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PHAGEBORN online card game News

A heartfelt thank you to all who applied and participated in our 2nd Closed Technical Beta

The 2nd Closed Technical Beta has officially wrapped up!

We'd like to thank everyone who applied and participated in this round. Your bug reports and suggestions will help us greatly in improving the Phageborn Online Card Game experience!

Those of you who have participated for the first time will also receive the Savior King skin set for Tyberiuth as a thank you for being our saviors with your bug reports :)

Stay tuned to our Discord server and other social media channels to find out when will the 3rd Closed Technical Beta take place. Those that have applied already need not apply again. The code you've received will work in the next beta as well!

Once again, thank you all!

Changelog for 2nd Closed Technical Beta test

Hey Phageborn community,

Check out the list of changes we've implemented for the 2nd Closed Technical Beta we'll be having tomorrow!

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Features

Added new avatar: Saffron

Added new cards

Added avatar error messages: Avatar already moved, Avatar used all attacks this turn, Not enough energy, Avatar is snared

Added numerical timers when you have less than 20 seconds left for mulligan and your turn

Added a timer and message while waiting for match

Added support and scaling for different resolutions

Added scroll bar on deck list in PVP menu

Resized "out of frame" avatar models

Moved counters on the core closer to core health

Renamed "Imbue Weapon" and "Empowerer" to real names

Added hover responsiveness to buttons and objects in menus

Added surrender confirm prompt window

Removed other languages from game temporarily until localization is finished (default language is English for everyone now)

Added blue color filling in during enemy turn critical time

Added avatar trait on avatar hover info inside the match

Added sudden death cards when hovering over icon in history

Added missing sub plates to avatars in PVP screen

Found missing ball on Zhuttg

Added missing card arts

Changed colors of buttons that did negative actions

Added visual effects for avatar skills

You can't click on cancel anymore if the match is already found

Added "Match found" message when game finds an opponent

Added more sounds

Added new attribute selection screen

Implemented legendary showcase when you play a legendary card

Moved keyword boxes to start from top instead of being centered

Added new setting screen

Hovering over avatar with disabled attack shows power value of it

Added player names in VS screen


Balancing

Daggerstorm - stats changed to 1|3 (from 2|4)

Focused Sharpshooter - Power changed to 0 (from 1)

Riftreader - Added rooted mod

Nex - Parasitic Infusion trait spawns 3|3 voidling (from 5|5)

Nex - Inject cost changed to 3 (from 2)



Fixes

Fixed a bug where hover tooltips were displayed in targeting mode

Fixed a bug where snared units had rooted tooltip

Fixed a bug where Nex cast animation was displayed only first time in match

Fixed a bug where Speculum oracle energize activated only once per match

Fixed a bug where Ozzordomu didn't activate "when damaged" effects with flamespark

Fixed a bug where Slayer had wrong rarity

Fixed a bug where player was unable to play cards that cost 0 if it had 0 essence

Fixed a bug where Auric templar effect had wrong duration

Fixed a bug where long deck names were going outside of text box border

Fixed a bug where players got stuck looking at graveyard screen

Fixed a bug where players were able to select decks while waiting for match

Fixed a bug where players got stuck without being able to act if they did many actions when turn timer was about to end

Fixed a bug where if you edited your deck and changed the avatar it displayed old avatar

Fixed a bug where decks were scrolled up when you enter PVP or Library for the first time

Fixed a bug where Replicate reduced cost of obtained card every turn instead of just once

Fixed a bug where avatar models did go trough settings screen

Fixed a bug where players were unable to see cards in enemy graveyard

Fixed a bug where avatar info stayed on after it changed zone

Fixed a bug where players were unable to play curse cards

Fixed a bug where Dash tooltip was missing

Fixed a bug where history icons were out of frame

Fixed a bug where card selected during mulligan stayed gray in hand if mulligan timer expired

Fixed a bug where "press any key to continue" did not work in victory screen

Fixed a bug where avatars were positioned too low on enemy side

Fixed a bug where avatar image in history bar was out of place

Fixed a bug where selecting a trait in trait selection did not close the trait selection window

Fixed a bug where avatar info did not show after deleting any of the decks

Fixed multiple bugs with Darkwood Nymph

Fixed a bug where snare debuff didn't show on cards

Fixed a bug where relentless tooltip was missing when hovering over avatar that gives relentless

Fixed a bug where settings screen had label "Merchant"

Fixed a bug where players were stuck in targeting mode

Fixed a bug where Unchained Megadon dealt damage to own core with effect

Fixed a bug where some Units had wrong tags

Fixed a bug where avatar had "special attack active" signalization all the time

Fixed some visual bugs in deck builder

Fixed a bug where players were able to drag cards from enemy hand

Fixed a bug where end turn button stayed red if turn timer expired for enemy

Fixed a bug where some of trait texts were outside of border

Fixed a bug where hovering over filters in deck builder was unresponsive

Fixed a bug where if player clicked on top of leftmost card in hand it activated graveyard

Fixed a bug where players were able to select enemy avatar skill

Fixed a bug where mods weren't displayed on referenced card box

Fixed a bug where energy cards were highlighted like you can play them while your avatar is subdued

Fixed a bug where your card starts flickering if keyword tooltips are on the way of the card you are trying to hower

Fixed a bug where one unit appears smaller when spawned with infest

Fixed a bug where resources were spent at the start of next turn instead of current

Fixed a bug where critical time was displayed when it wasn't really active (only visual)

Fixed a bug where ozzordomu lost max health when using special attacks

Fixed a bug where highlight was turned off when changing zones with avatar

Fixed a bug with unreadable font on referenced cards in library

Fixed a bug with too loud trailer

Fixed a bug where counters on core were too small

Fixed a bug where some matches started with 0 essence instead of 1

Removed dead space between traits between trait selection fields

Fixed a bug where confirm button was too small in mulligan

Fixed a bug where spamming right click on the card got stuck on art preview screen

