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DevTapas #02

Since we are now developing a faster and more compact versus mode we are also taking measures to streamline the actual drafting process. To achieve this we have taken steps to simplify the drafts in the new bests of 3. All move, hack and MOD drafts will be presented as packs, with draft rules and guarantees.



When you open a basic pack, you get to pick 2 moves out of 6. Each pack is guaranteed to have at least one move of each color, and a certain rarity distribution. There is also a karma system working in the background, which increases the likelihood of getting a rare card the more packs you have opened without seeing one.

Having easily recognizable draft packs with a simple rule set means that it should be easier for new players to get into Haxity. We also believe it will be less taxing for existing players, since you don’t have to read a bunch of text each time you are presented with a choice.

This and several other changes to the versus mode are coming very soon, so stay posted.

Haxity: Recalibrating Development

Hi everyone!

Three months have passed since we launched Haxity into early access. During this time we have done a lot of improvements - we have updated the AI, remade Banshee, and squashed numerous bugs.

It's now time for us to chart the road ahead.



Haxity was originally envisioned as a pure Player vs Player deckbuilder game. The game systems, how the combat flows, and how decks are constructed, are all based on facing a human opponent. Your feedback so far during early access, tells us that it’s in PvP, with its guessing, prediction, and mind games, that Haxity truly shines.

After the initial PvP best of five versus mode went live, we started implementing a single player campaign. Our goal was to create a relaxed and fun experience that would stack up against other purely PvE roguelite deckbuilders. However, building a single player mode like this, based on the mechanics of Haxity, has proved quite a challenge.

We believe we ended up with an ultimately unsatisfying experience, with a single player campaign that never truly matched the quality and fun of fighting other players. In addition, this did split the development team’s focus.

We want to make what we believe is the best possible Haxity experience. Therefore, we are halting development on the Campaign, to focus only on the Versus mode instead. The goal for us is to create a better and faster PvP experience for you, and for all of our players.

We are doing something truly unique in the deckbuilder genre, and it's in PvP the future of Haxity will lie.

Should we see that the game continues to grow, and gets a healthy PvP playerbase, it may anyhow be room for adding PvE content. But it has to be uniquely Haxity, and not a replica of what is quickly turning into market standards for deckbuilders. These are decisions we will naturally seek community input on, just like we have done for the focus areas for the next few months.



  • Matches will be shortened, allowing you to play more games in the same amount of time. This was a highly requested feature from our community, and we are addressing it by creating a new best of three mode. This will keep the fun core fighting gameplay, but the full matches will be quicker and more intense.

  • The drafting phase phase of the match will be made faster, more consistent, and more tactical. You will be able to see your deck on screen when you draft. This will make building a great deck a smoother experience.

  • A new league system will allow you to progress and compare yourself to other players. You will gain and lose ranks based on how well you do in each match. We will go into more details on the ranking system and how it will work at a later date. Can you reach the lofty Chrome and Neon leagues, or will you be stuck in the dirt? Only time will tell!

  • We are continually improving the tutorial. A deep strategic game like Haxity, with its many layers and mechanics, can feel a bit overwhelming to a fresh player. Even though the streets of Haxity are rough and filled to the brim with danger, we want new players to have fun, experimenting at their own pace, before facing the more experienced players.

  • No-one enjoys waiting in a queue. We want to make that wait a bit more enjoyable. While you are looking for a suitable opponent, you will be able to look at cards, or perhaps test out a new combo vs an AI.




We wish to establish a healthy player base for online play. Therefore, there will soon be a Free weekend, where new players can come in and test out the game for themselves. We saw huge success with the free beta weekends back before we launched into early access, and we plan to replicate that success on Steam.

We are partnering up with content creators that have an interest in new and upcoming card games, and we will be building our community brick by brick in the coming months.

We’ll see you in the streets of Haxity!

DevTapas #01

In the roughly 3 months we have been in Early access we have received a lot of feedback and we are now taking another step in how we can improve the player experience.

One of the key takeaways is that our matches are too long. To solve this, we are making some changes to the versus game mode. The biggest change is that matches are now “best of 3” instead of “best of 5”. With these shorter matches we are upping the intensity, while still maintaining the deep strategy you all love.

In addition to shorter matches we have also looked at different ways of streamlining the drafting process - by reducing draft complexity, but also by improving the UX/UI flow. One change we think a lot of players will appreciate, is that you now will be able to see your deck during the entire draft. This way you don’t have to go back and forth between the draft and deck view to figure out which pick is the best.



We will come with a more detailed look on the new patch very soon, but we just wanted to give you guys a little taste of what's in store.

As always we welcome any feedback you may have! So feel free to drop by theDiscord for a chat.

This week in Haxity

Hey there Citizens of Haxity, it's Monday once again.

Last week we had our first “play with the developers” in a long time. This is a segment that will be coming around frequently to really give our beloved fans some 1-on-1 time with the developers. With this community event we also tested out our first stream to Steam, which was a fun experience and something we want to expand upon at a later date.



One of our promises to you as a player was to always listen to feedback and take that into consideration when developing this game going forward. As our next step in this community driven development we are addressing one issue that several people have come forward with, “Versus” game length. The first step to solve this issue is to figure out what actually encompasses this issue. To do this I will sit down with Game Director Thomas Sørensen on Friday 21.08.2020 and have a chat about the changes coming to Versus in the very near future. This event will be streamed and also edited into a video to watch at a later date. If you have any specific questions surrounding the upcoming changes to “Versus” mode feel free to either comment here, post on Discord, DM me directly or Tweet at us. I will be sure that every voice is heard and taken into consideration.



But that is it for this time, if you want to discuss more, Discord is where we are most active. We are of course checking Steam forums and other avenues of communication on a daily basis, but for the fastest response Discord is our platform.

This week in Haxity

Hi everyone!

My name is Delda and I am the community Manager for Haxity. It’s now roughly 2 months since we launched in early access, and we are now readying up the production plans for the fall/winter. Our plan is to have Bi-weekly patches, some large like the “AI: Uprising”, and some smaller with bug fixes, balance and so forth. This Bi-weekly structure will continue until we are happy with how Haxity has turned out.

In addition to this Bi-weekly patch cycle, we are also including an insight into the development and what you can expect in the shortest time frame. This will be a weekly segment called “This week in Haxity”. In this I will be presenting the latest news surrounding Haxity. Sum up the week that came before and also what kind of events you might see coming this week. Our goal is to build an active and engaged community that always have something new to look forward to every week.

Examples of these kind of events is: Playing with the developers, Tournaments, Free weekends, Dev Q&A, Leaderboard breakdowns and more.




So what has actually happened in “Haxity” the last week. We just released our new patch called the “AI: Uprising”, where we did an overhaul on the AI and made it both smarter and more predictable. This is one of several other measures we are now taking to ensure that the gameplay in Campaign feels less RNG and more down to outplaying/outdrafting your given opponent. That said, we still have more plans to make the campaign stand out on its own.

This patch didn't touch much on the PvP side of things, but if you want to flex your muscles and show your skill, we are hosting a “Playing with the developers” Friday 14.08 16:00 CET. Here, some of us in Megapop will queue up in Matchmaking and you might be lucky enough to be able to face the wrath of one us.

If that’s not enough, I can say the next patch we are working on will be PvP oriented where we will try to experiment with a new Versus format and also adding an incentive to keep playing matchmaking.

But that is it for this time, if you want to discuss more, Discord is where we are most active. We are of course checking Steam forums and other avenues of communication on a daily basis, but for the fastest response Discord is our platform.