Hello prophets! I'm reaching out to remind the crowd of two things. Since life on Soma is precious, let's get right to it: Crossover Community Challenge The community design challenge is still ongoing! If you've got ideas and suggestions for a crossover prophet that brings some o
Hello prophets!
I'm reaching out to remind the crowd of two things. Since life on Soma is precious, let's get right to it:
Crossover Community Challenge
The community design challenge is still ongoing! If you've got ideas and suggestions for a crossover prophet that brings some of the Crownbreakers vibe to Nowhere Prophet, the best way to share them is in the Discord Server or in the Steam discussion topic!
I would love to add a new prophet to the game but I need your help to do it. The pilgrimage across Soma can not be done alone, so this too needs us to come together to build something great!
Crownbreakers Kickstarter - 4 days left
Crownbreakers is a tactical card brawler that lets you beat up demonic billionaires. I have been working on it for three years now and if you like imaginative, fantastical cities and interesting, tactical choices you might want to check out the demo!
The Kickstarter campaign was funded in three hours and has only four days left! I started the Kickstarter campaign to give me the budget to add more cool stuff to the game. In exchange there are some fun rewards in there, like getting a character sketch, becoming an enemy or more!
And just as with the challenge, I'm turning to you for your input and support!
Hello prophets! Let's start with the most important thing: If you like Nowhere Prophet, you might want to support my next game: Crownbreakers ! If you do, you might want to play and review the demo on Steam , follow the upcoming crowdfunding campaign , and tell your friends and/o
Hello prophets!
Let's start with the most important thing: If you like Nowhere Prophet, you might want to support my next game: Crownbreakers! If you do, you might want to play and review the demo on Steam, follow the upcoming crowdfunding campaign, andtell your friends and/or favorite content creators :)
So with that out of the way, here's what's new on SOMA:
Mobile Version coming to Steam
I've been working on bringing all the improvements we made for the mobile version to Steam. That means multiple improvements for small screens and touch input but also some other useful things. Most important among these is a new easiest difficulty level called "Destined".
Here's the planned changes:
Runs on Destined and Chosen are one map shorter
Reduced cost to rest (-1 on Destined and Chosen)
Reduced cost to level up or learn cards (-5 batteries on Destined and Chosen)
Reduced cost for cards in shops (-20% on Destined , -10% on Chosen)
Reduced cost for Followers in locations (-2 batteries on Destined, -1 on Chosen)
More followers offered in locations (+1 rare follower on Destined, +1 common follower on Chosen
More rest uses per non-milestone camp node (+2 on Destined, +1 on Chosen)
It's not live yet but if you are interested in giving it a go and providing some feedback, you can find it in the public BETA Preview channel. Simply right click on the game in your library, hit properties, then Game Versions & Betas and pick "Preview" from the dropdown.
If you give it a try, please let me know what you think of these balancing changes!
Hi friends! It's a real whirlwind over here! After the surprise mobile launch last week, this week follows up with some more banger news: Crossover Community Challenge Ever since I started working on my new games Crownbreakers, I had an idea: It would be a ton of fun to bring one
Hi friends!
It's a real whirlwind over here! After the surprise mobile launch last week, this week follows up with some more banger news:
Crossover Community Challenge
Ever since I started working on my new games Crownbreakers, I had an idea: It would be a ton of fun to bring one of the characters from my new game into Nowhere Prophet as a playable class! And while I'm currently laser focused on building the new game I thought that it might make for a great community challenge in the wake of the demo release! So here goes:
Let's bring Ten Winds from Crownbreakers into Nowhere Prophet!
Who's Ten Winds?
The best way to find out about her is to play the demo. But to sum it up: She is a hard-hitting brawler with lightning powers. There's a lot more to her but that's the gist. Her class name in Nowhere Prophet would be The Hammer.
What's the challenge?
You can make suggestions for class-specific content! If we get enough good ideas I'll put them all in a blender and into the game as a new playable class! So, what are the things we need to create a new prophet?
Each prophet comes with a starting deck of 12 cards (2 of which are rare), a set of 18 learnable leader cards (5 common, 5 rare, 5 legendary and 3 mythic) and an unlock condition that makes them available as an option. These are the questions we need to answer, so now you can:
Suggest a starting deck (or just cards you think would be a good fit)
Suggest new leader cards (individual ones or even an entire set)
Suggest a set of learnable cards (including new and/or existing cards!)
