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Update #9 Hot-Fix

v0.76.2 Release Notes (Hot-Fix)


Thanks everyone for your bug reports! Here's the fixes included in this patch:
  1. Fixed bug where Big Beard would not drop his helmet as reward if player defeated him as the last unit using a mind control effect (Thanks 镜中人)
  2. Fixed bug where Big Beard's health was being assigned an incorrect low value in higher difficulties of the Arena Ambush encounter. (Thanks mr.kitty)
  3. Fixed bug where Error: Clock cycle error: TypeError: Error #1009 at hm.gameLogic::ProceduralSpawnLogic/removeSpawnPointFromArray() was thrown when attempting to enter the boss room because there wasn't a valid space for the boss to spawn centered with the hero. The boss will now pick a random alternative spawn point if it fails to find preferred spawn. This bug occurred as a result of expanding the potential boss fight rooms to medium/large within the dungeon. (Thanks wolvje27 and (●,...,●))


Psychic Loot Drop Functioning Correctly:
https://youtu.be/hT07LVdxB8M

Psychic Loot Drop (Pre-Fix):
https://youtu.be/u0g2wkcNDeA

Psychic Loot Drop (Post-Fix):
https://youtu.be/A9cCqGbYdJM

Update #9 - Masters & Minions

Version 0.76.1 Release Notes


Hi everyone -

Thanks so much for your feedback and support! This is shaping up to be just the kind of collaborative Early Access I had hoped for. Over the past couple weeks, I've carefully reviewed your game balance suggestions as well as our Steam gameplay data and painstakingly recalibrated the game with a new difficulty curve that I hope will satisfy most players' desires.

I've also added a ton of new content to the game, so let's dive and see what's new!

New Content in Masters and Minions


As the name suggests, this update focuses on bringing new enemies to the game - a whole lot them - including 3 new bosses and 3 new elites (the Masters) and 15 new enemy encounters (the Minions). That's one additional boss per each of our current biomes, totally 9 bosses (3 per biome), plus new lore to boot!

In addition, Masters and Minions will allow you to unlock one of the game's bosses, the Liche King, as a playable Summoner. It's prestigious to play the boss, so to receive this reward, you'll first need to claim a bunch of souls, prove yourself in battle, and defeat the Liche King in adventure mode to unlock the Revenant Regicide achievement. Doing so will reward the Liche King as a playable character in adventure mode as well as unlock a new All Star deck in Battle Mode.

Big Balance Changes


Every aspect of the game's difficulty curve has been carefully re-tuned to create a more rich experience for beginners and advanced players alike:
  1. The desert biome can now surface in the first chapter so that any biome can now appear in any order. The experience of each biome will be different depending on which chapter it is played on. For example, deserts in chapter 1 will not have heatwaves and deserts in chapter 2 introduce sandpit arenas.
  2. Each biome has been re-calibrated with chapter-appropriate minion encounters: easier enemy groups in the first chapter and harder enemy groups in successive chapters.
  3. Elites now have a progressive health distribution. This means the difficulty of each elite fight will escalate with each new elite encountered during the chapter.
  4. Elites now have chapter-specific Minions. Elites in chapter 1 will have fewer minions so they're more evenly matched to the player's available resources and additional minions when they are encountered in higher chapters.
  5. In novice mode, we've introduced a "mana curve" to Elites (-2 mana starting mana in Chapter 1, and -1 in Chapter 2) to help new players better onboard to the mechanics.
  6. In advanced and hardcore mode, the final chapter adds further additional Minions to Boss and Elite encounters for extra challenge, plus much harder minion mobs!
  7. Improved enemy spawn logic now prefers placement of ranged units at the rear.