Fixed a bug where voidlings spawned smaller than other units when using lesser breach

Fixed a bug where cards were left separated after playing a card

Fixed a bug where avatars that were unable to attack had enemy core as available target


Known issues we are working on

Error displays: "Avatar already attacked this turn" at the start of the game even if you didn't attack with your avatar (it is just visual bug, you can't attack with your avatar at the very first turn)

Clicking on enemy avatar skill while enemy doesn't have enough energy displays "not enough energy"

Sometimes avatar attack looks disabled even if it isn't

can change map while waiting for opponent

essence and energy vials are not fully empty sometimes

word "search" doesn't disappear when you click on the search box to type inside

avatars go trough trait selection

some projectiles fly trough end turn button

Rarely the game gets stuck before mulligan (restarting the game is only way to fix this currently)

Users get stuck on "match found!" (you will have to restart the game to fix this)

When you subdue enemy avatar it shows health value instead of no number

Acid mist Visual effect is displayed on the wrong zone (just visual bug, card works normally)

Missing infest and lastwish graphics on cards

Kulr doesn't show description for resist (mod still works: This unit takes 1 less damage from ability cards)

Thank you for participating in the first closed beta phase + 2nd closed technical beta testing phase date revealed

First closed beta has officially wrapped up!

We’d like to extend our heartfelt gratitude to everyone that participated in the first technical beta. The bug reports you have so diligently been writing us for the duration of the weekend will be integral in making Phageborn a true powerhouse in the card game space.

As a token of our gratitude, all beta testers will be receiving this exclusive Tyberituth ''Savior King'' skin set!



We’d also like to thank you for your understanding and patience. This is the first time we put the game out in the wild and, despite the numerous hiccups, you were nothing but supportive. In two days Phageborn was played by more than 1000 people, and some of the playtime statistics were just wild (kudos to the few people with over 20h playtime in less than 48 hours. Apart from receiving a lot of bug reports, you gave us heaps of great suggestions most of which will definitely see their way into the game.

We also had a lot of fun talking to you on Discord, sharing decks, ideas and theory crafting! We want to create the best experience for you, even in the closed technical beta, that’s why except fixing the majority of bugs, we want to add additional features and content in the game for the next phase.

That being said, we’d like to announce the date of the next phase of closed technical beta, which won’t be this weekend but the weekend after: August 10th - August 11th. We already mentioned that all beta testers will receive something extra special for their efforts, soon we’ll reveal what that is!

We’ll see you in the next closed technical beta phase. For those who want to join the next phase, sign up here:

http://eepurl.com/gl3qfr *
*participants of the first phase have automatic access to each next phase

Again, thank you for taking the time to play and test out Phageborn!

Sincerely,

The whole Phageborn team

Gameplay trailer is live + first closed technical beta starts this weekend (27. - 28. july)

Hey Phageborn community,

The gameplay trailer for the online card game you've all been waiting for is upon us!

Also, we’re thrilled to announce the first in the series of technical beta tests which will begin this weekend (27. - 28. July). If you are dying to get your hands on Phageborn even before it’s official Early Access release, you can apply for the Closed Technical Beta here

Prepare yourself for the imminent release of Phageborn later this summer!

We’ve got loads more to share on the game so make sure to keep it locked to our official social media channels and, while your at it, tell us how excited you are to play Phageborn!

https://www.youtube.com/watch?v=GIJx20r1A2E


Monetization model reveal



Phageborn will feature gameplay content - cards and avatars - that will only be unlockable by playing. This means we will be adopting a premium, buy-to-play monetization model.

Why are we doing this?

We wanted to do something a bit different for our game, to make our gameplay be pure gameplay. Instead of playing to acquire random content you might or might not like, you will know what to expect and when to expect it. Unlock content you want, at your own pace.

Unlocking content

You will level up your account as you play, which will award you points for unlocking cards. You can imagine these as a form of "upgrade points". You will use these points to upgrade a faction, leveling it up and gaining access to more of their cards. Neutrals will always level up, regardless of your factions, so you can have more deckbuilding options when you switch to leveling a lower level faction.
Progress will be earned through gameplay. Win or lose, you will gain some, with wins giving you more progress. We don't want you to feel like you're wasting your time if you lose.

Avatar reworks

Along with this, we have a rework to how our Avatars work. Avatars used to level up during gameplay, gaining access to perks that could change how you play the game. These perks are no more.

Avatar traits

Instead of perks, Avatars will have traits. They are similar to perks - passive bonuses that empower your Avatar in some way, or even change their playstyle. However, you can have only one trait, and that trait is selected during the deckbuilding process instead of during gameplay. While some perks were encouraging some forms of alternate deckbuilding, there could be situations where you don't even reach the perk you wanted. Traits are picked during deck construction, so you don't have to worry about not reaching them.

Avatar special cards

In addition to these traits, with every Avatar having 3 traits to choose from, they will also have exclusive cards. These cards can be used in your deck only with their corresponding Avatar. These also serve to replace perks, as well as to give more flavor and more uniqueness to each Avatar. You will start with one perk unlocked, with the exclusive cards and other two perks unlocked as you play with the Avatar.
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We strive to bring you the best gameplay experience we can offer, and for you to create your own experience the way you see fit. We hope we can achieve this through our monetization decision, and we hope you will stay with us on this journey ahead. We'll reveal the official pricing for the game somewhere down the line, most likely alongside the official release date for the game.

For now, the only thing we can say is that it will be fair :)

Until then, enjoy the content we'll be delivering in the meantime and don't forget to add us to your Steam wishlist!