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Messages - RossD20Studios

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46
Game Updates & News / Re: Daily Updates
« on: March 18, 2019, 02:05:46 PM »
Single Player Update

Wanted to share a concept I'm exploring for our single player everchanging adventures - the dungeon minimap! Initially, I'd considered linear-only dungeons, but I'm seeing the potential for a lot of added value being able to explore a dungeon room-by-room, particularly when coupled with calculated decisions to avoid major threats and find alternative paths to achieving an objective.



We like weird.
We've also been exploring new ways to help get attention on our on-going prerelease efforts. Kelly and I came up with this concept of "We like weird" and have been exploring ways to showcase how the characters and mechanics you encounter in Summoners Fate will be unique and stand-out from other games. Here's our latest creation, what do you think?


47
Game Updates & News / Re: Daily Updates
« on: March 15, 2019, 10:04:45 AM »
Summoners Fate is Going to PAX East!

We're an official selection of the Indie MEGABOOTH! We'll be showcasing on Saturday and Sunday 10AM-6PM in the MINIBOOTH. Come and meet us, play our PAX demo and have an awesome time!




Here's Summoners Fate in the IMB lineup trailer!

48
Game Updates & News / Re: Daily Updates
« on: March 13, 2019, 04:28:35 PM »
NEW DLC NOW LIVE (v0.31.3)

Greetings everyone!

Today I did not 1, but 2 developer streams! Well, I had to because I left my first attempt on a cliffhanger, and I really wanted to deliver some new cards to our prerelease players today. That being said, new DLC is now LIVE (v0.31.3) - just boot up the game and you'll discover some new cards waiting for you including:

Dark Elf Sorcerer (New Summoner) <- A necromancer that can drain life and heal allies
Antarus, Battle Mage (New Summoner) <- He can make all damage spells cause knockback!
Your Soul Is Mine <- A pre-emptive necromancy spell
Celestial Barrier <- Equipment that lets you block magical projectiles, matrix style!

Plus a whole bunch of balance changes, read details here.

....

The episode recordings are up on our YouTube channel, or just watch below!






49
Game Updates & News / Re: Daily Updates
« on: March 06, 2019, 09:00:10 AM »
Develop with Ross Episode 9 - Single Player FIRST LOOK


Hey everyone! We're going live on Twitch now with episode 9. Today, I'll be creating and adding new cards to the game, making a few balance tweaks, and, for the first time, showing off our single player development.

Watch LIVE on Twitch here.

Here's a recap of last week's episode:

We completed 6 new Summoners and successfully added them to the game with an OTA DLC update:
  • Clik'Clik, Impaler
  • Sibylla, Conjurer
  • Rugged Mage
  • D'Orc Slayer, Orc Chief
  • Serpenta Deceiver
  • Kailyn, Valkyrie Mage

...

...

I've updated the card images to reflect the player-suggested changes that I incorporated:
  • D'Orc Slayer's power of 5, reduced to 4, but we gave him the ability to summon a goblin whenever he attacks.
  • We removed Kailyn's gain 1 mana on attack in favor of making her completely disarm her enemy so that they can not attack until end of next turn.

We discussed some possibilities for Dark Elf Sorcerer. Here are some of the notes from my design backlog we can discuss further next time:
  • When you cast a Void or Arcane spell, enemy units get -1/-0 and ally units get +1/+0 until end of turn.
  • Summon Spiders when injured or after attacking
  • Could have some abilities that allow merging of spiders and dark elves to create mutations
  • Support: Sacrifice a spider to gain 1 mana.

Here are possible Warlock abilities:
  • When Chaos spell is cast, gain +1/+1
  • When Chaos spell is cast, Dreadnoughts get +1/+1 until end of turn.
  • Gain 1 mana when attacking (from Kaiyln's previous possible ability)

Here are possible Botanical Sage abilities:
  • Ally plants get +0/+3
  • Support: Summon Brambles next to an ally.
  • Inflict Poison

Check out the other Summoner cards here.

50
Game Updates & News / Re: Daily Updates
« on: February 28, 2019, 12:08:36 PM »
UDEN #21 Showcase

Last night Peter and I showcased at UDEN#21 at Game Tyrant in North Salt Lake. Utah is an awesome place to work in the game industry because we've got great community and support from groups like UDEN that hooked us up with a free expo at this amazing venue. Check out some of our highlights.


This incredible dragon statue and Peter posing in front of our signage.


Jon Dean, former EA GM and head chairmen of UDEN talking up the excellent prospects of Utah's digital industry.


