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Multi-Targetting | IWC 0.44 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.44.

Releasing with today is a HUGE list of balance and redesign changes, as well as a pretty long and serious article on Design Direction, from the entire team of us at Lightmare Studios. It also gives some details about the IWC Open-Beta, so if you're waiting for the game to come back in its free-to-play form, then this one interests you. Check out the full post here: https://www.patreon.com/posts/59029066

[h3]Reminder: FREE DEMO[/h3]
All players now have the ability to download Infinity Wars Classic through Steam directly. Just make sure your game is up to date and you'll be good to go! This is a great way to get hands-on with what we've created so far as a bit of a sample of what's to come.

Patch Notes


[h2]Major Features[/h2]

Multi Targeting
The first iteration of multi-targeting is here!
A key feature to helping the majority of the remaining Infinity Wars 1 cards to be ported across is multi-targeting, the ability to target multiple cards with a single source as well as allow multiple activations of cards with on-field abilities.
This feature required a significant rewritting of our targeting UI as well as some networking code. This is due to the Infinity Engine being built initially for only mobile play in mind, meaning that ease of targeting and network packet size were significant limitations. However as our focus has shifted to IWC, Multi-Targeting has been a long standing feature request from the community and we are happy to finally be able to release it to everyone.
With the release of this feature we are also able to revert several card redesigns such as Cannon Fire and Fight!
Expect to see many more multi-targeting cards in future patches.
Please report any bugs found to us, as this feature touches many different systems in the codebase.

New Targeting Arrow Graphics
While overhauling our targeting UI for multitargeting we have modified the targeting arrows to a lovely new look, as well as being more consistent with the color coding of each arrow to showcase if the effect is positive (Blue), Negative (Red), or Neutral (Yellow)


[h2]Minor Features[/h2]

Store Updates
The cosmetics section of the Store is now open, with a number of purchasable Portraits and Titles for your profile. Be sure to take a look!

Card Pack Price changes
Intrigue Phase 1 packs were incorrectly costed due to an internal miscommunication, they now cost 500 gold.
We will be looking at potentially refunding gold for those who purchased packs at the incorrect price.

[h2]New Cards[/h2]

Putrifying Elkmare
Cost:6 Morale:4 (WP OR EX)
Character - Beast Demon
Untouchable
14/14

Confront the Aether
Cost:7 (CoVx2)
Ability
Whenever you play an ability card, If Confront the Aether is in your hand reduce its cost by 1.
Draw 4 cards.

Escalating Stain
Cost:4 (EXx1)
Location
When you deploy Escalating Stain, your opponent gains control of it and you gain control of any location they control.
At the end of turn, you lose 4 Health.

[h2]New IW1 Cards[/h2]

  • Blood Arrow
  • Cannon Fire
  • Fight!
  • Shrine to the Heavens
  • Secluded Constructor
  • Intimidating Rally
  • Overcharged Bolt
  • Laser Cannon


[h2]IWC Redesigns[/h2]

A large number of cards have been redesigned over the last several week due to gameplay or engine reasons.

Denial Cycle: Having already redesigned Denial of Surprise, it won't come as a shock that we planned to redesign the entire cycle, each being a powerful but ciche sidebard style cards at double purity.
The previous designs used "Can't be Undone" something which we neither support nor want to use in Infinity Wars Classic for technical and design reasons.
We'll be redesigning the rest of this cycle shortly, where possible we want the card to maintain its hate against the same style of card.


Denial of Force
Cost:2 (DoDx2)
Ability
Enemy Characters with attack 10 or greater can't attack this turn.

We have seen how powerful cards like Fear can be, delaying the game to give defensive decks breathing room.
While we don't want unconditional "Can't Attack" cards to nessesarily be common in DoD due to how defensive they already are, this conditional card can be a useful too against decks that are not trying to swarm the board.


Denial of Flight
Cost:8 (GENx2)
Ability
Kill all enemy Characters with flying.

While Warpath are the master of the Reach keyword, GEN has access to anti-air ability removal but lacked an expensive high impact version.
While pricy, this can allow powerful alpha strikes if you yourself are relying on fliers to close out the game.


