Progress reports from the game client, server, card studio, campaign production, and road to launch.
Latest update
The public launch surface takes shape
The marketing site, player account path, card browser, public Exchange, support workflow, newsletter, and launch planning have moved into one connected experience. The next phase is making that experience useful to real playtesters and partners.
Development log
Dark Reincarnations enters the card studio
Dark Reincarnations received a dedicated visual card workflow, reusable frame previews, and a first release-sized set of generated card art. That gives the game a clearer route from archetype design to a playable card pool.
Development log
Battle movement becomes a board-level system
Card draw, hand placement, field placement, and Rest Zone transitions are being treated as visible movements through the battle scene. The goal is to make state changes readable at a glance instead of appearing as abrupt board updates.
Development log
The battle system reaches a playable milestone
The core battle loop, phase progression, mana changes, and field interactions now have a stronger foundation. This is the part of the project that turns a card collection into a game with a repeatable competitive rhythm.
Development log
The Exchange opens a player-to-player path
The Exchange was added as a player-facing collection feature. It establishes the workflow for discovering offers, proposing trades, accepting trades, and eventually supporting a healthy collector economy.
Development log
PvP systems enter the foundation phase
Ranked seasons, player progression, and competitive reporting are moving into the shared game foundation. The long-term intent is a maintained ladder with visible standards, regular balance work, and clear competitive goals.