Attendees playing the game


New fans!


And me, excited to meet so many awesome people!

Learn more about the event and UDEN here.

51
Events / Re: Develop with Ross - Episode 8 New Summoners
« on: February 27, 2019, 03:03:23 PM »
Thanks so much for attending the stream!

Together, we completed 6 new Summoners and successfully added them to the game with an OTA DLC update:
  • Clik'Clik, Impaler
  • Sibylla, Conjurer
  • Rugged Mage
  • D'Orc Slayer, Orc Chief
  • Serpenta Deceiver
  • Kailyn, Valkyrie Mage

...

...

I've updated the card images to reflect the player-suggested changes that I incorporated:
  • D'Orc Slayer's power of 5, reduced to 4, but we gave him the ability to summon a goblin whenever he attacks.
  • We removed Kailyn's gain 1 mana on attack in favor of making her completely disarm her enemy so that they can not attack until end of next turn.

We discussed some possibilities for Dark Elf Sorcerer. Here are some of the notes from my design backlog we can discuss further next time:
  • When you cast a Void or Arcane spell, enemy units get -1/-0 and ally units get +1/+0 until end of turn.
  • Summon Spiders when injured or after attacking
  • Could have some abilities that allow merging of spiders and dark elves to create mutations
  • Support: Sacrifice a spider to gain 1 mana.

Here are possible Warlock abilities:
  • When Chaos spell is cast, gain +1/+1
  • When Chaos spell is cast, Dreadnoughts get +1/+1 until end of turn.
  • Gain 1 mana when attacking (from Kaiyln's previous possible ability)

Here are possible Botanical Sage abilities:
  • Ally plants get +0/+3
  • Support: Summon Brambles next to an ally.
  • Inflict Poison


52
Game Updates & News / Re: Daily Updates
« on: February 26, 2019, 06:08:49 PM »
New Build, Lots 'O Changes and New Summoners on the Docket for Tomorrows Develop with Ross

Hi everyone!

Big update today: Build v0.30.1 is now live on all platforms! In this build, I focused on addressing all of the player feedback we've received so far during our prerelease including numerous bug fixes, balance changes and added some new cards. For the full details, click here to read the release notes.

Second big update: On tomorrow's episode of Develop with Ross, I'll be making new Summoners - our signature character types that represent the foundation for your creative deck building. These are among the hardest characters to design for that reason. I've got my current concept ideas posted here for you to check out here and I'm looking forward to you joining me on the stream to collaborate on the designs and get them implemented. Added bonus: I aim to deliver these to the game during the stream in what I hope will be our first successful OTA update and maybe play a game or two with you to test them out.

Third thing: Peter and I will be showcasing Summoners Fate at UDEN#21. If you're local in Utah, join us 6PM at Game Tyrant in North Salt Lake. Details here.

53
Events / Develop with Ross - Episode 8 New Summoners
« on: February 26, 2019, 05:50:43 PM »
Develop with Ross - Episode 8: New Summoners

Hope you guys are as excited as I am for my development stream on Wednesday February 27th (9AM-11:30AM MT) on our Twitch channel. In this episode, I'll be implementing new Summoners and attempting to deliver them to you during the stream in what I hope will become our first successful OTA update.

Summoners are the hardest characters to design because they are your main character, and their core abilities (including what spell colors they can use) will be the foundation for your creative deck building. Possible powers have been simmering in my mind for some time and I've presented my most recent ideas here. My hope is to get your feedback during the stream, tune them appropriate and maybe get some inspiration for some of the characters still lacking designs.

...

...

...

...

..

54
Game Updates & News / Release Notes v0.30.1
« on: February 26, 2019, 12:44:44 PM »
    Release Notes
    Latest Release: v0.31.6
    Date Released: 3/27/2019


    Hello players,

    Thanks so much for continuing to provide valuable feedback in our Discord, Forums and in-game bug reporting tool. I've done my best to address the majority of your feedback in this release so that you can enjoy a stable and balanced build while I push forward to develop our ever-changing single player adventure for future release. Below are detailed release notes on all of the changes made in this build as well as past build releases.

    Changes in v0.31.6
    Released: March 27, 2019
    New Cards Available
    • Orc Shaman
    • Mummy's Curse
    Game Changes
    • Changed Off Sides so it can no longer target Summoners. This was making it too easy to create game-ending combos that players impossible to defend against. The spell can however target ANY minion (not just visible) so it works more similar to Teleport.
    • Changed Skeleton Hound's starting stats from 2/3 to 1/1
    • Increased Soul Harvester's life from 5 -> 6
    • Fixed bug where removing debuffs on a unit would also restore their command action for that turn.

