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Vestiges: Fallen Tribes News

Devlog#5 - Let's talk about deckbuilding

[h3]Get ready to embark on a new level of strategic adventure with the upcoming 0.10.0 Vestiges: Fallen Tribes update, introducing the highly anticipated feature : deckbuilding, a game-changing addition set to redefine your gameplay experience like never before.[/h3]




New strategies ahead !
Deckbuilding stands as a cornerstone feature in any collectible card game, offering players the freedom to craft unique strategies and tailor their gameplay experience. “We knew we had to come up with a first version of this feature pretty quickly so that the players could experience the game fully”, Game Designer Pierre Heinisch explains.

When we started developing Vestiges our priority was to focus on gameplay mechanics and balancing the game with the two tribes and the 10 first units. “Achieving balance requires meticulous attention to detail. Each unit’s behavior and ability must be finely tuned to ensure that no single strategy dominates the game”, Pierre adds. Now that we feel pretty good about this aspect of the game, we were able to move on to this essential feature.



It empowers players to express their creativity and adaptability by selecting cards that synergize well together, creating powerful combos, and countering opponents' strategies effectively. “Players will now be able to create unlimited decks of 15 cards of their favorite tribe by adding up to 4 cards of the same units”, Pierre continues.

This first version is a great way for players to refine and optimize their playstyle. You will have to keep in mind that this is only a first draft of it and will evolve as we get closer to Early Access. “We are aware that the feature is incomplete but with the players’ help we will be able to perfect it and make it evolve the right way”, Pierre finishes. This will also bring the card collection page where you can see all the cards from both tribes and their stats.




New Illustran unit: the Praetorium
To build a strong deck, you’ll need strong units. Once again, we’re adding a new Illustran unit: the Praetorium. This card can be a nightmare to unprepared opponents since it will spawn legionaries every 10 seconds unless being destroyed on time. It draws its inspiration from the ancient Roman concept of the Praetorium, a central administrative and military structure in the heart of the Roman Empire.



“Just as the Praetorium was the nucleus of Roman governance and power, our card symbolizes control and authority on the battlefield”, Pierre adds. With its commanding presence and strategic significance, the Praetorium embodies the essence of Roman leadership, offering players a formidable tool to assert dominance and shape the course of battle in their favor.




New table top animation and texture on the battlefield

After upgrading the player’s environment and their hands in VR, we’re adding a pretty cool new visual indicator of the game’s lore. “The board is something iconic, we wanted to have this badass opening at the beginning of a game to bring the game’s lore to life”, Art Director Suzanne Rault explains.



After a few drawings, Suzanne gave her concepts to Lead 3D Artist Johann Gerard who started modeling and animating the table top. “I made some animation tests with blender before sending everything to Johann so that we are sure all pieces of the board are logically linked”, Suzanne continues. She had started with flying pieces of wood but realized it was not looking real, so she changed the way the board was made and proposed a set of fully connected pieces.



You’ll also see a few changes on the battlefield too. “We’ve added some textures to the ground making it look a bit more like a real battlefield”, Pierre says.



Join us now in the open beta of Vestiges: Fallen Tribes and experience the thrill of strategic gameplay and deckbuilding mastery firsthand. Whether you're a seasoned card game veteran or a newcomer eager to embark on a new adventure, Vestiges promises an unforgettable journey filled with challenge, excitement, and discovery. Don't miss out—claim your place on the battlefield today and become a legend in the making!



Stay tuned to learn more about Vestiges: Fallen Tribes. Get your Beta access to enjoy this next update. Feedback from players is essential as it provides valuable insights into their experiences, preferences, and areas for improvement, helping the team refine and enhance the game to better meet the needs and expectations of the player community.

There are a few ways to give us your feedback on the game :



Don't hesitate to wishlist the game in support:
https://store.steampowered.com/app/2511780/Vestiges_Fallen_Tribes/

Thank you for being a part of this exciting evolution, and we can't wait to see where the Closed Beta takes us!

Update 0.9.0 is available !

[h3]The new 0.9.0 update is here ! We are thrilled to introduce the latest milestone in the Vestiges: Fallen Tribes open beta journey: from the addition of a new Adrarii unit to immersive environments and a new streaming tool, get ready to be captivated by the changes that await. [/h3]


[previewyoutube][/previewyoutube]


This new cycle focuses on enhancing player experience with significant quality of life improvements. During this open Beta phase, your feedback holds paramount importance as it directly shapes the game's development, ensuring that it aligns closely with the desires and expectations of the gaming community.



