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We reworked the visuals and here's a sneak peek at new backgrounds

Greetings!

Over the last few months, we've been hard at work making Deck of Souls the best-looking game it can be. Today, we want to talk about a few of these graphical changes.



Firstly, we were tasked with creating a dungeon, which is no simple task. It's an unusual location and requires a thick atmosphere with eye-catching features.



We started with a few basic shapes to define the floor and dingy walls.



After the preliminary sketches, we decided to add some variety by including a ruined wall.



The wall still looked a bit too clean (even with a big hole in it!). The brickwork was a bit dull, even after we added in a few more accessories, like a door, flags, torches, and grates.



And then we thought about a cave or a grotto. After sketching out a cave rift, we decided to add a crystal mine as a background feature. It not only adds depth and atmosphere to the area but reveals a bit more lore of the game.

It's not just a mine – it's the ancient temple of the fallen angel who imbued the crystals with magic. Each crystal is a piece of the angel's soul, imbuing it with extraordinary power. Centuries later, instead of honoring the powerful being, people began to mine the crystals, and the ancient temple was rebuilt as a prison.

That's not all! In fact, more locations, the appearances of heroes and enemies, and the cards are all receiving visual updates. Additionally, we continue to tweak the balance and add new enemies and new cards. The game will look completely different in the next demo!

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Regards,
Deck of Souls Team