    Changes in v0.31.5
    Released: March 20, 2019
    • Fixed bug where attacking with Red Imp would prevent casting of spells.
    • Fixed the range of Lightning Elementals attack to 3 spaces.

    Changes in v0.31.4
    Released: March 20, 2019
    New Cards Available
    • Dragon Hatcher
    • Dragon Whelp
    • Shadow
    • Preserver
    • Death Blossoms
    • Prison of Brambles
    Game Changes
    • Increased cost of Swarm from 3 -> 4
    • Decreased cost of Your Soul is Mine from 4 -> 3
    • Increased Life of Scorpion from 4 -> 6
    • Changed Spore pod from Damage 1, Poison 1 to Poison (2). This means spore pods will no longer cascade explode each other.
    • Buffed Maltross (he needed it)

    Changes in v0.31.3
    Released: March 13, 2019
    New Cards Available
    • Dark Elf Sorcerer
    • Your Soul is Mine
    • Antarus, Battle Mage
    • Celestial Barrier
    Game Changes
    • Changed Cleansing Fire and Rust spells so that they can target any unit (instead of visible) so that they can be used to reveal Stealth.
    • Make it so card ALWAYS reveal on end turn. This fixed bug where players could reveal Wizard cards on opponent turn, breaking multiplayer matches.
    • Make it so that Necromancer cannot attack placables to summon skeletons.
    • Balanced starting spawn location on multiplayer maps to mitigate unfair first turn advantages such as dropping a taunt unit in the pocket of opponents entire team.
    • Added additional power to Rugged Mage allowing him to deal damage equal to his power when using his Farshot ability.
    • When Transfer consciousness is used on Red Imp, the player loses summoner. We need to make it so that isHero status transfers with red imp swap. Also fixed weird animation with Red Imp swap ability.

    Changes in v0.31.2
    Released: March 6, 2019
    New Cards Available
    • Priestess
    • Reinmund, Wizard
    Balance Changes
    • Added Vigil ability to Kailyn
    • Switft Strike now only triggers when adjacent unit attacks (so that it's not wasted when units out of range attack).
    • Changing the starting spawn locations of several maps to provide a minimum safe distance from first turn grappling.
    • Offsides spell now requires line of sight.
    • Psychic Blast can now target enemy summoners for damage.
    • Reduced the range of Grapple spell to 3 to.

    Changes in v0.31.1
    Released: February 27, 2019
    New Cards Available
    • Clik'Clik, Impaler
    • Sibylla, Conjurer
    • Rugged Mage
    • D'Orc Slayer, Orc Chief
    • Serpenta Deceiver
    • Kailyn, Valkyrie Mage

    Also added back the "Combo!" SFX/VFX that was missing with v0.30.1 update. See below for major change list.

