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PHAGEBORN online card game News

Patch update!

People of Issilith!

New update begins today, Tuesday March 17th, and it will last from 10am CET/1am PST until noon CET/3 am PST.

In that time period you will not be able to enter the game.

Stick with us because we got so much more exciting content coming in the future updates!

Read all about tomorrow’s maintenance implementation below!


New cards

New cards are added in the last seals of the faction they belong to. You will have to unlock those cards in order to play with them.

Tears of Harigazz - Drakkrorith 7 cost ability card designed as Drakkorith faction mass removal energy card

Vracac - Neutral legendary 1 cost unit designed as a support for fighter avatars

Black Mort - Neutral 5 cost unit designed as unit that can clear units with 2 or less health for free

Primos Dampener - Neutral 6 cost unit designed to counter mass removals with midrange decks

Fearseker Predator - Neutral 5 cost unit designed as removal support for avatar assassin decks

Dooka - Drakkorith 9 cost legendary unit designed as Drakkorith late game finisher

Ostodon mesanger - Drakkorith 4 cost unit designed as support for orders

Oonemauth - Drakkorith legendary 3 cost unit designed as support for special attacks

Manifest Agony - Oblivion 2 cost ambush designed as high damage surprise counterattack


Card changes

Faceless Maiden - Obtained legendary unit doesn’t have cost increased anymore

Black Mort - Renamed to Starving Gorothar now it kills units with 3 or less power (was 2 before)

Power blow - Avatar now takes maximum 1 retaliation damage (was 2 before)

Lesser breach - Spawns 3 Voidlings locally (was 2)

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!

Phageborn devs vs Kripp

Residents of Issilith!

Our developers Pixie Trash, Sixflags and Terratron teamed up and joined forces to breakdown and analyse one of the matches that renowned streamer Kripparrian played in one of his Phageborn streams.

We want to keep you up to date, so in case you missed it live, you can check it out on this link.

In addition to that we are listing a little stats breakdown regarding Kripp's gameplay.

Join us as we make history and explore all of the gameplay possibilities together!



See you in the game! :-)

Avatar showcase - Tyberiuth, the Warrior King

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.

Meet Danijel, the creative genius behind Phageborn

Residents of Issilith!

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.


[h3]‘’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.’’[/h3]





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.


[h3],,Leading the Phageborn team is the highlight of my every day.''
[/h3]




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.

See you in the game! :-)

Patch #2 is out!

Residents of Issilith!

Second update has been implemented successfully!

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!