Denial of Advancement
Cost:1 (OoSx2)
Ability
Return target artifact to its owner's hand. Increase its cost by 3.

Overseers have access to some of the most premium artifact and location removal, but as part of a larger balancing of artifact and location interaction, we want to give players a very cheap option to interact that wasn't as permanent as removal but could be used for a tempo advantage.

Defiant Cycle Redesign:

The defiant cycle was a cycle of cards that had an effect when removed from the game, designed most likely to work with overcharge that you got the effect without paying any resources often meant their effects were very low impact, and the card was overall useless, or the card was very powerful. In addition, the artwork for these cards are nearly all showing interactions between factions. Therefore to create more multi-faction options for deckbuilding this cycle is being redesigned to be various multi-faction Character cards.
Notably the most played card of this cycle, Defiant Footman, we plan to move to Morningstar Accelerator so that it is still an option in decks.


Defiant Monk
Cost:1 Morale:3 (DoD + EX)
Character - Human
At the beginning of combat, if this is in the Defence Zone, transform the front Character of your Defence Zone into a random Character that costs 1 more.
2/6

Defiant Hunter
Cost:4 Morale:6 (WP + FD)
Character - Beast
When you deploy Defiant Hunter, target Character in your hand costs 2 less and gain "At the end of turn if this is deployed, return it to your Hand."
12/8

Defiant Engineer
Cost:5 Morale:5 (WP + GEN)
Character - Human
At the start of combat, if Defiant Engineer is deployed and you control a deployed Character with attack 20 or greater, create a 4/4 Beast token in your Assault and Defence Zones.
10/12

Defiant Herald
Cost:2 Morale:4 (OoS + DoD)
Character - Angel
Vigilance
When you deploy Defiant Herald, target deployed Character you control is returned to its controller's hand. Its cost is reduced to 0.
2/8

Off-Faction Overcharge Cards: This faction was a series of Overcharge cards in Rebellion that were single faction cards that required a card of a second faction as overcharge targets. This essentially made them poorly designed dual faction cards.
With the change of the defiant cycle, we felt like a cycle of Hybrid cards with Overcharge effects would allow Overcharge decks to have more options across many factions.


Enlightenator XT2500
Cost:4 Morale:6 (GEN OR DoD)
Character - Artificial
When you deploy Enlightenator XT2500, you may Overcharge it once.
At the end of turn, if this was overcharged when it was deployed, it heals all damage from itself and gains +2/+2.
8/12

A defensive tool for DoD and GEN that works extremely well with the health buffs of both factions.
Angel's Bane
Cost:2 Morale:3 (CoV OR OoS)
Character - Human
When you deploy Angel's Bane, you may Overcharge it once. If you do, target Character in the Command Zone has its resource cost increased by 2.
6/6

Verore and Overseers often want to control the gameplan of the opponents deck, which is often based around certain command zone cards. This gives another tool to that strategy if your willing to pay the card disadvantage.

Once Was Clean
Cost:5 Morale:6 (EX OR WP)
Character - Beast Demon
Haste
When you deploy Once Was Clean, you may Overcharge it once. If you do, Once Was Clean gains +10/-10.
10/11

20 haste damage is incredibly scary, but the low health means even a single defensive token can be a huge swing

Nemophilist Angel
Cost:3 Morale:4 (OoS OR WP)
Character - Angel
When you deploy Nemophilist Angel, you may Overcharge it once. If you do, you temporarily gain 2 extra resources next turn.
8/8

*Overseers will now have some access to temporary bursts of extra resources to highlight their ability to gain a tempo advantage.

Drag Down
Cost:1 (SoAx1)
Ability
If target Character you don't control has flying, it loses flying and you draw a card.

As we were adjusting the Denial cycle, we also looked at other sideboard style cards. Drag down was one of the lowest impact cards in the cardbase and so was chosen to be card-neutral if it hits a target successfully.

