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Celebrate Steam Summer Sale with Abalon and Signup for our Multiplayer Beta



Hey D20 Fans -

First off, thanks so much to everyone who's already purchased Abalon. I can't express enough how much I appreciate your support of the game's development. I've been delighted reading your reviews and hearing your feedback - it means so much. Thanks to you, I aim to continue developing this game for many years into the future.

Steam Summer Sale


If you haven't yet picked up Abalon, now's the perfect time! In celebration of the Steam Summer Sale, I'm offering a 30% discount on the game. I hope this will bring a bunch of new players to our community who've been waiting for such an opportunity to play the game.

Abalon Arena - Closed Multiplayer Beta


For all our existing players, I'd like to inform you about our upcoming project, Abalon Arena, a multiplayer PvP and Coop focused title in the Abalon world.

Signups to play the beta are available in our Discord: https://discord.gg/d20studios

I invite you to join us :)

See you on the battlefield!

~Ross

Update #20 1.0.9 Patch

Quick patch to fix additional bugs related to targeting and commanding units

Update #20 1.0.8 Patch

v1.0.8 Patch Notes


Another round of balance changes and bug fixes to tide you over until our next major content release :)

  1. Balance: By popular demand from our skeleton loving players, Liche King receives a new ability: “Raise a 1/1 Skeleton Warrior (Block) when you defeat an enemy with your attack.”
  2. Balance: Increased Skeleton Reaver from 2/2 to 2/3 per player request
  3. Balance: Reduced the damage from Dante’s demon summoning fireball from 3 to 2 per player request.
  4. Fixed bug where Charge ability would proc multiple times when running through a series of traps that end with the ability user still facing their target. (Thanks CoolStory)
  5. Fixed bug where player could become stuck between trees on a road in the forest due to procedural generation not properly clearing the road. (Thanks thiotes)
  6. Fixed bug where rapidly discarding a card could throw an exception for losTargeting. (Thanks yruhn, dudebromanguy, dizzy, and DaneSilverHawk)
  7. Fixed bug where discarding a unit card could throw an exception for drawCurvedArrowToTarget. (Thanks Diezy, DaneSilverHawk)
  8. Fixed bug where discarding a card could throw exception for updateEngageSpaces (Thanks Tof)
  9. Fixed bug where null exception could occur when calculating the getDesignatedSpaceForTarget (Thanks Goldberg)
  10. Fixed bug where issuing commands with quick mouse movements and immediately ending turn/skipping turn could occasionally result in a null exception (Thanks M, Ericb00, Methfu, and Foxclear)

Update #20 1.0.7 Patch

Patch Notes


Thanks again to my wonderful players for continuing to share your feedback. Here’s the list of fixes for this week, plus some new balance changes.