    Changes in v0.30.1
    Released: February 26, 2019

    New Cards Available
    • Marauder Metalist
    • Chimera
    • Demolish
    • Skeleton Hound
    • Swift Strike
    • Vigilant
    • Weaken
    • Lightning Elemental
    • Poison Blade
    • Orc Battlehorn
    • Plague
    • Orc Huntress
    • Revealing Light
    AI Fixes
    • Fixed bug where AI turn would freeze and generate the timeout error when it tried to move and cast a spell next to a taunt unit. (#502)
    • Fixed bug where AI would generate a timeout error on the first tutorial mission on older iOS devices. This was due to card rasterization consuming all the resources in backworker. I added timed breaks between card rasterization so that the AI can take priority of the backworker resources. (#520)
    • Fixed bug where selecting a unit card while AI is processing their turn and defeats the player would result in the game becoming locked in the paused state. (#523)
    Balance Changes
    • After triggering a combo attack, units may not move/attack/use support ability for remainder of turn. This change was made to reduce chances of a first-turn victory where opponent is unable to react.
    • Backstab abilities will no longer trigger from combo attacks, you must explicitly order the unit to backstab.
    • Freeze now removes Stealth.
    • Mana Burn - Increased the damage dealt to caster from 6 -> 8. This spell is incredibly powerful for the advantage it offers, so I think it warrants a greater risk being used.
    • Changed how Arch-Mage's draw card ability works to address player concern regarding the "scry" ability that can be exploited using the undo feature. Now, when he draws cards, they are drawn face down. While cards are face down, Arch Mage can undo his previous action like normal. But, once you click on the card to reveal it, the "cannot undo" (replay only) action is activated and you can no longer undo past that point. Cards will also reveal automatically when the turn ends and the discount wears off.
    • Taunt units no longer pin enemies if they cannot attack or cannot be attacked. This means you can now freeze a taunt unit to escape its pin. Players will see the taunt VFX remove when Taunt is inactive for that unit under these conditions.
    • Increased the damage of Blizzard and Ice Shards form 2 -> 3.
    • Changed Disintegrate from Deal 10 Fire damage to -> Deal 10 Fire damage with Pierce to target enemy and prevent Downfall.
    • Spike blocks now trigger Collide when pushed to surrounding space rather than just adjacent (so spear knockbacks from an angle impact can trigger damage).
    • Changed Animal Overrun from +2/+2 and Lunge until start of next turn to ďend of turnĒ. The spell is intended as offensive, not defensive, and with the prior version change to eliminated buffs not reducing life, this spell was gaining too much defensive capability.
    • Changed Animal Growth from mutating only rodents to "Give ally animal +3/+3. If its small, mutate it." The following animals are now considered small: Squirrel, Killer Bunny, Snake, Fennec Fox and Red Starling. Yes, this means you can now create snake mutants (among others).
    • Changed Breed! from creating copies of only rodents to "Copy all small animals." to provide even more creative possibilities for synergies with animals.
    Gameplay Fixes
    • Fixed bug where casting Dark Temptation on an already armored unit would result in their armor being removed and the new armor not showing visually on character.
    • Added support for OTA DLC content updates. This will allow Ross to distribute new cards during his weekly Twitch development stream.
    • Rust will no longer target characters with surprises nor remove surprises
    • Fixed bug where Cleanse could not be cast even when status effects are on the board. Also, Cleanse will no longer reveal locations of status effects being removed. Previously, the targeting of Cleanse would reveal locations of all targets with status effects which would allow player to determine location of hidden surprises.
    • Fixed bug where equipping a unit with an identical instance of a weapon (ex: a second Orc Warhammer) would result in its effects being stacked rather than replaced.
    • Fixed bug where Cleric could remove the armor granted by Dark Temptation.
    • Fixed bug where a unit would be assigned incorrect team, making it so you could target your own ally for attacks if they had Dark Temptation on them removed before it's control effect took place.
    • Fixed bug where Fennic fox could attack a diagonal enemy after swapping with an ally.
    • Fixed Gravity Well so it doesnít pull units standing on the target space. This fixes bug where collide effects (such as standing adjacent to a spiked wall) could trigger on a unit standing on the gravity well target space.
    • Fixed bug where shadows were not appearing on quadrupeds, bugs, and snakes in the camp and on animated cards in the deck builder and collection.
    • Changed description of keyword "Block" to "Stop next physical attack from front or sides." to help clarify that side attacks are also blocked.
    • Warcry ability was changed to read: Triggers effect when entering battle.
    • Rally (X) keyword added as: Triggers effect when (X) enters battle.
    • Fixed bug where on screen items might not scale to fit a single atlas and result in unnecessary draw calls and performance drops.
    • Cleansing Fire can no longer detect surprises on units (it will be target units that only have surprise status effects). However, it will remove surprise status effects on units it is cast on.
    • Fixed bug where stacking a Life debug on a unit would result in the unit taking damage and (on armored units) this would cause the damage to be taken to armor instead of life, resulting in a life remaining that overflows the life bar available.
    • Fixed bug on Android when phone screen goes off due to inactivity and then is turned back on again, the game's sound levels restore to default despite the sliders being in the same position player put them in. (#529)
    • Fixed bug where an extra impact SFX played after a shield carrying unit blocked a combo attack.
    • Fixed bug where shield unit would play its impact animation before an arrow fired at it actually hit.
    • Fixed bug where sticky stats do not show on units that are newly summoned. (#537)
    • Animation System Upgrade: Made a special adaptation to the animation system to create more seamless animations when possible for multiple combined effects. For example, when multiple units collide into spikes or multiple units are poisoned, the animations will now occur together (if possible) rather than waiting for each animation to finish separately. Animations will group together when they come from an identical action as part of an uninterrupted sequence. If another action triggers (for example, as result of taking poison damage), the animation group will break apart at that point and show the animations to resolve that event tree before resuming the poison animations for the other units within that group. Note that the animation group will also break apart if the same action type targets an individual unit in more than one separate action so that each of the effects (ex: taking damage) are clearly shown as separate steps.
    • Fixed bug where you could not knockback or pull units through gateways.
    • Fixed bug where terrain obstacles were not getting colored or scaled properly when viewing their card.
    [/list]