[h2]Additional Improvements and Fixes[/h2]
[h3]*This update is also applied to our free demo version.[/h3]
  • Improvement: Expanded the radius of a looting treasure chests to a 5x5 area around the player’s hero so that’s easier to collect the gold from sets of 3 chests if you don’t click the center one (Thanks Abaddon)
  • Improvement: Further improved parallel animation system to allow more concurrent unit movement and attacks where possible and fix some issues where newly created units could move/attack before they were finished being summoned or walk through units that were knocked back.
  • Balance: The Freeze mechanic has been changed to fix the OP perpetual lockdown Cora and Ice units could previously achieve on bosses and provide more tactical utilty. Details here. (Thanks all players who engaged in our discussion)
  • Balance: Dreadnought Spellweavers gain ability Inflict -2/-0 until end of their turn
  • Fixed bug where unit cards cast by Zenon or summon spells that were countered would remain momentarily stuck on the screen instead of being removed on cast.
  • Fixed bug where resetCardPositions() might try and act on disposed cardViews resulting in exception TypeError: Error #1009 at com.d20studios.aura.animation::Animate$/killProcessArray() at view.smartAssets::HM_CardHandView/positionItem() (Thanks LittleLionMan)
  • Fixed bug with localization where game state was storing the literal name of encounters rather than the localization id. This meant that if the language setting ever changed, the name would remain the same, and if the new language didn't support the characters, it would show no name.
  • Fixed bug where some elites (ex: Gremella) were showing the Sprintshot or Farshot keyword twice on their card. (Thanks RyuSage)
  • Fixed bug where equipment keyword was showing on some Elites (ex: Wight)
  • Fixed bug where clicking twice to interact with a chest would result in the game showing the nearby chest's gold removed before the animation to doober the gold had played.
  • Fixed bug Error #1009 at view.screenLayouts::TitleScreenLayout/jumpDevButton() (Thanks Baffledtoast)
  • Fixed bug where some unitViews were still lingering after disposal of the game view. Hopefully this also helps with performance and memory leak problems. Any unit views that were getting trapped in memory should now be getting disposed at the start of each new battle.
  • Fixed bug TypeError: Error #1009 at view::HM_UnitView/toggleLifebarStats() that could appear upon exiting game to return to the title menu (Thanks cxp032, Vindi008, fantom0020 and TheBaldr)
  • Fixed bug TypeError: Error #1009 at Main/handleExitToCamp() that appeared after the game crashed on entering the portal to complete tutorial (Thanks Cheschire)
  • Fixed bug where "I am currently unable to interact with the cosmic tortoise at the end of the tutorial." (Thanks tacocat and Squashbelge)
  • Fixed bug where units still lingering in the mist from past world saves (before our units in mist fix) would still show on the board.
  • Fixed bug where clicking on a goblin in the mist would result in the goblin party being repositioned away from their cake. They can't party without their cake, afterall ;)
  • Fixed bug where retreating from a goblin party and then returning would result in the goblins being repositioned and no longer around the cake. Let them have cake!
  • Fixed bug where TypeError: Error #1009 at hm.gameLogic::GameState$/getGameStateObj() could appear after retreating from a battle after having visited a map containing a shopkeeper. (Thanks 巷羽Azarisa and zyeast2005, scottoconnell30)
  • Fixed bug where TypeError: Error #1009 is called on PointValidMove(). (Thanks Muppet and 堵塞)
  • Fixed bug with Chinese translation of Ryu Sage Pendant (Thanks typiglet)
  • Fixed bug where hero could become "stuck" and have the screen jitter on last tile after clipping an obstacle such as a tree. (Thanks Wesley)
  • Fixed bug where some of the game server messaging (such as notification of in-game feedback being sent successfully) was not displaying.

[h2]Coming Next[/h2]
Up till now, I've delivered regular weekly updates since launch to address most players' immediate concerns and keep everyone engaged. The next goals I'm working on include remaining QoL issues such as keyboard mapping, gamepad support, performance plus continuous bug monitoring and fixes and additional cards per our road map. There's quite a bit of work involved, so I'd just like to communicate that I'll be doing the best I can, but going forward, please don't expect regular changes every week ;)

Gamepad support, in particular, is new for me, and I want to make sure I spend the time to get it right. I'm aiming for another update between end of August and mid September - and I'll keep you posted in our discussions if I plan to change that as I work through the process.

Show You Care with a Steam Review

All these changes take a ton of work, and it's my pleasure to deliver regular new experiences for you to enjoy in the game. Help me out by taking a moment to write a Steam review and let me know what you think of the progress :)

And of course, I'm always available for regular communication via our usual means below:

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross

Update #8 - Bugs and Balance Fixes

Version 0.75.1 Release Notes


Hi everyone -

I want to thank you for the 103 steam reviews we've received so far and the 90% Very Positive Rating! This is a wonderful accomplishment. I'm so grateful that you are enjoying Summoners Fate and I really appreciate the feedback and continuous growth I've seen to our community as a result. Truly - thank you!