Suggest an unlock condition
I have also created a new mechanic inspired by the Knockback feature in Crownbreakers: Push / Pull with Crash X. When pushing or pulling a unit, if the last / first slot is already occupied, both targets are moved as usual but take X damage!
Ideally that update to the game also contains a Crownbreakers crossover class to tie it together into a nice, chunky update! But for now I've uploaded a beta version including the mobile difficulty changes to Steam. If you are curious and want to give them a go, you can use the BETA feature and enter the password newmobiletimes to access that version.
If you give it a go, let me know what you think!
And that's the news on Nowhere Prophet, but that's not all!
The Crowbreakers Demo is OUT NOW!
View game pageIf you've enjoyed Nowhere Prophet you should give it a go! And if you did NOT enjoy Nowhere Prophet (what are you doing here?) you NEED to give it a go! It's building on many of the lessons I learned making Nowhere Prophet and I think it's so much better for it.
So if you give the game a spin, let me know what you think! There's a handy feedback form available in the demo itself, but of course you can also leave a review or post in the discussions on Steam. There's a subreddit for you or you can jump on the Sharkbomb Studios discord and share your feedback!
Whichever option you chose, I'm most likely going to read it. Sharing your experience with and thoughts is one of the best ways to help me make a better game. Also hearing nice things is always such a motivation boost for me. People having fun playing the game is why I am making it, after all!
I'd love to use that opportunity to answer some questions you folks might have about my games, or game development in general. I'll bring a bunch of questions into the stream so I am prepared to have some useful things to talk about but for that I need your help:
So if there's anything you ever wanted to ask me, let me know!
Crownbreakers Crowdfunding
And here's the last bit: I've been working on a crowdfunding campaign for Crownbreakers that will launch later this year. It will feature some exclusive rewards that will only be available there! If you remember the "First Access" days of Nowhere Prophet, you might know what I'm talking about.
So if that sounds like something you would want to join in, then subscribe to the pre-launch page on Kickstarter to get notified immediately once the campaign goes live! A great way to stay in the loop and to signal to others that this is going to be a cool campaign!
And that's it for today! I'm excited to see what this week brings with the release of the demo to all the players on Steam!
Hi everyone! We have some exciting news - Nowhere Prophet is OUT NOW on iOS & Android! As a special thanks for all of you OG Nowhere Prophet players, you can click here on your Apple device to grab a limited time 20% launch discount for the game on iOS! You can try a bit of t
Hi everyone!
We have some exciting news - Nowhere Prophet is OUT NOW on iOS & Android!
As a special thanks for all of you OG Nowhere Prophet players, you can click here on your Apple device to grab a limited time 20% launch discount for the game on iOS! You can try a bit of the game for free on both platforms, and if you decide you want the whole thing, then you can purchase to unlock the full game!
Not only that, you can also grab Nowhere Prophet for 75% OFF on Steam right now!
We've been working on making the mobile version perfect, and now we're super happy to finally launch! Now, you can conquer the wasteland & lead your caravan wherever you go!
Thank you again for all of the support you've given Nowhere Prophet over the years - we'll see you out there!
Hi everyone! I hope everyone had a good start into 2026. I've been chugging along working on and polishing the Crownbreakers Demo and it's finally ready! It took a bit until I felt it was good enough to see the light of day but starting today you can grab the Demo on itch.io . Th
Hi everyone!
I hope everyone had a good start into 2026. I've been chugging along working on and polishing the Crownbreakers Demo and it's finally ready! It took a bit until I felt it was good enough to see the light of day but starting today you can grab the Demo on itch.io.
The demo offers around 30 to 60 minutes of playtime. It contains the initial tutorial level and a brief taste of the city meta gameplay. From there you can start a run against the tyrant of Downfalls. Win or lose that run you can then take a look at a late game experience in a bigger level with a more complex deck and tougher enemies.
I"m eager for you to give it a go and share your feedback with me! You can either do so through the special feedback form in the demo's main menu, you can post here or join the Sharkbomb Studios discord. And of course, you can wishlist Crownbreakers here on Steam.
Why itch.io and not Steam?
I decided to launch the demo on itch.io first because it is a much smaller audience and lets me see how people respond to the demo before I publish it on Steam. I want the demo to be in its best shape before launching it here.
But don't worry! The demo will come to Steam too in the near future. So if you don't want to hop over to itch.io you can simply wait a bit. I'm sure to make enough noise once the Steam demo goes live so you won't miss it.