Ancient Egg
Cost:2 (WPx1)
Artifact
At the start of turn, Ancient Egg's age increases.
Activate: Choose one-
- Pay 3 then Ancient Egg's age increases twice
- Sacrifice Ancient Egg: Create an X/X Beast token with unstoppable. Where X is four times Ancient Egg's age.

Ancient Egg's old design was incredibly random and unintuitive. Creating random beasts with modified stats based on the age of the egg. This also made the card an awful topdeck, as games didn't last long enough to age your egg if you couldn't play it early.
With this new design, you can now pay the extra resources that warpath decks can access to age faster. Also the stats of the beast created are now much more predictable, but the unstoppable keyword still encourages growing the beast to a large size.


[h2]Balance Changes[/h2]

  • Twins in Gray - We are keeping an eye on this card currently, but have no changes to it at this time
  • Ruins of an Ancient Civilization - Whenever a Character deals combat damage to your fortress, it also creates a 4/4 Beast token.
  • Honor Hill - text changed to "All Characters you control have their morale cost reduced to 0."



[h2]Bugfixes[/h2]

  • Fixed a soft lock when the opponent leaves and the victory screen appears when looking at deck or graveyard.
  • Fixed Fiery Resolve lasting more than 1 turn in some situations
  • Fixed Vanguard Knight, Verore Brute, Zealous Protector artworks.
  • Fixed Chain lightning not correctly checking artificial status
  • Fixed Tome of the Dead being marked as both a location and Artifact.
  • Fixed Jade Witch overcharge not removing a card from have if the target becomes invalid
  • Fixed errors with the executable name that sometimes wiped decks that were built when releasing a new version
  • Chalice of Madness no longer causes desyncs and has been added back to the deck collection
  • Fixed Transformed conditionals not working
  • Fixed location cards not correctly setting battlefield graphics in multiplayer
  • Fixed Untouchable preventing graveyard targeting
  • Fixed Adaptive Construct triggering twice when deployed
  • Fixed On Play Wish effects (such as overcharge cards) not properly executing with it's wish effect trigger. This fixed Jade Witch and Angel's Bane.
  • Fixed Fight!'s effect behavior
  • Fixed the opponents battlefield cards not "squishing" within the layout width of the zone when processing the opponents moves in multiplayer.
  • Fixed turn timer not showing properly on the first turn of following real-time games.
  • Fixed deployment targeting actions not working properly, and not removing targeting arrows.


We've made a pretty big leap recently in terms of gameplay direction, driven by player feedback and guidance, and we hope it's everything you would want out of a redesign focused patch. Of course, there's the Design Direction post above to go and see again, but in the meantime, jump into some Infinity Wars Classic (or jump into the free demo) and we'll see you there!

Discord: discord.gg/y8KGxk4
Patreon: patreon.com/lightmarestudios

Store & Pack Opening! | IWC 0.42 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.42. With the vast majority of IW1 cards being implemented, and major improvements to our engine's stability & performance, we're ready for you to be opening packs and adding to your Infinity Wars Classic collections. Collection Porting had hit a roadblock thanks to Steam's card collection system ironically not be well suited to a card game. We've found a solution through our existing account system Playfab and are well underway to being implemented already thanks to progress made on the Steam port.

Porting collections is our main focus now & Intrigue Phase 1 allows us to fully refine our collections & pack opening systems, just before we finalise bringing 10's of thousands of your previous collections across.

Thank you to each and every one of you again for all your support, whether you're a Patron, a Discord community member or someone commenting and upvoting our patches to get the update out to more of our incredible fanbase. Onto the rest of this massive patch's notes!

[h3]Reminder: FREE DEMO[/h3]
All players now have the ability to download Infinity Wars Classic through Steam directly. Just make sure your game is up to date and you'll be good to go! This is a great way to get hands-on with what we've created so far as a bit of a sample of what's to come.
Yes, free demo is less important when there's a free weekend, but if you're reading this when the free weekend is over, you can still jump in to the demo whenever you like.