Today, I bring you update #8 on 8/8 with Bugs and Balance fixes (don't you just love alliterations?). In addition to the improvements here, I've also been working to address our overall adventure difficulty curve and bolster up the content. I aiming to deliver these major balance changes next week with a large content update including new bosses for each biome as well as new elite and minion encounters.

New cards added in this update

[h2]Here’s the full list of changes for this update:[/h2]
[h3]*This update is also applied to our free demo version.[/h3]
  • New Card: Bigbeard's Helmet - This card is the first of our "boss specific" artifact cards suggested by players in one of our Discord discussions. This artifact is also an equipment (so it has a permanent aesthetic effect as well) and allows you to mind control marauders injured by your attack.
  • New Card: Katana - Two handed weapon that grants +2 power and Pierce.
  • New Card: Ironclad Sword - Single hand weapon that grants +1 power and Pierce.
  • Improvement: Vastly improved our Parallel Animation system. This is the feature that allows enemies to animate movement and attacks of their units simultaneously to speed up gameplay flow. The system is designed such that any triggered effects will automatically switch the system seamlessly to serial animations so players can still follow the event sequence. Previously, any kind of applied VFX (for example, snakes inflicting poison) would unnecessarily interrupt the parallel flow. The improvement fixes this so that the parallel flow is not interrupted unless it initiates a new unit action (for example, a unit who casts or sets off a new event flow in response to a trigger).
  • Improvement: Discarding a card to trigger its "Discard" ability can now be undone. Previously, it shared the same behavior as a surprise being triggered and could only be replayed, not undone. (Thanks mr.kitty)
  • Improvement: Made lunge attacks easier to execute. When drawing movement path, units with lunge now have extra padding along the edges of tiles to make selection of diagonal targets while moving easier. Selected movement path is now tinted green so it’s clear whether or not the space will be moved to regardless of the directional arrow length.
  • Balance: In addition to having unlimited counter attacks, Vigil units now combo attack at full power rather than half power like other units.
  • Balance: Reduced the cost of the spell Vigilant from 2 to 1
  • Balance: Reduced the cost of Tactician from 2 to 1
  • Balance: Added Pierce ability to Dreamstealer (Thanks Frosty the Pyro)
  • Fixed bug where lore inside barrels/crates would fail to drop after defeating Cho'Tuk the Wanderer in bear form until after entering another battle. (Thanks oneofmany and Marvin)
  • Fixed bug where lore would fail to drop if a bandit blockade encounter is swapped with a battle encounter containing lore (Thanks mr.kitty)
  • Fixed bug where player would Error #1009 at view.ui::HM_CardView/updateUnitScale() when customizing their starting deck with specific cards in specific slots (ex: placing Disintegrate in the 3rd slot containing Fire Elemental would always trigger this bug). (Thanks mr.kitty)
  • Fixed bug where walking into a battle after being transformed into a beetle by the Beetle Juice encounter would cause the game to freeze. (Thanks mrwaffles31) Additionally, when transformed into a beetle by the Beetle Juice encounter, the effect now lasts until the end of battle (or until resting at camp) instead of start of your turn (which removed the effect before it had any chance to challenge the player).
  • Fixed bug where casting Arcane Insight with Zenon when remaining cards in deck are below 3 would throw a backworker error. (Thanks Tabos, Nightler)
  • Fixed bug where spells with "closest targets" such as Lightning Storm could choose different targets than those indicated by the highlight based on which direction you chose to face the Summoner during the cast. The "closest target" sort type will no longer factor the Summoners facing (Thanks mr.kitty)
  • Fixed bug where satchel cards chosen as starting cards could be placed in your deck at campsites (Thanks This is Fine).
  • Fixed bug where retreating from the Golden Dragon while it was standing on a stone statue tile would result in its rewards being dropped and available on the map upon returning. (Thanks Verox)
  • Fixed bug where picking up a satchel card during battle would throw RangeError: DataProvider index (-1) is not in acceptable range (0 - 1) and then prevent mouse interaction until restarting the game. (Thanks [rQ]Tabris10, KhardMaster, Gottes Sohn)
  • Fixed bug where walking onto a map containing units in fixed positions (ex: Tutorial level 2) by clicking on a space where one of these units is standing would result in the group of units being reposition in a manner that might make the map impossible to win.(Thanks Rianith)
  • Fixed bug where retreating from maps with noReposition (ex: tutorial levels dependent on a specific solution and map positioning) could have the setup changed if player retreats from the map after units have moved. We now force putting everything back to the original state. (Thanks Rianith)
  • Fixed bug where hero could become stuck on top of shopkeeper if player clicked the space in the mist where shopkeeper spawns.


