❄️Echoes of the Frost #1❄️
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[/p][p]Greetings Deckbuilders!
When the last spark of humanity flickered out, we asked ourselves: what if survival meant defending the final ember in a frozen world?[/p][p][/p][h2]The Spark – How the Idea Started[/h2][p][/p][p]The main source of inspiration was Game of Thrones, especially its battle scenes—whether between humans or against the White Walkers. Scenes like lighting the flames beyond the Wall to block the undead’s advance left a deep impression on us. These moments helped define the game’s tone: enemies far greater in number, the tension of defense and counterattack, the unity of mankind, and the ever-present winter setting.[/p][p][/p][p]In addition, classic RTS titles like StarCraft and Warcraft II shaped our early gaming memories. The thrill of commanding units, coordinating forces, and achieving that “1 + 1 > 2” synergy became a foundation for several core mechanics:[/p][p][/p]
[/p][p][/p][h3]🃏 Design Philosophy[/h3][p][/p][p]Ironically, I’m not a particularly seasoned or passionate card-game player—at least not compared to our planners. Naturally, the game’s rules were influenced by titles like Gwent and Slay the Spire.[/p][p][/p][p]That lack of deep card-game experience became both a blessing and a curse:[/p][p][/p]
[/p][p][/p][p]A variant of this idea replaced the floating fortress with a hex-grid city builder, where building placement and adjacency created gameplay relationships.[/p][p][/p][p]
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[/p][p][/p][p]At that time, the game loop was much longer than it is now. Players not only fought battles but also built farms, banks, and other basic infrastructure.[/p][p][/p][p]Eventually, we realized that these mixed systems didn’t blend well. The roguelike structure required shorter, tighter sessions, while management systems demanded longer playtime and more complexity.[/p][p][/p][p]So we started simplifying. We redesigned the game into one where the player explores the world on a floating city, visiting points of interest, engaging in battles, and gathering resources from forests and mines, while a storm constantly pursued them from the west.[/p][p][/p][p]
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[/p][p][/p][p]It sounded great on paper, and the initial prototype even worked. But over time, we found that the complexity wasn’t matched by long-term fun. It was novel at first, but hard to balance.[/p][p][/p][p]Ultimately, we chose to focus on subtraction, removing the management systems entirely so players could fully immerse themselves in the combat experience. All metadata was reorganized into a clean and straightforward interface, making each run shorter and more focused. That’s how we arrived at the game’s current form.[/p][p][/p][p]As for art direction, we experimented with multiple styles early on, but after considering development cost, team capacity, and visual consistency, we settled on the current look and continued refining it from there[/p][p][/p][p]
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[/p][p]Feb 2024 - Pre-production & research stage[/p][p][/p][p]
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[/p][p]May 2024 - First Demo[/p][p][/p][h2]Challenges & Lessons[/h2][p][/p][p]Our goal was always to make players truly feel the thrill of battlefield strategy. To achieve that, we went through countless iterations and hard lessons. Early versions were brutally difficult — during prototype testing among friends, the demo’s completion rate was under 5%.[/p][p][/p][h3]🧊 Early Balance Struggles[/h3][p][/p]
When the last spark of humanity flickered out, we asked ourselves: what if survival meant defending the final ember in a frozen world?[/p][p][/p][h2]The Spark – How the Idea Started[/h2][p][/p][p]The main source of inspiration was Game of Thrones, especially its battle scenes—whether between humans or against the White Walkers. Scenes like lighting the flames beyond the Wall to block the undead’s advance left a deep impression on us. These moments helped define the game’s tone: enemies far greater in number, the tension of defense and counterattack, the unity of mankind, and the ever-present winter setting.[/p][p][/p][p]In addition, classic RTS titles like StarCraft and Warcraft II shaped our early gaming memories. The thrill of commanding units, coordinating forces, and achieving that “1 + 1 > 2” synergy became a foundation for several core mechanics:[/p][p][/p]
- [p]Troop synergy[/p]
- [p]Interaction between abilities and keywords[/p]
- [p]Complex, sometimes unpredictable “battlefield chemistry”[/p]
- [p]We weren’t constrained by what card games “should” be.[/p]
- [p]We spent tremendous effort later to make the logic intuitive for traditional card players.[/p]
- [p]It allowed us to create a subtle “new genre,” blending roguelike, tower defense, and auto-battler elements.[/p]
- [p]In early builds, monsters had no attack limit per turn. Once combat began, it was a fight to the death.[/p]
- [p]Combined with higher base stats, this created an intense “last stand” tone that became part of the game’s emotional foundation.[/p]
- [p]Elite cards, now a key source of mid-battle progression, used to function just like regular defense cards — going to the discard pile when defeated and unable to earn reputation unless they scored kills.[/p]
- [p]Elite cards now return to your hand when destroyed or withdrawn.[/p]
- [p]Restart options were added, including replaying a turn and eventually replaying an entire battle.[/p]
- [p]True balance takes years. With a small team and limited resources, we couldn’t endlessly fine-tune like big studios.[/p]
- [p]Player behavior changes everything. The same card can feel wildly different depending on a player’s build or timing.[/p]
- [p]Emotion can’t be balanced. Players crave moments that feel beyond numbers — the thrill of risk and reward.[/p]