Patch Notes


[h2]Major Features[/h2]

Pack opening and store initial implementation
As we make progress to get in systems such as player collections, we have updated and opened up the player store to buy phase 1 Intrigue card packs.
This includes a list of 25 released Intrigue cards that can now be permanently added to your collection as well as gaining special cosmetic versions.
Additional iterations of both the store and pack opening will be coming shortly, with elements like more player profile cosmetics and titles available for sale soon.

New Game UI
The Infinity Wars Classic user interface has undergone some changes to create a more integrated look that also will scale better at various resolutions. We hope this provides a good mix of the IW1 look with the visual themes of other parts of the game.


[h2]Minor Features[/h2]

Card Cosmetics
Intrigue Phase 1 packs will have a small chance of various cosmetics, including different card frames.
While these are not currently available in the deckbuilder, we hope to have that feature ready shortly.

Deck builder improvements:
Significant improvements have been made to the deckbuilder in preparation of player collections, cosmetics and other features in the pipeline. These include:
- Expanded advanced search to include toggles to filter by card type.
- Added button to clear search bar.
- Added button to hide cards that you do not own.
- Added ability to switch purity of duel purity commanders by clicking on their purity icon.
- Added button to remove commanders.
- Added card sorting, deck builder cards can be ordered by dragging categories around within the sorting menu.
- Added list view.
- Improved deck builder performance

Wiki Updates
The official Infinity Wars Wiki has begun to receive more updates from our staff to include all Intrigue cards currently available to play, as well as the set pages for Intrigue and other updates. We'll be continuing to update the wiki to be useful as a community resource.
You can find a link to the wiki here: https://infinity-wars.fandom.com/wiki/Intrigue

[h2]New Cards[/h2]

Twins in Gray Cost: 4 Morale: 10 (CoVx1)
Character - Human - 8/8
When you play an ability, Twins in Gray gains +1/+1
At the end of turn, if Twins in Gray is deployed and you have played an ability this turn, create an Aether Acolyte.

Puppet the Feeble Cost: 3 (EXx1)
Ability
Exile 3
Until end of turn, gain control of target enemy Character on the battlefield that costs 4 or less. Move that Character to the Assault Zone.

Pyr Quartermaster Cost: 3 Morale: 5 (FDx2)
Character - Human - 6/4
When you deploy Pyr Quartermaster, choose one:
- Draw a Pyr Fortress of the Flame Dawn from your deck.
- Create a Flame Dawn Aspirants in your assault zone.

Concealed Infection Cost: 4 (SoAx1)
Ability
Characters you control in the Assault Zone gain deadly until end of turn.

Seedbearer Angel
Cost: 3 Morale: 6 (WPx1 AND OoSx1)
Character - Angel - 2/8
Flying
When Seedbearer Angel enters the deployed area, all Characters in your hand gain +1/+1 and have their cost reduced by 1.


[h2]Balance Changes[/h2]

We have several balance changes this week, all bought about directly by community feedback from our Patrons, as well as the free weekend.

Speaks with Wind
  • Now makes two Brings Life By Passing in your support zone when overcharged instead of permanently increasing your resources.
The previous version was not very interactive or dynamic, this change should help the card play a little differently from other ramp cards as well as be interactable by board wipes in matches where both decks are slugging out the late game.

Demonborn
  • Now only gains its +2/+2 bonus if it is deployed
With the increase in the number of playable demons and the redesign of this card, playing these in the command zone very easily created absurdly large flying demons. This change will mean the card should still be a powerful tool in demon decks, but can't stay safe in the command zone.

Tormented Thrall
  • Base stats changed to a 4 cost 7/7 that transforms into a 16/16.
The cheap cost of the card when killed in the command zone was creating some undesirable play patterns, allowing CoV decks to fend off early aggression without using their ability cards.
By making the card more expensive and increasing the stats this play pattern can still be present but far less efficient.

Decrepit Crystal
  • Changed from SoAx2 purity to SoAx1 Purity, stat bonus increased from +2/+2
As an ongoing look at many of the game's more expensive artifacts and locations, this card has recieved a puff to allow it to be used in more combinations of decks and have more differences to the Infested Scavenger card. We are keeping an eye on if this ends up being problematic with mass reanimation effects like Hekeem however.

