLAY is now local
Entangle is now local
Widow’s kiss now works locally
Bug fixes
Fixed a bug where you were unable to see enemy ambush indicator after reconnecting to the game
Emino now doesn’t reduce its cost if it didn’t copy any legendary
Fixed a bug where effect of Urelion worked only once
Fixed a bug where last card you drawn appeared like it was playable before you got attribute selection
Fixed a bug where your units appeared ready before you got to the attribute selection
Fixed a bug where you were able to put units on the battlefield before attribute selection
Fixed a bug where damage indicator in history was displayed on your card when you attacked enemy core
Fixed a bug where “Match found” stayed in the deck selection screen in 2v2
Fixed a bug where Borgojag did not work on enemy units
Fixed a bug where wrong error was displayed when player tried to play energy card that has units as a target on empty battlefield
Fixed a bug where unit that stackable had mod stolen by Genemite could get stolen stacks back by applying that mod again
Fixed a bug where units copied by Sumac could sometimes just change stats
Fixed a bug where Rematerialize appeared like it killed a unit in action history
Fixed a bug where titles of avatars didn’t scale down if text was too long
Fixed a bug where Sleeping Giant didn’t have tooltip for altered stats
Fixed a bug where Bloodfiend didn’t have tooltip for altered stats
Fixed a bug where Focused Sharpshooter didn’t have tooltip for altered stats
Fixed a bug where Sleeping Giant gained +8 power instead of +7
Fixed a bug where “card destroyed” animation didn’t appear if a player drawn a card with full hand
Fixed a bug where healing indicator number didn’t scale if the value was over 19
Fixed a bug where referenced cards didn’t have background for health in the keywords
Fixed a bug where login screen had “Beta Participation Agreement” title
Fixed a bug where Lyxia’s trait pictures were swapped in shrine
Fixed a bug where skill descriptions didn’t scale if they had too long text
Fixed a bug where health of avatar displayed both maximum values and normal values at once
Fixed a bug with Theodora lightning
Fixed a bug with avatar skill highlight going over avatar skill cost
Fixed a bug where you could get stuck if you invited a player without valid a decks to a 2v2 match
Fixed multiple visual bugs on pvp menu
Fixed a bug where avatar health appeared as buffed at the start of the game (green number instead of white)
Fixed a typo in shrine
Fixed a bug where skill of Yggron stayed hovered after use
Fixed a bug where you were unable to see unlock button in blacksmith while using lower resolution
Fixed a bug where you could get stuck in-game if another player quit the game in the moment when you matched with it
Added missing text on Klexrav Machinist to indicate that it spawns units locally (effect didn’t change)
Fixed a bug where you sometimes couldn’t queue in 2v2
Fixed a bug where morphed unit retained factions of old cards instead of changing it to a faction of the effect that morphed it
Fixed a bug where vulnerability displayed damage too early
Fixed a bug where health restored by regenerate mod did not display in history
Fixed a bug where attack icon of avatar wasn’t closed very first turn
Fixed a bug where Ragewarden displayed damage indicator while it was invulnerable
Fixed a bug where Sprite of Respite didn’t really work locally
Features
New graphics for settings screen
Sound settings now have sound sliders to adjust the volumes
You can now look at ally hand during attribute selection in 2v2
Optimized area for display name to fit larger names
REAP now works only when you attack with the unit, not when unit is attacked
Added explanation for acid counters whenever explanation for caustic appeared
Reduced hover hitbox on the ambush indicator
You can now use social while queued for match
Added new avatar skill icons
Removed back button in deck builder screen, you can go back by clicking on library or any other menu
Deleting a deck now takes way less time than before
Changed a way how vulnerability functions: Now it deals pure damage to entity equal to the number of vulnerability counters on it instead of removing life. This means that unit with vulnerability counter on it can trigger when damaged effect twice by taking combat damage once.
Added VFX indicating that you are looking at hand of ally when you press alt
Added maintenance message to warn players when the servers will be unavailable
Added effect on unit when it has “can’t move”
Effects that spawn a unit (like infest) now have spawned unit displayed as keyword
As always, we invite you to join our Discord, where you can join our ever-growing community, express what's on your mind and help us create the best possible card game!
Our new patch brought certain updates regarding in-game battlegrounds!
Your previously selected battleground is now remembered by the game. Also, the battleground you selected is now always displayed for you locally in-game, which means that your opponents’ choice of battleground does not interfere with your choice. Both players are shown the battleground that they selected.
Furthermore, default selection for favorite battleground is now ‘’random’’, meaning you can adjust your favorite battleground to ‘’random’' as well, or pick the one you like the most.
Below you can check out battlegrounds currently available in the game, which one is your favorite?