Happy holidays, my friends! It's the tail end of the year and that's a good opportunity to look back at the year and to see how far you've come. I know I have the tendency to always look at all the work I have left to do, which makes me forget to celebrate and appreciate all the
Happy holidays, my friends!
It's the tail end of the year and that's a good opportunity to look back at the year and to see how far you've come. I know I have the tendency to always look at all the work I have left to do, which makes me forget to celebrate and appreciate all the work I have already done.
So in the interest of my mental health, I've put together a little video showing the progress on Crownbreakers from the very first pre-prototypes I put together at the end of 2022, all the way to now, three years later in 2025 with the game being almost demo ready:
A video showing the development of Crownbreakers over the years
I've been sharing this video (and other things about Crownbreakers) around social media (okay, mostly Reddit) a bit and I have to say, I was really positively surprised by the many people that piped up to say that they really enjoyed Nowhere Prophet and conversely are looking forward to Crownbreakers. At this point Nowhere Prophet is over 5 years old and while it was quite successful it wasn't really a big hit. So it's really nice to hear that it has found its place among you lovely folks! Warms my heart, I tells ya.
Different screenshots from lovely Reddit comments about Nowhere Prophet
Still, it is a little strange to me because as mentioned, I always have my eye towards what is missing. This means I always look at Nowhere Prophet through the eyes of its creator, thinking about all the things I'd change, improve or just simply do different, if I would make it again. So, why not take a moment to talk about these things, and how I'm addressing them in Crownbreakers.
To my mind there's three main shortcomings in Nowhere Prophet:
Difficulty: It's punishingly high even on the lowest levels, making people bounce off of the game.
Run length: At well north of 1 hour, a proper Nowhere Prophet run is quite a time commitment.
Story voice: It uses a lot of words and prose to tell its story but I don't think it connects well.
So, let's dive into these in a little more depth:
DIFFICULTY
Three difficulties, but even the lowest is tough!
The problem: Nowhere Prophet is frustratingly difficult and so people stop playing early on.
There's actually two different components to this:
One one hand it's the overall difficulty of the game: How tough enemies are to beat, how punishing the events are etc. As a game developer this is really hard to gauge since you know your game so well what seems "normal" to you is probably quite hard for people not as familiar with the game.
I think the lowest difficulty on Nowhere Prophet is still too high. The game should be a chunk easier, with more plentiful resources and easier healing on the map. My position is that, on the lowest difficulty, it should be possible for the absolute majority of players to finish the game. In fact, I think that's the purpose of the lowest difficulty: Make the game accessible to as many people as possible
And I don't think Nowhere Prophet quite meets that. Though, I am curious: What would YOU change to make Nowhere Prophet easier?
And the second component? Well, that's the sense of frustration. That's partly triggered by the difficulty but a big factor is also the fact that the enemy's hand cards are hidden. You don't know what's coming, and if the enemy has the perfect card to counter you, it might just feel like they've cheated. This lack of information generally create unpleasant surprises and is not something you can play around, unless you memorized the enemy decks.
As a player of traditional collectible card games (like Magic: The Gathering), not knowing what the opponent has in hand is a part of the game. I wanted to translate that to the digital realm, but of course it feels vastly different when playing against a human on even footing, than against enemies that have very different resources (and don't need to worry about wounds either!).
I think these two things combined can trigger a lot of frustrating moments.
User-selectable difficulty levels (interface still WIP)
The solution: More player choice in difficulty
In Crownbreakers there are a lot more knobs to tweak difficulty with, allowing you to move it up to the level of challenge you prefer.
I took a page from Balatro here, where the increasing stakes are unlocked as you complete runs with a deck. I like the sense of progression and mastery this creates, as you replay the same part with ever more challenging modifiers that make the run interesting in its own way.
Crownbreakers is doing something similar. But instead of difficulty being linked to a deck, it's linked to a district. The first time you fully clear a district you unlock the next difficulty level for that district. Each further full clear on the highest available difficulty gives you access to the next higher difficulty.
Whether the lowest difficulty is hard enough to be interesting, while being easy enough to beat is something we'll just have to find out once the game's released...
RUN LENGTH
So many maps to travel through!
The problem:Nowhere Prophet runs generally take too long, making them feel like a big commitment
This kind of just shook out that way. I wanted the game to have multiple maps. I wanted the journey to feel like a long pilgrimage. I wanted players to get a lot of value for their money. But in the end the runs just need more time than I think is good. Shorter runs make it easier to just jump into one quickly.