[h2]Coming Next Week[/h2]
Since I've extended our major balance update until next week, I'd still love to get your input in the following topics:
  1. Balancing Minion, Elite and Boss Encounters
  2. OP and UP cards

Once the balance update is complete, I plan to shift gears to address remaining QoL issues (such as keyboard mapping and gamepad support) before the end of the month so I can put all focus towards new content going into September (per our roadmap goals).

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross

Update #7 - Developer-to-Player Communications, Melee Balance and Fixes

Version 0.74.1 Release Notes


Hi everyone -

Hailing frequencies open! Our latest update allows me to respond to your feedback directly in-game and inform you when I've added new content. Plus more balance and bug fixes!

[h2]Developer-to-Player Messages[/h2]
While I've been making changes in request to player feedback every Monday for the past 7 weeks, I've noted that many players aren't aware of the changes. Our latest feature aims to address this by notifying you of new content in-game. When you load up the game, you'll now see a bouncing lore scroll at the title screen whenever you have a new pending message from us. If your game loads directly into an adventure, the message will open automatically. This will provide a direct link to the release notes so you can review the changes.

This new feature also allows me to send personal direct messages to players in response to feedback you've shared in-game. I've intentionally kept this feature simple (there's no inbox to manage, we're not an email client) - rather, your newest unread message will always display on top. You can reply to my message in game using the "Pencil" icon which will open the pre-existing "Share Feedback" tool that can also be accessed anytime in game via Settings (Esc) -> Share Feedback.

Reminder: The best way to report bugs is to use the Share Feedback tool in game, as this captures the game state so I can quickly reproduce your issue and solve it faster.