Scramble
  • Has been redesigned to the following and removed from the Ban List:

Scramble
Cost: 8 (EXx2)
Ability
Exile 6
Transform all deployed Characters you control into random Characters that cost 1 more.
Transform all deployed Characters you don't control into random Characters that cost 1 less.


HOTFIX Balance Changes:
  • Increased cost of Seedbearer Angel by 1
  • Increased cost of Twins in Gray by 1.
  • Spawn, Fierce Companion stats reduced from 9/10 -> 7/8
  • Spawn, Fierce Companion text changed to:

"Haste - Whenever Spawn enters combat with a Character for the first time each turn, a random Character in your hand gains +4/+2 and has its cost reduced by 1."


[h2]Bugfixes[/h2]
  • Fixed the morale and casting cost of lots of transformation and token cards to prevent abuse with reanimation etc
  • Fixed Various typos and wording errors
  • Fixed Ablaze sometimes immolating the caster's characters
  • Fixed Cathleen not working correctly with Memorial to Heroes
  • Fixed Spirit of Vengence not gaining stat buffs from dying
  • Fixed Maytr of Life deck stat buffs not being permanent
  • Fixed cards with zone conditional passives like Defender of the Realm causing a game freeze with Memorial to Heroes
  • Fixed Nero gaining stats from his activated ability even when the character targetted doesn't die
  • Fixed Acolyte of the Crypt gets stats from ability cards in the graveyard
  • Fixed a major issue with Consume, causing it to sometimes heal the character when it should of died, depending on which player had initiative.
  • Fixed Angeli Veil preventing all damage, including combat damage
  • Fixed an infinite combat loop when unstoppable is combined with a trigger that increases attack when damage is dealt
  • Fixed Raise Dead not giving the undead tag
  • Fixed Malignent reanimating itself even if it is no longer in the graveyard
  • Fixed Untouchable woring while in the graveyard
  • Fixed Navi's passive ability to work in the command zone
  • Fixed Engine of Reincarnation bringing back zombies for every character killed that gamme, not just the last turn
  • Characters with multiple lives will now only lose morale once
  • Gorgon Beam now correctly removes the "remove from game" modifier to prevent various infinite loops
  • Fixed Mass Death killing Characters with replace death effects
  • Fixed Sydern's resource reduction sworking from the graveyard
  • Fixed Bloodcrazed Initiate not gaining the undead tag after transforming into Bloodthirsty Dead.
  • Fixed Nature's Wish not killing Artifacts
  • Fixed Martyr of Chaos doesn't not having Untouchable
  • Fixed Dark Wish not letting players tutor for any card type
  • Fixed missing VFX on some common activated abilities like Caretaker of the Young
  • Fixed the game desyncing when Character's had health or power over 32k
  • Fixed Genesis Scavenger's missing Human tag
Hotfix Bugfixes
  • Fixed the inventory items sometimes not showing up in the account panel for cosmetic items (Battlefields, Profile Titles & Avatars).
  • Fixed the Steam linking panel incorrectly showing up when attempting to access the store and not linking properly; changed linking system to only be required when purchasing items using real money (Steam wallet).
  • Fixed the Intrigue store page not showing any items.
  • Fixed Genetic Splicing not working on targets in the command zone
  • Fixed available card packs in the players inventory not showing up in the pack opening scene.


In addition to accounts being worked on, and the core game experiences we're missing such as multi-targetting, we'll be reaching out to our Patreon and Discord communities for feedback on what additional features they are most interested to see. Stay tuned for those of course, and if you haven't, join the Discord Server. Please. We love friends, and we promise to be nice and stuff.

Discord: discord.gg/y8KGxk4
Patreon: patreon.com/lightmarestudios

Hotfix Bugfixes & Free Weekend Returns! | IWC 0.41c Alpha Patch Notes



[h2]Free Weekend: 15th of October[/h2]

Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.41c. What started as a hotfix patch with bugfixing ended up being a lot larger than anticipated, and while we don't normally make full announcement posts for hotfixes, there was a lot that was fixed up timed directly with another free weekend, which will hopefully be a lot more fun this time around thanks to the aforementioned bug fixes. So, hopefully we'll see you there!