Not only that, a long run in a roguelike also incurs a lot of frustration if you die close to the end. Because getting there took such a long time, losing after 100 minutes is much more painful, than after 20.
Breaking open a treasure for a card mid-battle
The solution: Shorter runs
I guess this one is kind of obvious, right? Shorter runs are the solution to runs that are too long. But that opens a whole new can of worms: The general approach of many deck builders (Nowhere Prophet included) is an overworld with its travel rules and deckbuilding options, and different fights to play your deck.
This deck building paradigm means that a certain amount of "map action" is needed to give you enough opportunities to edit and adjust your deck. Cutting that to make the runs shorter also cuts out the deck-building. So how did I approach this in Crownbreakers?
Firstly, Crownbreakers runs are short. Approximately 20-30 minutes only! That's very short for a deck-builder. Obviously it's a turn-based game so you can take however long you want to take, but that's the goal I'm aiming for. Short, snappy runs. Without a map to navigate mid-run. Instead multiple come together to make a bigger thing: Freeing the districts from their tyrants is broken down into individual routes, each their own little run. All need to be cleared to make progress on that district.
But if there's no map, where do you build the deck? Well, you do it while you fight! There are treasures to break to add new cards to your deck, and there are ways to remove cards from your deck during the battle. This makes the entire fight much more dynamic!
STORYTELLING
So much text, just to click "Fight."
The problem:TheNowhere Prophet world is interesting but the story doesn't grab people
This probably the most disappointing one to me. I've poured a lot of love into the world of Soma but I don't think people connect with it as much as I would have liked them to. How can I tell? Well I think there's a simple metric for this: Fanart.
I believe fanart is a great indicator of people connecting to a story or a world. In fact they connect so strongly that they want to create their own stuff within it! I think as a creative, making a piece that inspires fanart is a sign of success. Inspiring others with your work is an honor. Unfortunately Nowhere Prophet hasn't really inspired any fanart I have seen. Why?
I think a big reason is that due to the procedurally generated nature of the game, I kept the narrative kind of interchangeable and replaceable. That means there's no recurring characters you get to meet, to love or to hate. I think that's the biggest failing.
There's also another problem with the storytelling in Nowhere Prophet: It wastes a lot of words on prose that, while setting the mood and communicating the world, isn't really read by a lot of people. It's large chunks of text that most people skip through. It is a little better if there's an interesting decision to be had - then players read to get the context for their decision. But there's plenty of text that is just fluff, like the image above. And considering that every word needs to be translated, that is also a big extra cost for something people don't need.
A character has got something to share with you
The solution: Character-driven dialog-first storytelling.
In Crownbreakers everything revolves around the characters. Your heroes and champions, your friends and connections, and your tyrants and enemies. These are people you will meet over and over, get to know them, and their world. And over time your relationships will change and adjust.
This also means that 99% of the storytelling text is dialog, not prose. It's much more efficient and that means every word expresses the characters. Granted, writing dialog well is its own challenge but I think I can get there.
Actually Hades was a big influence on that. I think the writing team does such a good job at portraying and communicating characters and the reactive nature of the dialog to your playthroughs works so well for a roguelike, so I am taking a page out of their book :)
I can't wait for you to meet the people of Cascade!
Anyway, that's it with this deep dive! Ah, see?! Now my "critical eye" has won out again and I spent all these words talking about the failings of Nowhere Prophet. Maybe next time I'll talk about the things Nowhere Prophet did right and how I'm carrying these over into Crownbreakers. Would that be interesting for you?
NEXT STEPS
So, what's next for Crownbreakers? I'm still working on the demo. It's going to be ready very shortly!So, if you're interested in that, you might want to join the Sharkbomb Studios Discord to stay up to date!
Other things you might want to check out are:
Sharkbomb Studios on TikTok
I've started uploading some short form videos and I've been having fun with them. There are more to come! For example, I'm planning to upload some insights into my time at the Rabbit and Comic Con! So make sure to follow!
Crownbreakers Crowdfunding Campaign
It's still a bit away but I am planning a crowdfunding campaign for Crownbreakers in the beginning of next year. Subscribe to the pre-launch page on Kickstarter to get notified immediately once the campaign goes live! The best way to not miss anything!
