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Update #22 1.2.0 QoL Requests Granted



Granting you Quality of Life Wishes

[h2]Version 1.2.0 Release Notes[/h2]

Hi Abalon Fans -

I'm excited to deliver on another round of QoL (quality of life) improvements you've recommended in your feedback to me. Here's what's included in today's update:
  1. Control Prompts: Added control prompting during battles to help better communicate how to execute commands like move and shoot with sprintshot units. The control prompts adapt to the last input used (ex: mouse, keyboard, gamepad) and will even show the proper image glyph of the controller button you've mapped to that action. These control prompts are optional and you can disable them from the control options.
  2. UI Scaling: Added a new video option called "Large UI". When enabled, this will re-rasterize the cards and prompts to a larger size so they are more legible on the SteamDeck or when playing on a TV from the couch. It will also increase the size of unit stats and your resource HUD so these are legible as well.
  3. Card Controls: You can now use the cancel button (default key "X", default button "B") to deselect a card when on the choose a card screen if you want to see the entire offering.
  4. Card Controls: Made it easier to perform a click to cast by adding a click delay. This way, if the mouse is moving/drags slightly while pressed, it'll still count as a click to cast instead of a drag and release.
  5. Card Controls: Made it so that when using click-to-cast, mousing outside the grid does not reset the action. The player must explicitly right click or press the X button to cancel. This makes it much easier to cast AoE spells by clicking twice instead of having to click to cast, then click on the grid.
  6. Card Controls: Right clicking to cancel an action will no longer show the card underneath the mouse cursor. To show the card, you'll first back out of targeting, then right click to view click.
  7. Targeting Controls: Fixed bug where if player confirms movement space, but then mouse off the grid and returns to grid, it removes the drawn arrow but shows a pulsing blue space.
  8. Card Controls: Fixed bug where the default discard controller button (X) was not discarding cards because of an issue being double mapped to the undo button.
  9. Card Controls: Made it so right click now discards a card in hand.
  10. Fixed bug where it was possible to fire multiple discards on a card in hand.
  11. Card Controls: Made it so that cards that cannot be played present warning immediately on click to cast or attempt to drag to board versus waiting for release or secondary click. (Saves a lot of time thinking you can cast the spell only to release you don't have the mana for it)
  12. New QoL: Added "Disable screenshake" option to game options
  13. New QoL: Added "No Lightning Flashes" option to video options
  14. New QoL: Added "Always Confirm Move" option to control options
  15. New QoL: Added an Animation Speed slider to video options. This currently ranges 1-2 with 5% intervals. 2X speed is quite fast, but please let me know if you need more range here. Also - I'd love to hear from you what animation speed setting you prefer to play the game at ;)
  16. Card Controls: When a card is shown, dismissing the card no longer selects the contents underneath (in combat and in explore mode). The first click dismisses the card. Then, it allows interactivity with the board in the next click.
  17. Fixed bug where the Counter Attack tip was not playing in the tutorial.
  18. Fixed bug from a previous fix that seemed to cause a number of issues with guardians such as no longer showing fast travel animation, not healing at camp, not being able to be equipped with satchel cards, etc. where guardians were no longer showing their fast travel animation or behaving correctly when making camp, etc.

That's all for today's update. If you don't see your requests addressed in the list yet, don't worry. I couldn't get to everything in this update, but rest-assured I have your feedback captured and aim to incorporate your requests in future updates. (And I aim to be as quick as possible with turnaround)

Player Driven Development

[h2]Your Feedback Matters[/h2]

Just wanted to say again how much I greatly appreciate everyone's feedback and Steam reviews. These seriously help development a lot. It brings me a lot of joy to see you satisfied with the game, so please continue to share with me.

Here's some ways you can contribute to our player-driven development:
  • Write a Steam review for Abalon
  • Submit feedback (especially bugs) directly in-game via Settings -> Share Feedback. This makes it really easy for me to reproduce your bugs and nicely organizes your requests into my "to do" list so I don't forget.
  • Post a message on our Steam discussion board.
  • Join our Discord community
  • Instant message me directly on Discord (Username: RossD20Studios)

Thanks so much!

~Ross

Update #21 1.1.1 Patch

Patch Notes

Hi everyone and thank you for the feedback on our latest update, Treasure Trove! I appreciate your suggestions and bug reports and will be doing my best to get you taken care over the next several days. For starters, here’s a few fixes in today’s patch.

Bug Fixes
  1. Fixed were entering a battle while transformed into an animal and Summoner had been carrying an artifact (ex: Juggernaut Rubrix) before having been transformed resulted in an exception. (Thanks robin_hood_md)
  2. Fixed bug where attempting to enter battle with Azmodius the Mad with the extra minions challenge activated would throw exception because there were no valid minion encounters found to add. (Thanks CoolStory)
  3. Fixed bug where the Totem of Azurach artifact would heal units when retreating from a battle. This artifact should only heal upon winning the battle. (Thanks CoolStory)
  4. Fixed translation of the Hero Doll artifact. This artifact finds and adds a previously unlocked guardian card to your deck. It does not summon or recruit the guardian. However, you can use the artifact to add a guardian to your deck, then, at camp, move the card out of your deck to become a guardian. (Thanks
    嘉然很良)
  5. Fixed bug where the More Minions challenge would spawn minions outside U'lag'u's Cave (Thanks mr.kitty)
How to Report Bugs

Remember that you can report feedback in game using Settings -> Share Feedback. This is the fastest way for me to reproduce and fix any bugs you many find. Additionally, if you trigger a bug, please include some notes about what you were trying to do (otherwise, I may have a harder time trying to figure out exactly what caused the bug and the fix will take longer).

