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Master of Piece News

Master of Piece is going to PlayX4!



Greetings to all of our Master Piece fans!

We will be participating in PlayX4 from 22nd May to 25th May!

📍 Venue: Kintex Hall 1 D14
đź“… Date: May 22 ~ 25

We'll look forward to seeing you at the booth!

Stay tuned for more updates, and connect with us in our Discord and social media below!

Master of Devlogs #2: Elite Battles and Boss Battles, Revamped!



Greetings to all of our Master of Piece fans!
In our previous dev diary, we introduced the Mercenary Movement and Action Points systems.
Today, we’re excited to share details about the newly improved Boss Battle system.

[h2]Same Victory Conditions across All Battles[/h2]

In the new Boss Battle, the Boss replaces the fortress position. Just like regular battles, victory is achieved by destroying the enemy’s base.



Previously, the Boss moved left and right to attack the player (like one of the mercenaries). The victory condition was defeating the Boss, not destroying the Flag or Fortress.

However, this created problems as the Victory Condition was different from other battles. The Boss also moved around in the battlefield, which made it difficult for players to utilize the mercenaries at the right places and timings. We assessed that this was far from Master of Piece’s design philosophy of simple rules and synergistic gameplay.

Thus, to provide players with a consistent learning experience across all battles while preserving the unique fun of Boss Battles, we merged the Boss and the fortress into one.

Now that the Boss can be attacked from all tiles, players can fully execute the builds and strategies that they have devised in regular battles.

At the same time, we also worked to make Boss patterns more distinct and diverse.
Next, we’d like to introduce the newly enhanced “Boss Attack Pattern Diversification”.

[h2]Boss Attack Pattern Diversification[/h2]

The Boss now features more threatening and unique traits, utilizing a variety of combat patterns to pressure players.



Previously, the Boss had a simple pattern—moving left and right and attacking only under specific conditions.

With this update, the Boss has become a more dynamic and formidable foe.
Players will need to identify the Boss’s patterns and devise their own strategies to overcome the battle.
Flexible decision making would be necessary, based on your Mercenary and trait combinations and the current battle situation.

We’ve also made changes to the enemy Mercenaries that appear in the battles.

[h2]Unique Traits for Enemy Mercenaries[/h2]

Enemy Mercenaries deployed in Elite and Boss Battles now come with their own unique traits.



These Mercenaries can create synergy by protecting or empowering one another, becoming powerful reinforcements for the Boss. Players cannot obtain these unique traits from the players' side.

Below are some examples of how the new Boss Battle and Mercenary Movement systems actually work:



The Boss does not move but attacks and activates its traits from a fixed position.



Before the attack, you can check the tiles targeted by the Boss’s special attack, then spend enough Action Points to move your Mercenary and dodge the attack.

[h2]What’s Next[/h2]

The improved Boss Battle system lets players execute their strategies more effectively, while reinforcing the Boss to make it even more formidable.

Additionally, a variety of randomly selected Elite and Boss Battles will be added to each journey through future updates.
We hope this will stimulate players’ desire to take on new challenges and offer a tense and rewarding experience in every battle.
We will continue to refine the system so that more players can enjoy it, all while preserving the unique charm of Master of Piece.

Stay tuned for more updates, and connect with us in our Discord and social media below!

Master of Devlogs #1: Mercenary Movement and Action Points

Greetings to all of our Master of Piece fans!

Since the release of our demo, we have continuously improved the game based on valuable feedback from many players.

As part of these improvements, we’d like to introduce two new core systems: Mercenary Movement and Action Points.

[h2]Mercenary Movement[/h2]

Players can now freely change the tile position of deployed mercenaries.



In the previous battle system, once a mercenary was deployed, players could not change its position. The unit would simply advance forward and attack the enemy right at the front.

We have received a lot of feedback from players saying, “There's not much to do during the battles,” or “It would be nice to have more strategic influence over battles.”

To make combat more dynamic, we’ve introduced a new system that allows players to reposition the ones that are already deployed.

With this change, players can now move mercenaries to target enemy flags, or reposition them to engage with enemies they are more effective against, resulting in a more flexible and strategic battle experience.


However, mercenaries cannot be repositioned at any time without cost.
To reposition a mercenary, you’ll need to use Action Points, which we’ll explain below.

[h2]Action Points[/h2]

Deploying or repositioning mercenaries now requires Action Points.



At the start of a battle, players receive 3 Action Points. After that, 2 points will be given to the player at the start of each round.

Unused points will remain between rounds, and players can store up to 4 Action Points.



Deploying a new mercenary costs 2 Action Points, while repositioning an already deployed unit costs 1 Action Point.

This system gives players multiple strategic options—whether to deploy one mercenary and move another, or deploy two mercenaries, or simply move several at once, depending on the situation and remaining action points.


Below are some examples of how these two systems work together during actual gameplay.


Two enemy units are about to attack the player’s flag, but by deploying and repositioning existing units, the player completely blocks the threat.


Deploying two mercenaries in one round creates a powerful synergy effect.

[h2]What’s Next[/h2]

These two new systems expand the existing battle mechanics by introducing new layers of strategy—players must now read the situation of the battlefield and manage their Action Points wisely.

We hope this update will satisfy both players who enjoy fast, intuitive combat and those who prefer deeper strategic gameplay.

Going forward, we will continue refining the system while preserving the unique charm of Master of Piece to create a game experience that satisfies even more players.

Stay tuned for more updates, and connect with us in our Discord and social media below!

Demo 1.1.0 Update

Greetings to all of our Master of Piece fans!

Today, we are pleased to present the 1.1.0 update, which address issues discovered after the 1.0.3 patch. This update includes fixes for reported issues, as well as improvements based on your feedback to enhance the overall gameplay experience.

[General]
• Added French, German, Spanish, Russian, and Italian (temporary translations).
• Improved performance to ensure the game runs smoothly in the background.

[Gameplay]
• Added a cost system in battles.
• The cost system now allows players to change the positions of mercenaries deployed during battles.
• Improved the boss battle logic to ensure that no mercenaries are left unused.
• Corrected the information displayed for upgrades at the Shaman’s Hut.
• Modified the system to allow players to select which mercenary will receive random positive rumors.
• Improved the layout of some UI elements for a more intuitive screen design.
• Ensured that even empty traits and rumor slots are displayed in the mercenary info UI.

[Bug Fixes]
• Fixed a bug where the Enter key did not work correctly when set as a shortcut.
• Fixed a bug where the trait 'Combat Readiness' and the relic 'Iron Cross' was activated before the first round of battle.
• Fixed a bug where some relic effects obtained through card events did not activate.
• Fixed a bug where drag-and-drop mercenary deployment during battles did not function correctly.
• Fixed a bug where battle items could not be obtained in the bookstore.
• Fixed a bug where graphic settings changed on its own.

Stay tuned for more updates, and connect with us in our Discord and social media below!

🎉We've reached 10,000 Wishlists! Thank you so much!

Greetings to all of our Master of Piece fans!

Since the release of our demo, many players have tried out our game and shared their reviews and videos.
We sincerely thank every one of you who played the demo.

🎉 Thanks to your incredible support, our game has reached 10,000 wishlists! 🎉

We are truly grateful.
It is all from your interest in Master of Piece that we’ve come this far.

We’ll continue to work hard and put even more effort into making the game the best it can be.

Stay tuned for more updates, and connect with us in our Discord and social media below!