[h3]Reminder: FREE DEMO[/h3]
All players now have the ability to download Infinity Wars Classic through Steam directly. Just make sure your game is up to date and you'll be good to go! This is a great way to get hands-on with what we've created so far as a bit of a sample of what's to come.
Yes, free demo is less important when there's a free weekend, but if you're reading this when the free weekend is over, you can still jump in to the demo whenever you like.

Patch Notes


[h2]Major Features[/h2]
Animation Fix
All card animations in game should now play in the correct order and the correct speed, this was caused by our recent optimisation efforts.

Deck Pasting
Pressing CTRL+C in the main menu will copy a decklist of your currently selected deck to the clipboard
Try posting your decklists to the Discord, we wanna see your amazing creations.

Expanded Deck View
Decklists in the main menu will now automatically expand to better allow you to see your full decklist.


[h2]Minor Features[/h2]

Max Hex values increased
Increased max health and attack values of character to +-32,767, any Character with values higher/lower than this will have that value set to this. This is due to the way data is packed in the network packets.

[h2]New Cards[/h2]

Extripate
Cost:7 (Factionless)
Ability
Remove target Character, Location, Mission, or Artifact from the game. This ignores all abilities.

This new card design will provide an overcosted but surefire method of any deck from removing problematic cards of any type from the game, especially those with Untouchable, reanimation or other defensive abilities.


[h2]Balance Changes[/h2]

We have several balance changes this week, all bought about directly by community feedback from our Patrons, as well as the free weekend.

Grandmaster Rome
  • Hyrid Purity Changed to Multi-Faction Purity (OoS AND DoD)
  • Increased base stats by +1/+1
  • Fixed wording errors: eg: calling the Assault Zone the Attack Zone
Grandmaster Rome has been an interesting new addition to the cardpool, providing flicker synergies, token generation and evasive threats and defense to a large variety of decks, however while the Intrigue set is looking to add additional Hybrid cards to the card pool, Grandmaster Rome's high impact and many uses meant we are restricting it to a more narrow purity with a slight buff to compensate. We've redesign some future Intrigue cards to be Hybrid cards to offset this change.

Umbral Warden
  • Text changed to "Bloodthirst 3 If your fortress is below 40 health, Umbral Warden gains Haste"
  • Stats changed to 4/12
Umbral Warden's role to specifically counteract swarms of small aggressive Character cards was overshadowed by the cost reduction mechanic of the previous design and it could often be quite difficult to remember as an opponent if you had dealt 20 damage the previous turn. Thus this new version uses technology similar to Rescue Angel which is easier to track and puts more of it's power in it's stats and bloodthirst, with the haste being conditional.
The team will continue to keep an eye on how the card performs but feels it should be much better suited to its role now.


[h2]Bugfixes[/h2]
  • Fixed all transform cards to work consistently, Transforming will always remove all buffs, debuffs and damage. This also fixes issues with Kali, and with Rabbid Rabbit.
  • Fixed Secrets of Veroria sometimes not working on tokens
  • Fixed Tome of the Dead not activating if the board state was empty
  • Fixed Scintilla healing the fortress even when Characters it was attacking didn't die
  • Fixed Hellkeeper created two 6/6 Demons with the cost of 4 instead of 0 into the deck
  • Fixed Verore Death Worshippers gaining power even in the graveyard
  • Fixed Purge the Unworthy mission completion
  • Fixed Deployed Ultra-unit, sometimes not killing other Characters
  • Fixed Cloning effects sometimes not copying Buffs and Debuffs correctly, especially those that prevent movement from specific zones
  • Fixed Logrithmatron health doubling not working correctly with damage
  • Fixed Characters that get over 128 health or attack in multiplayer incorrectly triggering the Desync detection due to data types
  • Fixed Game Version checks for multiplayer matches not working correctly with hotfix patches
  • Fixed Deck collection errors sometimes causing custom decks to get wiped
  • Fixed Entangle sometimes creating errors if multiple effects were telling the card to be stuck in different zones
  • Fixed Bloodthirsty Dead's spritesheet
  • Fixed Win/Loss tie bug
  • Fixed Morale not being correctly checked by the desync detection
  • Fixed Stat multiplication not calculating correctly in some instances


The free weekend is going to be seeing a lot of people returning and jumping into the game, so jump into the Discord server and find an opponent!