Update #21 1.1.0 Treasure Trove


My dear players -

We've raided the dragon's den and bring you a Treasure Trove of exciting new content to put your synergy building skills to the test. There's a LOT to cover, so let's dive in...

Challenge Modifiers


Since our EA launch, challenge modifiers have been among the top player-requested features. For the past year, we've been collaborating directly with many of you on Steam discussion and Discord to design this system together to deliver the precise sweet spot of challenge customizations you've been dreaming up. This culminated late last night with a final send off of the designs to our prerelease testers to get direct player input on the balance. Special thanks to Reiga, Kaaz, and Psilioxus for their input and recommended tweaks on the balance tuning.

This update introduces 27 distinct challenges ranging from level 1-3 in difficulty rating, all of which can be stacked together for an insane total challenge level of 40 (Which you will not survive...)



Some examples include the "Lost Guardians" challenge that effectively gives your guardians permadeath, adding to the intensity of each battle. We've also got "Bigger Bosses" (nuff said), "More Minions", and the "Deadly Poke of Zorro" that will see every enemy piercing through your armor and shields. And if you think you can run from this, the "No Escape" challenge ensures you cannot retreat after your first turn.

With greater challenge comes greater rewards: Each activated challenge will supply a bonus score percentage to your battles, fate encounters, or grant an additional run completion bonus. Whether you're psyched to compete globally or take pride in beating your personal best, the leaderboards just got a whole lot more fun!

New Artifacts


Our second biggest player feature request has been to supply more permanent ability upgrades for your heroes to help further synergize with your decks. Treasure Trove brings just under 40 new artifacts, each adding a distinctive, game challenging ability to encourage new deck construction and make careful resource management even more rewarding.

Among these new artifacts, our skeleton summoning fans will surely enjoy Semaniel's Necronomicon that allows your hero to summon a skeleton warrior for every unit it defeats on the battlefield. This could be with its attack, an AOE destroying half the map, or poison enveloping your foes - creating instant undead armies. This artifact is made in honor of Semaniel, who we thank and honor for translating the game in Spanish and the wonderful coverage on YouTube.

You'll also find the "Weighted Die of Theron" I promised in response to the RNG feedback in our Steam forums. This artifact will ensure you get a 20 the next time you roll dice.

Additionally, to encourage exploration, we've eliminated the "automatic" treasure finder and instead added things like maps and compasses to reveal new areas. And that's just the tip of the ice berg.

Thematic Shops


I've been promising and delaying this feature for too long...no more! Thematic shops are here at last. This was another heavily player-requested feature, and I gotta say, it was a good call. It really does add a lot to the feel of exploring - you never know which new weird character you're going to find in the wilderness and what kind of exciting goodies they have in store for you.... a Satyr selling loyal bunnies, a potion brewmaster, an ironclad outpost stocked with a legion of soldiers to recruit?

Russian Language Support


Special shout out to community member Neuk for providing Russian translations for the game!

While these are still a work in progress, it is more than 99% complete and I'm very excited to roll it out this update. Please feel welcome to share your feedback via the in-game reporting system and enjoy!

We'll be coming up with something special to honor Neuk in the game in our next content update :)

[h2]Additional Build Notes[/h2]
  1. Fixed AI Sync error caused by Nithsrot retaining ownership of the Treant card in Animate Tree for discard purposes after action has been undone. This happens because the triggered ability in the card itself is reassigned to the previous card action user (Nithsrot) in the undo sequence before assigning the previous user (Rugged Mage). (Thanks Daniel Taylor, Havok, UwUShuna and 野蛮人)
  2. QoL: Made it so that artifact equipment cannot be removed by spells like Rust.
  3. QoL: Indicated on all equipment cards the equipment slot that is used (ex: right hand, left hand, two-handed, helmet, outfit)


Steam - Deal of the Day


Lastly, I'm super excited to share that Valve honored us with a home page feature as July 19th's "Deal of the Day". From now through this week, you can pick up Abalon for our biggest discount yet of 40% off.

I hope this encourages even more folks to discover Abalon and share with their friends! It's my aim to continue developing this game and the Abalon series of games for the next decades into the future.

So please keep your feedback and reviews coming! It's my drive and passion to see you that you have the most satisfying experience in the tabletop inspired world of Abalon!

Join the Discussion:

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

Thanks so much!

~Ross

Tabletop inspired roguelike adventure Abalon adds Linux & SteamOS support

Abalon (formerly known as Summoners Fate), a roguelike adventure game inspired by tabletop classics recently announced official Linux and SteamOS support.

Read the full article here: https://www.gamingonlinux.com/2023/07/tabletop-inspired-roguelike-adventure-abalon-adds-linux-steamos-support

Abalon Now Supports Native Linux & SteamOS



I am excited to announce that Abalon now supports Native Linux & SteamOS, offering a dramatic performance increase and better build stability over running via Proton.

I'd like to thank Todd at LinuxGameConsortium for encouraging me, Tux2 (Twitch Streamer) for all the help onboarding me to Linux and testing the build, and Andrew Frost from Harman for the support with Linux Steamworks AIR native extension.

Also a special shout out to players Lawford, joseph70_cole37, Scribe and others for bringing the Linux via Proton related crash reports to my attention.

I hope everyone enjoys this update!

[h2]Steam Summer Sale Discount[/h2]
Abalon is on sale for 35% off until the end of Steam Summer Sale, Thursday July 13th at 10AM PT.

[h2]Coming Next[/h2]

We have a major update coming soon that will add Challenge Modifiers, new artifacts and thematic shops.

As always, please share your feedback and show support for continued development with your Steam review :)