  • The Gorgon: a new Adrarii unit who dazes enemies and makes them fragile
  • Mulligan: during the first preparation phase, you can redraw your whole hand. First redraw is free, then redraw 1 card less each time
  • Spectator mode: a third player can join a private session by code to watch the game
  • Added a sound cue when a Matchmaking session is found
  • Added an option to play game sound even in background


Want to learn more about the Gorgon and its crazy capacity ? Read our devlog !




  • New player's environment
  • New board base
  • New hand models in VR
  • More dynamic pose for Gladiators
  • Now possible to hit Enter after typing a session code to join
  • Session code now visible on the in-game menu when in private session
  • Performance optimizations






  • Units now try to change focus if they can't reach their target
  • Fixed incorrect interaction between Ballista shots and Protector's shield



Don't hesitate to wishlist the game in support:
https://store.steampowered.com/app/2511780/Vestiges_Fallen_Tribes/


We're excited about the progress made thus far and look forward to further collaboration with our dedicated community to shape the future of Vestiges. Your participation and feedback are pivotal as we shape the evolution of our closed beta, here are a few ways to tell us what you think about the game :




Devlog#4 - Let's talk about the next update

[h3]For this 4th devlog, we should have been talking about a very dense subject that is the cards design. But as I was writing this article, the team’s process and goals changed and my information became in a way obsolete but that’s okay. We have lots of other cool stuff coming to Vestiges: Fallen Tribes’ next update 0.9.0. Let’s talk about some of them! [/h3]



Make room for the newest unit: the Gorgon
As we said in our Devlog #3 about the Cura, adding new units inject novelty into gameplay, stimulates strategic innovation, and fosters ongoing excitement as players explore fresh possibilities. We’re obviously committed to maintaining your interest and engagement over time as we’re working on one of the most expected features: deckbuilding.



The Gorgon is a powerful new Adrarii unit that petrifies the closest opponent’s unit with flying drones located at the end of its hair. The whole opposite unit - whether it’s a group or a single figurine - is then immobilized for a couple of seconds and can be killed by just one strike. “Basically the Gorgon and a Sandstormer can stun an entire group of gladiators and instantaneously kill them”, Pierre Heinisch Game Designer explains.



The Adrarii tribe was inspired by Berbers people and mountain tribes from North Africa and the Middle east. In Libyan mythology, the origins of the Gorgon, often associated with the monstrous Medusa, are shrouded in ancient lore. “It is said that the Gorgon's roots trace back to the desolate expanses of Libya, where tales of her dreadful gaze and serpentine locks echo through time”, Pierre adds.

Some myths suggest that the Gorgon was born from the union of ancient sea deities in the region's tumultuous waters, while others attribute her creation to the wrath of the gods. Regardless of her origins, the Gorgon's presence in Libyan mythology serves as a potent symbol of power, fear, and the enigmatic forces that govern the natural world. “From this background, the concept was pretty quick to draw. We added our little tech twist with the flying drones and it was ready”, Suzane Rault precises.



Integrating the unit was pretty simple using the original system Pierre created. But the hair animation went a little crazy sometimes. “We used Unreal Engine's particle system Niagara to create the cables, and we animated them procedurally using… Math. But since we suck at math”, Pierre jokes.

We can’t wait to see what you think of this new unit and what strategy you’ll use its ability!

A brand new environment
The big thing coming up in this next update is a pretty consequent visual change for the players. Indeed, you’re gonna be able to dive into a brand new player’s environment. On PC and in VR, you’ll be surrounded by a very detailed scene. The point of this very important “glow up” is to insert environmental narration and be able to tell a story through those elements.

“An immersive player environment is essential as it transports players into richly crafted worlds, fostering deeper engagement, emotional connection, and memorable experiences that transcend the boundaries of the game itself”, Suzanne explains.

Before Cécile's work

After

Cecile Chevanne, 3D artist, created the scene in Unreal Engine using Suzanne's indications about the universe, the type of objects found there, and the atmosphere she wants to create. “Suzanne wanted to create an intimate atmosphere for the room, resembling a tribal sci-fi shelter. Roughly like a billiard room in a bar. Structurally, she wanted the building to be constructed on ancient ruins with futuristic elements”, Cécile presents.