    55
    Game Updates & News / Re: Daily Updates
    « on: February 15, 2019, 01:30:03 PM »
    D20Studios to showcase at UDEN #21
    Hosted by Game Tyrant Gaming Center in North Salt Lake, UT




    As a proud Utah-based game developer, I'm excited to share I'll be showcasing Summoners Fate at the next UDEN meeting on February 27th. UDEN is a trade group dedicated to supporting digital entertainment industry in Utah and is head up by some truly exceptional individuals I have the honor of knowing: Jon Dean and Jeff Peters. When I do talks about the game industry, I'll speak about a philosophy of "Give to Grow" as the spirit of entrepreneurial success. Well, these two individuals embody that spirit like no other, giving so much of their time and energy to supporting others through mentorship and creating opportunities for networking and collaboration with UDEN.

    If you're a fellow resident of Utah and haven't yet had the pleasure of attending a UDEN meeting, I highly encourage you check this out. It's the perfect place to make a connection in the industry. I'll be there showcasing Summoners Fate and would love to meet you.

    Details and RSVP information available here.

    56
    Game Updates & News / Re: Daily Updates
    « on: February 08, 2019, 07:09:55 PM »
    Streaming Live with A-Tech Gaming
    Come join us on Twitch!

    57
    Game Updates & News / Re: Daily Updates
    « on: February 05, 2019, 01:40:53 PM »
    D20Studios Developer Spotlight on A-Tech Gaming

    I hope you're all excited as I am for the prerelease launch of Summoners Fate tomorrow. Certainly, our new friend Mike Lane at A-Tech Gaming is, and it's my pleasure to share his recent write-up about us on his website here. I met Mike last year at Dreamhack Atlanta and had the honor of speaking with him about our game and his amazing community of gamers at A-Tech who play games to support charity.

    Special Stream Event - A-Tech and Ross from D20Studios
    I have plans to join Mike's stream this Friday at 7PM MT where I'll talk about the game as he plays through. Details and sign-up for the Stream here.

    58
    Characters, Spells & Art / Re: Elementals and Golems
    « on: February 01, 2019, 07:36:08 PM »
    Would the Air Elemental set of Traps if it ends its turn in that space?

    Previously, no. But with our recent change, flying creatures now trigger traps if they end movement on a trap. This is due to most flying creatures also having feat to walk with, but we also explain as the creature flying low to surface. I had considered a separate keyword ability for "hover" for creatures like Air Eleme tal and bat that are always floating as being able to never trigger traps, but not sure of the added complexity is needed. What do you think?

    59
    Game Updates & News / Re: Daily Updates
    « on: February 01, 2019, 04:58:24 PM »
    Summoners Fate Prerelease Available on February 6th, 2019


    With great passion and excitement:

    The Summoners Fate prerelease will be available for purchase on our gameís website on Wednesday, February 6th.

    The price will be $29.99 and includes access to the game on all supported platforms (Windows, Mac, iOS and Android). Currently supported features include deck building with over 170 implemented cards and real-time turn-based combat versus player and AI. Our ever-changing single player adventures are still being developed and will be added in a future update. Prerelease players will receive access to all game content as its being developed as well as entitlements to the full release content when the game launches officially.

    Iím sure you have many questions, so Iíve put together this handy FAQ about the prerelease. Please let me know if you have other questions I can answer. I look forward to seeing you on the battlefield with me next week!

    ~Ross

    60
    Game Updates & News / Prerelease Available Wednesday, February 6th!
    « on: February 01, 2019, 04:56:13 PM »
    Summoners Fate Prerelease Available on February 6th, 2019


    With great passion and excitement:

    The Summoners Fate prerelease will be available for purchase on our gameís website on Wednesday, February 6th.

    The price will be $29.99 and includes access to the game on all supported platforms (Windows, Mac, iOS and Android). Currently supported features include deck building with over 170 implemented cards and real-time turn-based combat versus player and AI. Our ever-changing single player adventures are still being developed and will be added in a future update. Prerelease players will receive access to all game content as its being developed as well as entitlements to the full release content when the game launches officially.

    Iím sure you have many questions, so Iíve put together this handy FAQ about the prerelease. Please let me know if you have other questions I can answer. I look forward to seeing you on the battlefield with me next week!

    ~Ross

    Summoners Fate Prerelease FAQ

    What is the Summoners Fate Prerelease?

    Our prerelease is an opportunity to purchase and play the game before its official release and play a critical role shaping its development through direct interactions with the developer, me, Ross!

    Why should I buy the game now versus waiting for full release?

    One of the most unique aspects of Summoners Fate is my pillar of ďcommunity driven designĒ. What this means is that player feedback is at the heart of how I work and why I develop this game. Players of my first game, Hero Mages, took part in the early design phase, making key contributions to the playability and creative aspects of the game, including the gameís distinctive squirrel-themed cards. Since then, Kelly and I have involved you throughout our development journey on social media, Kickstarter, our forums and our Discord. And recently, Iíve been streaming the development weekly on Twitch where Iíve created player-inspired cards live while you work with me.

    Buying the game in prerelease means you have a chance to shape its development and be an integral part of helping to create an exceptional community and game experience. Prerelease sales also helps me continue funding development and deliver the high-caliber quality youíve come to expect from the games I create for you.

    Why the $29.99 price point?

    I speak sincerely and from the heart when I say youíll be getting an exceptional experience easily worth multiple times more than our price point. Player satisfaction is my top commitment as a developer. I looked closely at our competitors and was dismayed to learn an average F2P CCG player might spend $400/year on cards, many of which arenít even the ones they want. I donít do that. Summoners Fate will include the entire launch cardset with the game and each of our cards has value and is super fun to play. If youíve participated in our Discord or Twitch, you already know this. I donít design ďfillerĒ content. We donít have rares and commons to manipulate your spending habits. Youíll never dust cards because you bought something you didnít want. Summoners Fate is a game developed from the heart and this shines through when youíre playing it. Itís not just a game youíre getting, either. You get to be part of a fantastic, welcoming community of like-minded players. You get to participate in live discussions with me on Discord and my weekly Twitch stream. You have a voice that is heard and recognized. You get to be a part of building something great and share in the joy of all those who hear and validate your ideas and see them come to life in my work.

    Is the prerelease available on Steam, Discord or other third-party stores?

    We have plans to distribute via third party stores (Steam, Discord, etc.) in the springtime when we have completed the single player features and the game is ready for mass audience. The prerelease offered on our website is not Steam ďEarly AccessĒ nor does the purchase of the prerelease come with any third-party distributor entitlements (ex: access to game via Steam). Upon purchase, youíll be able download the build on your desired operating platforms (Windows and/or Mac) and use the one-time-use registration key to activate the full release game entitlements on all platforms. When the game launches on mobile, it will be a free-download and offer DLC purchases to unlock the premium content thatís already included with your prerelease purchase. Youíll be able to access this content when you login with your account from any platform. Like the desktop version, the mobile builds are still in development and currently require access to our testing programs (Test Flight and Google Play Closed Alpha Testing) to access. Invitations to participate in these programs are available now to all prerelease players.

    How many cards are included in the prerelease?

    Currently, there are over 170+ of the 400+ cards planned for launch implemented within the game. During the prerelease, all cards are unlocked for testing purposes. When the single player is ready, I will reset the card access to follow the intended gameplay flow of completing the adventures to unlock the cards for your deck. When this happens, Kickstarter backers who purchased card bundles will receive access to the cards and exclusives included in their reward tiers.

    I supported the Kickstarter when Summoners Fate was presented as F2P, how does this change affect my rewards?

    I put a lot of thought and consideration into my decision to change from a F2P to a premium business model. As Iíve communicated before, I couldnít reconcile the design values of the game (outlined above) with a business model thatís dependent on an extrinsic-reward-motivated core loop. I believe this change creates both a better game and a far better value for our players. I will do my best to ensure everyone who supported us is satisfied with the project and their rewards. Anyone that backed us at the Orc Battle Barrel tier or higher is entitled to a prerelease key, so please reach out to me if you havenít yet received one. I look forward to seeing you on the battlefield!

    I missed the Summoners Fate Kickstarter and want to support development, is there anyway I can still contribute and get access to the exclusive rewards?

    Several members of our community have expressed regret that they missed the chance to participate in our Kickstarter and would love to support development and gain access to some of the very exclusive rewards (such as having a character designed in their likeness). Iím honored by this request, and to give you this opportunity, I will be setting up a development contribution on our website. This will include pledge rewards mirroring the tiers we used for Kickstarter. Excluded from this is the Golden Dragon, which was specifically defined as a Kickstarter-only exclusive. These options will be available on February 6th when the prerelease is available.

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