Discord: discord.gg/y8KGxk4
Patreon: patreon.com/lightmarestudios

FREE WEEKEND LIVE | IWC 0.41 Alpha Patch Notes



Welcome to the newest patch for Infinity Wars Classic, Alpha version 0.41. It's official, we've finally launched into Alpha! And to celebrate, we're running a free weekend until sunday/monday (timezone dependent) for all our players, and not just our Patreon supporters. Not only that, but you'll receive a free pack of cards just for playing this weekend, that will be credited to your account. So jump in and play!

[h3]Reminder: FREE DEMO[/h3]
All players now have the ability to download Infinity Wars Classic through Steam directly. Just make sure your game is up to date and you'll be good to go! This is a great way to get hands-on with what we've created so far as a bit of a sample of what's to come.
Yes, free demo is less important when there's a free weekend, but if you're reading this when the free weekend is over, you can still jump in to the demo whenever you like.

Patch Notes


[h2]Major Features[/h2]

Alpha Release
With the recent optimisation updates, as well as both the current state of the Infinity Card Engine and the current core gameplay loop looking better than ever, we're happy enough to officially move out of our Pre-Alpha phase, and we've now officially hit the next stage of development, Alpha!

Free Weekend Systems
We will be having a Free Weekend on the 24th-26th of September and 9th-10th of October, anyone logging in during this date will have full access to the game regardless of Patreon status, and will recieve 1x Intrigue Phase 1 Booster Pack plus an additional 3x Intrigue Phase 1 Booster Packs if you are already a patreon. These rewards will be given out for each free weekend event, so be sure to play during both events to maximize your prizes.

Card Pack Systems
While opening card boosters to convert into steam cards with specific cosmetics is still being actively developed, card pack inventory systems have been added to keep all your rewards attached to your accounts. This is part of our medium term plan to allow account transfers from IW1 into IWC, an exciting step for much of our community.

[h2]Minor Features[/h2]

Deck Builder Improvements
Deck builder now has advance serching options allowing you to search for keywords and types.
You can search for multiple criteria at the same time using ',' or ';' between search terms.
More improvements coming in the future with additional search filtering and sorting.

[h2]New Cards[/h2]

Umbral Warden
Cost:5 Morale:7 (WPx1)
Character - Beast
Haste, Bloodthirst 2
If your fortress took 20 or more damage last turn, the cost of this card is decreased by 3.
8/14

Conflagration Engine
Cost:5 Morale: (FDx1)
Character - Artifical
Flame Strike 4
Whenever Conflagration Engine attacks, double it's attack.
4/16

Civil Turmoil
Cost:2 (OoSx1)
Ability
Choose one:
- All Characters you control with flying gain +2/+1 this turn.
- All Characters you control without flying gain +1/+2 this turn.


Restricted new cards for Devs only for testing:
  • Raider's Ambush
  • Displacement
  • Abandoned Symbiote
  • Corrupting Magics



[h2]New IW1 Release Cards (5)[/h2]
  • Varyus, Master of Choice
  • Zuza, Angelic Siren
  • Wall of The Dead
  • Prophet Karani
  • Phalanx Commander


[h2]Balance Changes[/h2]
  • Gao Han - nerf, now has his cost reduced to 1 when in the command zone rather than being free. We will be keeping an eye on this card to see if further changes are nessesary.