Cécile then built the environment assembling elements like Legos. After placing the ground and mountains, she designed multiple room shapes until achieving a satisfactory result. “I created ruins/stones and incorporated wooden/metal elements as well as walls. The small furniture pieces, a blend of wood and metal, were then arranged around”, Cécile adds.

Outside, she followed the same principle by adding futuristic houses to the ruins and arranged small spaces dedicated to a bar, reading, and figurine painting, suggesting a creative atmosphere. “Finally, to bring life to the room, I added hangings, lanterns, tableware, and other objects. For lighting, I favored an exterior view with the noon sun while maintaining an intimate atmosphere inside with lanterns and a spotlight directed toward the game board, the central element of the room.”

Brand new set of hands (VR only)
We mentioned it a while back, but new hands will finally be available In VR. The idea was to bring another dimension to the player’s experience and immerse them even more. Personifying the player by giving them hands that fit the environment was one of the challenges the creative team had to deal with.




“The player's hand in a VR game is of paramount importance as it serves as their primary means of interaction with the virtual environment, bridging the gap between the physical and digital worlds”, Pierre says. The hands are another important element of the story we want to convey inside the game,



About the cards’ designs
Although this subject is still in development, I can tell you that the card's design is essential, as it not only influences the aesthetic appeal but also contributes significantly to gameplay clarity, ensuring smooth comprehension and strategic engagement for players of all levels.

We won’t get into the details of this but you’ll see small changes in the cards, we want to make them more readable and distinct from each other. But we know it’s not there yet so please keep that in mind.

We will definitely talk about it in details in a next devlog !




Stay tuned to learn more about Vestiges: Fallen Tribes. Get your Beta access to enjoy this next update. Feedback from players is essential as it provides valuable insights into their experiences, preferences, and areas for improvement, helping the team refine and enhance the game to better meet the needs and expectations of the player community.

There are a few ways to give us your feedback on the game :



Don't hesitate to wishlist the game in support:
https://store.steampowered.com/app/2511780/Vestiges_Fallen_Tribes/

Thank you for being a part of this exciting evolution, and we can't wait to see where the Closed Beta takes us!

Update 0.8.0 is available !

[h3]We're thrilled to announce the release of the new Vestiges: Fallen Tribes update, marking a significant milestone as we transition from a closed beta to an open beta phase. This update also introduces a new Illustran unit card: the Cura, adding a new dynamic to gameplay style that promises to redefine strategic possibilities on the battlefield.[/h3]

[previewyoutube][/previewyoutube]

In this 0.8.0 update, you'll have the opportunity to explore the unique abilities and tactical advantages that the Cura brings to the tribe. You can also read about how it was created and integrated into the game here. With our commitment to updating the game every two weeks, the open beta phase becomes even more vital, serving as a continuous feedback loop that allows us to swiftly address player concerns, iterate on features, and deliver a constantly evolving gaming experience tailored to the community's preferences.



  • the Cura: a new Illustran unit that heals nearby allies
  • Attack animations




  • Models optimizations
  • Removed collision on the fallen column that blocked deployment inside the area
  • Flat only: Cards sorting in hand




  • Fixed infinite "Waiting for host/player" when joining a matchmaking lobby
  • Fixed units duplication when the Deploy button was pressed at exactly 0 seconds left
  • Flat only: Fixed units range indicator that could overlap the cards in hand




Don't hesitate to wishlist the game in support:
https://store.steampowered.com/app/2511780/Vestiges_Fallen_Tribes/


We're excited about the progress made thus far and look forward to further collaboration with our dedicated community to shape the future of Vestiges. Your participation and feedback are pivotal as we shape the evolution of our closed beta, here are a few ways to tell us what you think about the game :



Devlog #3 - Let's talk about the Cura

[h3]Our second closed beta update is approaching, so it's the perfect time to tell you about one of the major new features that will be available on March 20th, a brand new Illustran unit: the Cura. This new addition challenges players to adapt, strategize, and explore new tactics. Let’s talk about how the team came up with this new card and how they implemented it inside the game. [/h3]





Each new feature or card represents a puzzle piece waiting to be integrated into existing strategies or crafted into entirely new ones, thereby enriching the gameplay experience. “The creation of new cards is another way of addressing potential balance issues and preventing staleness by revitalizing gameplay dynamics”, Game Designer Pierre Heinisch explains. Ultimately, the creation of new cards is the lifeblood of any strategy card game, fueling Vestiges: Fallen Tribes’ evolution towards deck building.