[h2]Here’s the full list of changes for this update:[/h2]
[h3]*This update is also applied to our free demo version.[/h3]
  • New Feature: Developer-to-player communications
  • Improvement: The game server will now detect when newer versions of the game client are available and notify the player if Steam hasn’t automatically updated the game to ensure players always have access to the latest version and bug fixes.
  • New Card Design: Our Kill Bill inspired spell, Three Point Palm, has been redesigned to be much more effective and more fun. Originally, it caused a unit to die after a unit took three steps, but in practice, the AI would simply not move to avoid death. Now, it’s a really cool finisher move that deals 3 damage with Knockback (3) and inflicts Downfall: Deal 3 damage in 3x3 area. So, effectively, you get to kung-fu chop an enemy flying across the map ending in a fiery explosion if you time it right :)
  • Balance: Albirich, Fighter Mage has been given Armor (2) and Block abilities to increase his melee prowess. To compensate, his max Life has been reduced from 25 to 20. (Thanks Sinister Design)
  • Balance: Sibylla, Conjurer has been given the Lunge ability.
  • Balance: Added the "Skeleton" type to Liche King. This means he’ll now be affected by buffs from Skeleton Captains, so watch out!
  • Balance: Antarus, Battle Mage, can now use his knockback even more effectively thanks to Thomas Hirsch’s feedback. When placing an explosive spell, like a fireball or meteor, the knock back will now push from the center of the blast (rather than from the cast location) so you can blast enemies back towards the Battle Mage to score combos. Units in the center of the blast will be knocked away from the cast location, as with other damage spells.
  • Fixed bug where the "M" key was no longer able to close the map (Thanks molji, none, mr.kitty)
  • Fixed bug You can sometimes catch enemies/bandits hanging around the edge of the shadowy area. And kill them. (Thanks mr.kitty and noahbarker)
  • Fixed bug where Orc Battlehorn was not adhering to its rules of +2/+2 on orcs and goblins and +1/+1 on other units (Thanks Marvin and mr.kitty)
  • Fixed bug where Poison Cloud was not dealing the initial 2 damage to indicated on the card. (Thanks mr.kitty)
  • Fixed bug where casting Savage Transformation while already transformed into a Bear would result in losing your Summoner’s casting abilities. (Thanks mr.kitty)
  • Fixed bug with Spirit Recall where a guardian defeated at the end of battle by an enemy counter attack did not revive as indicated on the card. (Thanks noahbarker and nakama7777)
  • Fixed bug where Spore Pods created with Death Blossoms spell remained on the board after battle and potentially blocked movement because they couldn’t be destroyed. They now despawn after battle and are destructible in explore mode like exploding barrels. (Thanks Cendre fer, Lyra'Louk, and Sinister Design)
  • Fixed bug where Stone Ankh wouldn’t trigger correctly when used on a Summoner (Thanks Marvin, nakama7777)
  • Fixed bug where Red Starling was double buffing units when used in conjunction with Pied Pipe (Thanks MaKo and Nat20s)
  • Fixed bug where dungeon could potentially generate too few keys to open all the chests. The cause of this bug was that the enemy minion party carry the key was being truncated when the player retreated and approached from a different entrance to a corridor (as this changed the location and size of the valid spawn points). The fix corrects the spawn points so that enemies (including the one carrying the key) are no longer truncated.
  • Fixed bug where the game might not gracefully recover from a bugged battle being unable to load after restarting the game and could potentially delete the player’s adventure save data
  • Fixed bug where game would not respect the Steam language setting as the default starting language for the game on startup if the player had changed their language setting in game.
  • Fixed bug where HM_GridModel/getGamePiece() threw exception during the call to repositionUnits() because the game grid was not yet available. The actual cause of this issue was that the arena was able to be populated in older version of the game after being defeated and returning to the arena, then retreating and being captured again.
  • Fixed bug where attempting to recover from a bugged battle resulted in the invalidActionPrompt being unable to formatText due to activePlayer being null.
  • Fixed bug where retreating from Bandit encounter and then returning would not reposition the bandits relative to the player’s new starting location.
  • Fixed bug where viewing an Elite's card after its been defeated shows the character without its equipment skin. (Thanks Wesley)
  • Fixed bug where stacked Antoine's Tomes on Arch Mage would not recover more than 3 cards (Thanks mr.kitty and nightler)
  • Fixed bug where replying "Got it" to the retreat tutorial prompt would make it so that a dice roll is required to retreat even though the initial retreat should be free (Thanks Wesley)
  • Fixed bug where moving to a valid diagonal space with keyboard would fail when the space ahead of it would be blocked for diagonal movement.
  • Fixed bug that would throw exception TypeError: Error #1009 at controller.controls::ExploreControls/setDestination2() when moving with the keyboard after destroying an object. Thanks fuyu.lee, Cherry, sgtjojoe, Science Stud and Sire Aymeri


[h2]Coming Next Week[/h2]
For next week's update, I'll be focusing on balance changes in response to your feedback and the Steam data we've shared here.

If you have any thoughts on game balance (card changes, encounter difficulty, elites vs. bosses, etc.) please join us in the following discussions:
  1. Balancing Minion, Elite and Boss Encounters
  2. OP and UP cards

I'd like to get changes implemented this week so I can shift gears and address more QoL issues (such as keyboard mapping and gamepad support) before the end of the month so I can put all focus towards new content going into September (per our roadmap goals).

[h2]Help us Grow Summoners Fate with your Steam Review[/h2]
Thank you to everyone who posted a Steam review last week! We're now just 2 reviews away from our goal of 100.

Reviews are very important for Early Access - they help us reach more players, grow our community and improve the game, so I very much appreciate your support in writing a Steam review for us :)

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross

Update #6 - New Retreat Mechanics, Card Balancing and other player requests

Version 0.73.1 Release Notes


Hi everyone -

In this week's update we've turned retreat scum into fun-m! Ok, that doesn’t rhyme, but once again we listened to player feedback and made plenty of exciting changes this update :)

My favorite in-game feedback this week comes from Abandon who writes:
"Hello. I don't have any bug to report I'm sorry. :( Just wanted to say HI!!! do u "GOD" dudes even exist? =S"

Yes, Abandon, the legends are true. We're listening to all of our player feedback and I'm doing my best each week to answer and make your game experience even better.

[h2]New Retreat Mechanics[/h2]
This week's community discussion on Retreat Scumming and its Solutions started by NinjaX inspired several changes to our retreat system including a new mulligan mechanic that adds some extra excitement to a failed retreat. Full details on our post here.