[h2]Bugfixes[/h2]
  • Fixed major bug that caused spritesheets to play too fast
  • Fixed Augmented Ninja Ability
  • Fixed some battlefields not being added correctly to our new optimisation systems
  • Fixed players sometimes being unable to load their profiles and icon data
  • Fixed Onleave Triggers not working correctly
  • The cards Mutating Dead and United Front have been added back to the deck collection after accidently ending up on the restricted list again.
  • Fixed some cards that spawn multiple tokens at once to create "ghost" cards
  • Fixed multi life cards not correctly removing certain debuffs that could cause infinite loops
  • Fixed Pilgrimage monk is buffing everyone +4/+4.
  • Fixed Demon of Dark Bargains external passive cost reduction working while he is in the command zone
  • Fixed Strength of Leadership's targetting
  • Fixed some OOS cards that were missing the Champion tag
  • Fixed Mass Death etc not killing cards with OnOtherDeath triggers while those triggers were queued to resolve, for example Zombie Scavenger.
  • Fixed Beasts created with Stampede not correctly removing themselves from the game
  • Fixed Cards Created by Stampede freezing the game if they are removed from the game by another effect before the end of the turn.
  • Fixed Corrupted Forest not changing the battlefield background
  • Fixed a visual glitch with token creation
  • Fixed Demonic Mercenary having plunder twice.
  • Fixed Orion's Grave having two different versions in the deckbuilder
  • Fixed Mecha Dragon's card description
  • Fixed Agent Coyle, Divine Demonic not correctly discarding cards in a manner that matches his description.
  • Fixed Roguelike mode can sometimes start you off with negative HP, resulting in an instant loss.
  • Fixed Summoning stone not consuming it's counters upon activation
  • Fixed Memorial To Heroes not working with tokens being created by other cards triggers
  • Fixed Tormented Thrall sometimes triggering incorrectly
  • Fixed Shattered Veil not effecting some zones correctly
  • Fixed Nature wish's kill all artifacts mode.
  • Fixed Reach keyword not always working correctly when granted
  • Fixed Aleta's Discovery tutoring Missions and Locations


The free weekend is going to be seeing a lot of people returning and jumping into the game, so jump into the Discord server and find an opponent!

Discord: discord.gg/y8KGxk4
Patreon: patreon.com/lightmarestudios

IWC Free Weekend / Alpha Launch party! [24th-26th Sept]

Heya everyone, an official update that's been some time in the making we finally get to share.

[h2]We're leaving Pre-Alpha, and celebrating with a free weekend![/h2]

With the recent optimisation updates, as well as the current state of the Infinity Card Engine, we're happy enough to officially move out of our Pre-Alpha phase, starting with our upcoming patch next week!
With this, we'll also be opening the game up to everyone to enjoy for the weekend, where we'll be stress-testing the servers, and getting more data on how the game is performing on average setups. We'll also have a Dev chat happening on that same day, and livestreams over the weekend. The weekend will start from the moment the patch goes live, and will stay active until the Monday to follow. And, as part of this weekend, all users will have double XP enabled for the Summit, so come check it out between the 24th and 26th.

Additionally, we have our first implementation of a new feature that we're hoping for some feedback on; Pack Openings. For this, we'll be giving our existing Patrons their owed packs as per their Patreon tier and subscription length. We'll also have packs to give away to people who play against devs on live stream, and it goes without saying that the cards you get will be yours to keep.

Our full free-to-play open beta and kickstarter for the new set Intrigue are both on the way, likely happening pretty closely to one another, and while we can't promise these will be out by the end of the year, it's certainly what we are working towards. Please keep your expectations tempered though, we generally don't like speaking of dates to manage expectations, but we wanted to share because honestly, it's super exciting, and we wanna see you get hyped with us.

Be sure to tell a friend about the free weekend, and jump in to play some games against those who show up to play! And, for those who aren't patrons and just want to get involved in the free weekend, you can start by installing the game through Steam using the link here; https://store.steampowered.com/app/257730/Infinity_Wars_Animated_Trading_Card_Game/

You'll have access to the Demo of the game before the weekend comes if you want to get a feel for the game again, and when the update goes live you'll be free to build your decks and play your friends to your heart's content.

See you on the battlefield, Rift Runner!