Creating the Cura
The Cura is part of the “Citizens of Illustra” deck. The story behind this very roman inspired tribe is a desire to stay close to the Studio’s Mediterranean roots. “We are located in Lyon, France, which was funded by the Romans in the 1st century BC”, Art Director Suzanne Rault explains. Indeed, Lyon, called Lugdunum at the time, still embraces that Roman influence today. Downtown and the old Lyon are part of the Unesco World Heritage Sites. You can visit the Gallo-Roman museum and sit at the Ancient Theatre of Fourviere where musical and theatrical festivals are organized. Actually, most of France was occupied by the Romans at the time…


The Cura (on the right) is a healing unit, protecting the rest of the tribe.


Just like the other units, the Cura is largely inspired by one famous roman symbol: the Vestal Virgins. “The Vestal Virgins played a crucial role in ancient Rome as priestesses tasked with maintaining the sacred flame of Vesta, goddess of the hearth, ensuring its continuous burning as a symbol of Rome's perpetuity and prosperity”, Pierre Heinisch adds. Except we wanted to provide players with a strategic advantage by offering the ability to sustain their Illustran soldiers with a healing unit, prolonging their mostly grouped presence on the battlefield and potentially turning the tide of a match in their favor. The idea of the Cura was born.

“While drawing the Cura, I had this view of this very powerful feminine and healing figure inspired by Panacea, goddess of health in Greek and Roman mythology. Both Vestals and Panacea are often pictured with long draped dresses that I combined with modern golden ornaments”, Suzanne says. The Cura carries a staff surmounted with wings and associated with the Hermes’s caduceus in Greek mythology - which was supposed to heal snake wounds - or the rod of Asclepius which is the Ancient Roman symbol for healing and medicine.


3D Artist Pauline Arnoux working on modeling the Cura.


Integrating the Cura
Once the concepts were validated by the team and the 3D artists were done with their modeling, Lead Developer Benoît Djerigian needed to code the Cura’s behavior inside the game.

We are using Unreal Engine to make Vestiges: Fallen Tribes and what is important to understand is that Pierre created a specific architecture so that every new unit added to the game will automatically have those common specs:
  • find a target
  • move toward a target
  • attack a target
  • health points
  • a movement speed
  • a team number (associated with its deck)


“This system allows us to integrate new units without having to start from scratch every time so we can focus on adding the settings associated with the specific unit’s role”, Benoît explains. All 10 units we’ve had in the game so far were only attacking each other in different ways, so everytime they would find and attack their target they would do damage to their target so they lose health points. “The simplest way to make the Cura work with our system was to treat her healing ability like an attack. Pierre came up with the simplest solution: it's an attack, but dealing negative damage”, Benoît continues.


Inside Unreal Engine's behavior tree’s editor: the Cura is always looking for the closest ally and starts healing them until she has no energy left.


Also, we are working on a Gameplay Ability System. “It’s a very cool tool that would help us associate specific active or passive abilities such as Cure, Attack or Defense to different units without having to counter the basic architecture or adding specs manually”, Benoît explains. This tool will help the developers associate specific behaviors to specific actions such as circling your target instead of coming from the front when they are attacking at close range. It is a way to influence each unit’s gameplay and create more diversified deck’s. Gameplay ability systems can also handle aspects such as input handling and sound/animation synchronization.

Fun fact
If you ever played with the Illustrans, you’ve likely played the legionnaires which have the special ability to reduce damage like a shield when they’re hit from the front. “While I was testing our build including the Cura, I noticed that since the Cura’s healing is considered as an attack for the system, the legionnaires would also reduce the cure and would not heal as fast as supposed to”, Benoît laughs.

So Benoît told the system that every negative damage this unit shall receive is a cure and should be received fully. Basically, without the gameplay ability system, it becomes very hard to think about every possible interaction and code them manually.





Stay tuned to learn more about Vestiges: Fallen Tribes. Get your Closed Beta access to enjoy this next update. Feedback from players is essential as it provides valuable insights into their experiences, preferences, and areas for improvement, helping the team refine and enhance the game to better meet the needs and expectations of the player community.

There are a few ways to give us your feedback on the game :



Don't hesitate to wishlist the game in support:
https://store.steampowered.com/app/2511780/Vestiges_Fallen_Tribes/

Thank you for being a part of this exciting evolution, and we can't wait to see where the Closed Beta takes us!