[h2]New Cards and Scribe Mechanic[/h2]
In response to more player feedback regarding card recovery and larger hand sizes (deck control mechanics in general) I've added the following new cards:


Additionally, Zenon, Arch Mage, now has Scribe (3). The Scribe ability allows you to recover (X) cards from your discard pile back to your deck after winning a battle. His power can be stacked with these artifacts to further increase card recovery and draw options allowing for far greater deck control.

This is why I love card-based mechanics. We can often address feedback by using cards to bend or break the rules and open up all kinds of new gameplay options.

[h2]Here’s the full list of changes for this update:[/h2]
[h3]*This update is also applied to our free demo version.[/h3]
  • New Retreat Mechanics We've eliminated all the retreat scum issues and made failed retreats more exciting with a new mulligan mechanic. Full details here.
  • New Card: Antoine's Tome - An artifact that allows you to recover cards after each battle.
  • New Card: Pendant of the Ryu Sage - An artifact that increases your max hand size.
  • Balance: Antarus, Battle Mage now has Lunge instead of Knockback (1) to address player feedback that Lunge is more on theme with his spear weapon than Knockback.
  • Balance: Zenon, Arch Mage now has Scribe (3) ability that lets him recover 3 cards after winning a battle. Now you can enjoy more "pew pew" action with this character ;)
  • Balance: Banshee - Reduced stats by -1/-0 so its now a 4/7
  • Balance: Dreamstealer - Increased stats by +1/+2 so it’s now a 3/8
  • Balance: Mummy Queen - Increased stats by +0/+3 so she’s now a 3/15
  • Balance: Gate of Fate - Reduced cost from 2 to 1
  • Fixed bug where game would show only a black screen upon launch for some players using a combination of Windows 10, DirectX11 and AMD GPU's
  • Fixed bug with recovering cards from discard to deck where the cards recovered could exceed the max deck size.
  • Fixed bug with controls where player could move diagonally between objects illegally by using the keyboard. This resulted in several possible bugs, including the truncation of the player's party if they moved to an area that would not allow members to follow and getting stuck after retreating if their last tile was between objects that could only be reached diagonally and not via the mouse controls.
  • Fixed bug where players could not open suspicious tombs within dungeons (fix will apply to new adventures only, not existing adventures where bug has already occurred)
  • Fixed bug where the Sandpit arena ambush could trigger multiple times during the same adventure if the player exits and returns to the game while battling in the arena. (Thanks Fieri The Merry, oneofmany, rjdoute)
  • Fixed bug where enemies would not spawn in the Sandpit Arena if player is blessed by Guardian Angel (Thanks rjdoute)
  • Fixed bug where the Sandpit arena would continuously spawn enemies if player entered it without first being captured. (Thanks noahbarker)
  • Fixed bug where the game is stuck in tactical mode after completing a battle (most notably after finishing the Sandpit arena sequence). (Thanks Bayton, mr.kitty)
  • Fixed bug where retreating during a heatwave would softlock the game if the heatwave triggers during the retreat movement. (Thanks bjornboman, noahbarker, Vazner and mr.kitty)
  • Fixed bug where it was possible to move while the map was open, bump into an object that triggers a prompt, then get an error when attempting to fast travel.
  • Fixed bug where exception is thrown at buyCard method as a result of being able to have the map and shop open at the same time.
  • Fixed typo in Prismatic Realm when interacting with Cosmic Tortoise: 'It's purpose achieved...' should be 'Its purpose achieved...' It's always means it is. (Thanks Arduin)


[h2]Coming Next Week[/h2]
For next week's update, I'll be focusing on:
  • Investigating how I can provide in-game communication back to players (i.e. respond to in-game bug reports in game and provide announcements on game changes within game for players that miss our Steam update posts)
  • Fixing card-specific issues players have reported (ex: Orc Battle Horn, Pied Pipe)
  • Balancing elite encounters across the various chapters


[h2]Help us Grow Summoners Fate with your Steam Review[/h2]
Thank you to everyone who posted a Steam review last week! We had +12 positive reviews bringing us up to 93 total, with 89% Very Positive rating. Just 7 away from our goal of 100.

Reviews are very important for Early Access - they help us reach more players, grow our community and improve the game, so I very much appreciate your support in writing a Steam review for us :)

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross