0.0.66
Sorry for the delay. I got hit by a car. Added art to book battle Added meet Gwain Added meeting Jenny
Sorry for the delay. I got hit by a car.
Added art to book battle
Added meet Gwain
Added meeting Jenny

Sorry for the delay. I got hit by a car. Added art to book battle Added meet Gwain Added meeting Jenny
Sorry for the delay. I got hit by a car.
Added art to book battle
Added meet Gwain
Added meeting Jenny
Added Gwain Added art to Book Battle
Added Gwain
Added art to Book Battle
Added Entering The Tower Added art to Branch Added Tower Monsters Added To The Lift Added The Sixth Tower
Added Entering The Tower
Added art to Branch
Added Tower Monsters
Added To The Lift
Added The Sixth Tower
Added The Fourth Tower Added art to Organize This new art is by far the cutest in the game.
Added The Fourth Tower
Added art to Organize
This new art is by far the cutest in the game.
I fixed the missing part of the Dragon Story. Added the stories: Sailing East Scenes from a Boat The Shoreline Disembark The story The Fourth World got an art piece
I fixed the missing part of the Dragon Story.
Added the stories:
Sailing East
Scenes from a Boat
The Shoreline
Disembark
The story The Fourth World got an art piece
0.0.57 update! Added Sailing East Added more alternate nodes to arcade level 2, new card, 2 new items, and 1 new status effect. The big news is the change of schedule. Right now, the game is updated every three weeks. I'm changing to every 2 weeks to put more pressure on myself.
0.0.57 update!
Added Sailing East
Added more alternate nodes to arcade level 2, new card, 2 new items, and 1 new status effect.
The big news is the change of schedule. Right now, the game is updated every three weeks. I'm changing to every 2 weeks to put more pressure on myself. Let's get this story finished :)
0.0.55 update! Added The Boat Added art to Lunch Added more alternate nodes to arcade level 2 With the newest additions to world 2, about a third of the alternate nodes are finished. There is a new system that prevents the player from getting too many or too few alternate nodes i
0.0.55 update!
Added The Boat
Added art to Lunch
Added more alternate nodes to arcade level 2
With the newest additions to world 2, about a third of the alternate nodes are finished. There is a new system that prevents the player from getting too many or too few alternate nodes in a single level.
0.0.55 update! Added Rose Added art to Reach the City Added art to Sunny Day Added 6 alternate nodes to level 2 in arcade mode The story continues, with many new alternate nodes added. The alternate nodes make the runs feel different from each other.
0.0.55 update!
Added Rose
Added art to Reach the City
Added art to Sunny Day
Added 6 alternate nodes to level 2 in arcade mode
The story continues, with many new alternate nodes added. The alternate nodes make the runs feel different from each other.
Merry early Christmas and Happy New Year! Quick patch notes: Added art to the Dragon fight Added art to Trevor Added art to multiple events node in arcade mode Added new card level ups Many normal cards got a change at level 4, where they are enhanced in some way. This round was
Merry early Christmas and Happy New Year! Quick patch notes:
Added art to the Dragon fight
Added art to Trevor
Added art to multiple events node in arcade mode
Added new card level ups
Many normal cards got a change at level 4, where they are enhanced in some way. This round was all attack cards, and I got about half of them. The next batch will be the magic cards.
What's Next:
The next Update will be on 1/14/2026. It will be a big one!

Happy Thanksgiving! This build finishes The Dragon story line with a boss fight. The art for the bosses cards didn't make it because of the holidays, but the fight is playable without them. This build added art to: Confrontation Tower Foyer (Either of them could easily lift the w
Happy Thanksgiving!
This build finishes The Dragon story line with a boss fight. The art for the bosses cards didn't make it because of the holidays, but the fight is playable without them.
This build added art to:
Confrontation
Tower Foyer

(Either of them could easily lift the wagon, but it's awkward to balance)
The combat rework continues, with more cards getting improved. My goal is for all basic cards to have a special upgrade at the III level. I also want to totally rework the boot items, so that they change what movement card is generated for the character or something equivalent. Lots of work to do!

What changed: Added the Treasure Hunter story Modified Heart to Hearts Reworked combat Added art to Fixed Wagon Fixed several broken scenes What happened: Several scenes were broken and unplayable. They have been corrected. Thanks for the bug reports. Treasure Hunt was supposed t
What changed:
Added the Treasure Hunter story
Modified Heart to Hearts
Reworked combat
Added art to Fixed Wagon
Fixed several broken scenes

What happened:
Several scenes were broken and unplayable. They have been corrected. Thanks for the bug reports.
Treasure Hunt was supposed to have a follow up story about the actual treasure hunt. That was forgotten and the story just moved on. It was very jarring how the story was left incomplete. Treasure Hunters adds the conclusion to that little tale.
The theme and vibe of Heart to Hearts was inappropriate for this game. It’s been corrected to be more in line with the rest of the game.
Combat got a large rework. HP on characters was largely increased. Base damage was largely increased. Scaling damage on cards was reduced. As an example, Smite deals 6 damage, up from 4 damage. Smite IX now does 14 damage, down from a staggering 20 damage.
What does this mean? Low level combat is basically unchanged. Characters take about the same same number of cards to kill as they used to. High level combat is no longer “have armor or die instantly”.
Speaking of armor, armor was changed in this as well. Light armor now blocks more damage over all than heavy armor, but blocks a small amount each hit. Heavy armor blocks less overall, but can block entire hits. Super heavy armors gained the fleeting keyword, but block a lot.
What’s next:
The card rebalancing is not yet complete. Armor needs more work. Traits like Tactical don’t scale yet. Trainings don’t scale yet.
Upgraded cards are boring. We want to make them more exciting.

Here's what changed! Added the Enter The Lair story Added combat background Added art to the The Third World story Increased arcade mode difficulty Lots of bug fixes, including the max level bug in arcade mode. Our trust gray combat background has served us well, but it's time to
Here's what changed!
Added the Enter The Lair story
Added combat background
Added art to the The Third World story
Increased arcade mode difficulty
Lots of bug fixes, including the max level bug in arcade mode.

Our trust gray combat background has served us well, but it's time to add more color to the levels. We have a forest background and a sky background for world 4.
Arcade mode world 2 and 3 are harder than they used to be. Not too much, but it's possible to lose fights in them now.
The next update is going to be a huge one. Damage scaling is out of control in arcade mode. You should always take the max token weapons you can, and then melt your enemy. A gold token weapon card is literally 6 times more valuable then a normal weapon card. It's impossible to balance the game around this. I am going to flatten how attack cards gain damage.
I'm also going to change armor. Monsters will gain much better armor, but will also have the once keyword on their armor to prevent a stalemate. In general, armor will last as long as it used too, but will protect less per hit.

This update brought two big things. The first is that the upper route of arcade mode world 3 got its final route. The player can now trek across the world. The nodes shouldn’t be considered done. They need a lot of balance, but we have something on screen now. The worlds take a l
This update brought two big things.

The first is that the upper route of arcade mode world 3 got its final route. The player can now trek across the world. The nodes shouldn’t be considered done. They need a lot of balance, but we have something on screen now. The worlds take a lot of effort to make. Making 25ish unique nodes, each with an alternate version takes around a hundred hours, and we have three world sets of that.
We still have so much work to do in arcade mode, but it’s great to finally have the route in.
The second is that Fallen Down has a problem. Lenette explains it best.

Cards explain their own rules well enough, but the final result of playing a card is very difficult to know. If a target has vulnerability, block, & armor with 3 durability, and stagger, how much damage will smite do? To fix this, I’ve added damage predictions. It’s a little UI piece over the heads of enemies before you attack. How does it work?


Technically, Fallen Down is very complex. The card engine code to resolve attacks is thousands of lines of code, with callbacks leading to and fro across the code. The concept of unresistable armor damage like Wreck does is around 200 lines of code by itself
Attacks start and go across stages. During any stage, events will be raised and resolved.

Pretty easy to understand and follow, right?
Many effects have a limited number of times they can be used. To see how much damage something is going to do without using up the effects or damaging armor, we need to be able to simulate an attack. There are many status effects, traits, and card effects that need to be able to look at a given situation and make a prediction about how much damage they will add or remove.
Luckily, most things that need to make a prediction fall into a pattern. They need to know who is attacking, who is being attacked, and they can resolve the internal logic from there. Better yet, the really complicated things like Rosega’s Guardian trait don’t need this, because AI doesn’t show predictions. As a result, I only had to change about 30ish classes instead of the possible 90ish.
0.0.50 is now live! Fleshed out notes will be available in a few days. What's new in this build: Added the 'Giant Skeleton' plotline Added combat damage predictions Finished upper route of world 3
0.0.50 is now live!
Fleshed out notes will be available in a few days.
What's new in this build:
Added the 'Giant Skeleton' plotline
Added combat damage predictions
Finished upper route of world 3

Thanks to everyone who purchased Fallen Down when it launched into Early Access August 17. We couldn't be more proud of our latest game. We've already pushed the first of our content updates on September 4th. You can see the patch notes below: Added the 'Poetry Jam' plotline Adde
Thanks to everyone who purchased Fallen Down when it launched into Early Access August 17. We couldn't be more proud of our latest game.
We've already pushed the first of our content updates on September 4th. You can see the patch notes below:
Added the 'Poetry Jam' plotline
Added the 'Portal' plotline
Added the 'Skeleton Way' plotline


Beyond this, you can continue to expect content and storyline updates for Fallen Down every three weeks. Fallen Down is a growing and sprawling story adventure, and now's the best time to get started on the path.
Our next update is planned for September 25th.
-Added Skeleton Way story -Added Portal story -Added Poetry Jam story -Fixed many minor bugs
-Added Skeleton Way story
-Added Portal story
-Added Poetry Jam story
-Fixed many minor bugs
Early Access Is Almost Here – Here’s What’s Inside You’ve been waiting, and we’re almost ready to open the gates. Here’s what you can dive into on day one of Early Access: Arcade Mode – Fully playable, with new nodes and encounters being added regularly. Story Mode – Over 300k wo
[h2]Early Access Is Almost Here – Here’s What’s Inside[/h2]
You’ve been waiting, and we’re almost ready to open the gates. Here’s what you can dive into on day one of Early Access:
Arcade Mode – Fully playable, with new nodes and encounters being added regularly.
Story Mode – Over 300k words of content to explore - a huge and continuing to expand story.
While you’re playing, we’ll be working on:
Furthering the story every 3 weeks
More art, polish, and new visual flourishes
Additional branching paths for Arcade Mode
Your feedback will shape the final stretch. Tell us what works, what doesn’t, and what you want more of.
[b]Thanks for sticking with us.[/b]
Mercenary Mage Games

The wait is almost over. We’re excited to announce that Fallen Down launches into Early Access August 17th. Why Early Access? The game is nearly feature complete, and will have a story spanning 300,000 words at the time of its Early Access debut, but that’s just the beginning. Ev
The wait is almost over. We’re excited to announce that Fallen Down launches into Early Access August 17th.
Why Early Access?
The game is nearly feature complete, and will have a story spanning 300,000 words at the time of its Early Access debut, but that’s just the beginning.
Every 3 weeks after Early Access - the story will continue to grow towards its conclusion. And as development progresses further, you can expect new encounters, CG art, enemy types, items, and so much more.
Wishlist Fallen Down now, and see you on the road August 17th.

The biggest demo update has arrived. Many, many bug fixes. Many combat effects. Death effects. Many new art pieces in story mode. The goal at this point is to pump advertising to reach a desired about of wishlists. As soon as that number is hit, we'll enter early access. We have
The biggest demo update has arrived. Many, many bug fixes. Many combat effects. Death effects. Many new art pieces in story mode.
The goal at this point is to pump advertising to reach a desired about of wishlists. As soon as that number is hit, we'll enter early access. We have a long way to go, but we are picking up speed as my entire efforts turn to marketing. Let's get this game seen by folks, so I can finally hit that enter early access button safely!
Demo update 2! Highlights New story system Saving and loading during arcade Point system for arcade progression Battle effects Battle quips Minigames in arcade mode Character ear system
Demo update 2!
Highlights
New story system
Saving and loading during arcade
Point system for arcade progression
Battle effects
Battle quips
Minigames in arcade mode
Character ear system