Bug Fixes
  1. Fixed bug where Gnome Scholar required at least 1 card in the discard pile before it’s Warcry ability would activate (a relic of it’s old ability that drew from the discard pile instead of deck). (Thanks mr.kitty)
  2. Fixed bug where a particular road in the forest map could trap player amongst a circle of trees due to the way procedural spawn was handled (Thanks tt.kilew)
  3. Fixed bug where units frozen by blizzard would be stuck frozen after the battle. It seems this occurred when using Withereds, and what was happening is that the withereds mindless attack step initiated between the blizzard prompt and the dice roll to determine if allies are frozen. If the withered attack resulted in winning the game, the blizzard prompt still appeared, so the battle end step to clear the freeze had already occurred, and that’s why units were frozen. I’ve made two fixes here: First, frozen effect will automatically remove whenever explore mode starts - so any existing games where players were stuck will be fixed. Second, I made it so that the blizzard prompt now triggers AFTER the mindless step, so that players will now see Withereds attack, then get the prompt. If the Withereds win the battle, the blizzard prompt will no longer trigger (Thanks NFTPW, xyisonfire)
  4. Fixed bug where units frozen by blizzard would be stuck frozen after battle if player wins the battle at the start of their turn before taking actions. This could happen, if say, you had cast “Dark Temptation” on the last enemy unit and gained control of it on your turn start, winning the battle. Afterwards, the blizzard prompt would freeze you. Fixed with solution above (Thanks nhollister)
  5. Added desktop scale factor to bug reports so I can start to fix issues with high resolution/high DPI displays (like the Apple XDR 6K monitors).
    Note:If you have an Apple XDR or 6K+ monitor and would like to help me get this issue fixed, please ping me on Discord (rossd20studios) as I would love to get your help testing/debugging for this device as it’s difficult to pinpoint the exact error causing the start up crash.
  6. Added custom FPS settings to bug reports so I can identify and fix issues related to framerate.
  7. Fixed bug that would trigger a bug whenever a fireball animation occurred (typically, an explosion of a barrel or exploding unit) when running at 30FPS. (Thanks Not Alive, HamsterMilk, TW BG BEAR)
  8. Fixed bug with improper formatting for the turn timer where, if timer had a minute plus less than 10 seconds left, the seconds did not show leading zero.
  9. Fixed bug where the rate of the turn timer count down accelerated when stage frame rate was set to 30FPS.
  10. Fixed bug by preventing the undo command while AI is processing its turn. Otherwise, player can see situation where it says "skip" but appears the AI is frozen. This is because backworker is still processing the previous turn before receiving the undo command. Wait long enough, and eventually we'd see the timer resume.
  11. Fixed bug with snow and sand particles animating strangely in 120hz and higher refresh rates
  12. Fixed bug where we get exception at getPlayerMapEdgePoint because the Demon Lord is defeated after the battle by the player's summoned demons returning to the discard pile and reducing its life. This change makes it so that a filled heart container is not lost when the battle is over (only an empty container). The demon lord will still lose life (filled container) when a demon is defeated during battle. Also fixed bug where the demon lord's health would show 0 life left when it's last demon is defeated at 1 life but the demon lord did not play its defeat animation. (Thanks Gryllz, grumpyb3ar, n123456789088app123, FierceFupa, and Kuza)
  13. Increased the brightness of the Demon Dance encounter by changing lightmapRadial alpha from 1 to .6 (Thanks DaneSilverHawk)
  14. Fixed bug where player couldn’t reach top right map in ice biome because the road in procedurally generated map didn’t properly remove a corner of the ice maze treasure room. (Thanks kikivikikiwi and Semaniel)
  15. Fixed bug where paying the bandit’s toll in Bandit Blockade did not deduct the gold from player inventory (Thanks Semaniel)
  16. Fixed bug where Thanks for Playing prompt in Epilogue was missing Continue button in Spanish translation (Thanks Semaniel)
  17. Updated Spanish localization (Thanks Semaniel)
  18. Fixed bug where giant, oversized cards were appearing whenever Zenon Arch Mage (or elite characters based on his class) would cast a spell.
  19. Fixed bug where the Butcher boss was not respecting the “Infect” rule of transmogrifying injured enemies only on its attack and not its counter attack. (Thanks Yuk)
Balance Changes:
  1. Balance: Per player request, improved the Dark Elf summoner (Darakai, Tormentor) abilities by changing him from "Support: Give Dark Elf Stealth until start of their turn" to "Support: Stealth until start of their turn. Remove debuffs if Dark Elf." This makes him much more versatile while still maintaining his faction theme. Also made it so that Darakai can now attack barrels and crates with his farshot attack (though he will not heal life from doing so). (Thanks Psilioxus)
  2. Balance: Changed Zenon, Arch Mage’s Arcane draw ability from “When you play a card for 2 or more mana, draw a card. It costs (1) less until end of turn.” to “Up to 2 times per turn, when you play or Discard a card, draw a card.” Additionally, Zenon gains Lunge attack.
  3. Balance: Reduced the Warcry +2/+2 of Satyr Warrior to +1/+1. Increased Life from 3 to 4.
  4. Balance: Reduced the Warcry +2/+2 of Satry Javelineer to +1/+1. Increased Life from 1 to 2.
  5. Balance: Reduced the Warcry +2/+2 of Satyr Archer to +1/+1.
  6. Balance: Removed Warcry +1/+0 on Orc Warrior.
  7. Balance: Reduced power of Skeleton Reaver from 2 to 1.
  8. Balance: Reduced Dante, Demon Lord’s power from 3 to 2.
Enjoying these updates?

Please write a Steam review and let me know :) Not only do I enjoy hearing your feedback, this also helps grow our game’s community and supports my continuous development on the game.

~Ross



Trading Cards and Community Items Now Live!



Welcome to Abalon!


Hello everyone and welcome players new to our community! We're four weeks into our 1.0 launch and I'm so grateful for all the positive feedback and suggestions I've received from you.

Steam Trading Cards and Community Items


To celebrate, I've just rolled out a full collection of Steam community items that you can earn and unlock by playing Abalon. These include Steam trading cards, badges, emotes, and epic Steam profile backgrounds (like the shot of the druid hurling a squirrel that you see above).

Already been playing a lot? You're in luck: Steam retroactively rewards you for your past play time, so you should see a nice collection of unlocks in your Steam inventory already :)

Backgrounds and emotes can also be purchased with Steam points in our new points shop: https://store.steampowered.com/points/shop/app/1681840/

Patches and Updates


In the past four weeks, I've rolled out 6 patches to the 1.0 version, fixing various bugs and adding a few new requested features (like support for 144HZ displays) which you can view in our update history.

Over the next week or two, I'll be continuing to fix remaining bugs as well as implement your suggested QoL improvements. Soon after that, I'll be releasing our next major content update that will introduce Challenge Modifiers to further customize your difficulty (and increase your run score), a treasure trove of new artifacts to upgrade your characters, and thematic shops where you can acquire said artifacts.

Community Driven Development


For those new here, I am a community driven developer committed to delivering the best turn-based tactics+card game experience that I can for you. I personally read all our forum posts, in-game feedback, Discord messages and Steam reviews - and I do my best to get everyone a response so you know your feedback has been heard and considered.

[h2]Here's how you can communicate with me:[/h2]
  1. Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
  2. In-Game: At anytime during the game, you can access Menu (esc) -> Share Feedback. This is the preferred way to report bugs (since it captures a game state so that I can quickly repro and fix your issues). But, you can also use this to suggest new ideas or help train our AI by suggesting a better move it could have made. All in-game feedback goes directly to my "to-do" list and I can even respond to you directly in-game via courier tortoise ;)
  3. Discord: https://discord.gg/d20studios (My personal username is rossd20studios) This is the best method for real-time support (and if it's urgent, be sure to ping me direct with @rossd20studios).
  4. Steam Reviews: If you haven't yet written us a Steam review, I would greatly appreciate it! Not only do I absolutely love reading about how you're enjoying the game - each review also helps increase our community engagement and visibility on Steam.

Thanks for reading!

~Ross