Ex Umbra Crowdfunding Campaign
This one is even further away but I am also planning a printed edition of my (solo) tabletop game Ex Umbra that has you build dungeons as you play. As above, if that sounds interesting follow along on Kickstarter!
And that's it for today!
Talk to you soon,
Martin
I know you're probably sick of it by now, but if you made it this far, you might have forgot to WISHLIST CROWNBREAKERS!
Hello Friends, November was a busy month for me! Here's all the cool stuff I added to my new deck-builder Crownbreakers . If you haven't head of it yet: It's a brand new world of magic and modernity with a dynamic card battle system that has you free a city from tyranny! If any o
Hello Friends,
November was a busy month for me! Here's all the cool stuff I added to my new deck-builder Crownbreakers. If you haven't head of it yet: It's a brand new world of magic and modernity with a dynamic card battle system that has you free a city from tyranny! If any of that sounds good, you should stop reading and WISHLIST the game, right now! Then you can come back and read on :)
NEW CITY VISUALS
Up until November the visuals for the city were still a rough placeholder. Now this part of the game has been dramatically improved!
The old placeholder interface for the city
The new city screen
It took a while to really figure out how to present the city. We could have skipped the 3d environment and just made an abstract menu but it's important to me for Cascade to feel like a place. A big part of that was figuring out the scale and level of abstraction. I've started with actual geographic data from cities to try things but it quickly turned out that showing individual buildings is too much. It also requires a camera that's close enough for those to matter, but that would either lead to a tiny city or a lot of scrolling.
I eventually decided on a scale that's far enough away that we can see larger simplified city blocks and the larger streets without seeing individual houses or details. It's more like a model of the city than an actual, real city.
The city itself is put together in the Blender 3d software by using 2d outlines of the different blocks. These are then projected onto the terrain, and then given depth to turn them into city blocks.
To do that I'm using so-called Geometry Nodes. This is a simple but powerful system that lets me transform them dynamically, so that I can re-import the outlines to update the 3d easily. It also gives me control over the height of the blocks in different areas, the variation in height etc.
And to make it shine, the camera also needed some work. With a key feature of the city being a giant magical rock, using that as the center of an orbiting camera just felt natural. It took a while to get the movement to work right but now it's a lot of fun to explore the city.
With all that said, I want to note that I am still working on the final style of the city itself. There's still a lot to pin down in terms of color, textures, and lighting but the general setup works pretty well.
I'm super curious to hear your ideas: What would you add to make the city more alive?
ROUTE CONCEPT
Aside from working on the city visuals, I also delved deeper into the structure of the districts: The places controlled by the tyrants that you go to to try and break their hold on the city. So far each district had a sequence of stages, each one capped by a boss. This was solid but felt like it lacked player choice a little.
The current placeholder interface with some placeholder text and images.
Now each district has one tyrant and multiple lieutenants. Each of these has their own "Route", with slightly different mechanics and configurations. This gives each of these places a bit of a different texture within the larger district. And each of these routes is capped by its own boss, letting you choose which boss to go up against!
TUTORIAL IMPROVEMENTS
A big part of my stay at the Rabbit were the weekly playtests: A great opportunity to refine and improve the tutorial. The residency directly segued into Crownbreakers' presence at the Comic Con in Stuttgart last weekend. So to make sure the game is as smooth as possible to learn, I put a lot of time into lowering the difficulty and complexity in the beginning:
For example I added custom highlights that can point to specific things in the UI or the battlefield so the player has an easier time understanding what is what. They are animated to catch the player's attention so elements of the UI that are on the edges don't get lost.
I've also added more tutorial pages that are more responsive to explain things as the battlefield changes. For example, the first time a hazardous, explosive barrel is on the battlfield, the game explains now the concept of hazards to you. There are multiple such moments that help you understand how things function.
NEXT STEPS
So, what's next for Crownbreakers? I'm working hard on a demo so December will focus on giving that more polish and possibly even releasing it. If you're interested in that, you might want to join the Sharkbomb Studios Discord because the demo will definitely first launch there!
Other things you might want to check out are:
Sharkbomb Studios on TikTok
I've started uploading some short form videos and I've been having fun with them. There are more to come! For example, I'm planning to upload some insights into my time at the Rabbit and Comic Con! So make sure to follow!
Crownbreakers Crowdfunding Campaign
It's still a bit away but I am planning a crowdfunding campaign for Crownbreakers in the beginning of next year. Subscribe to the pre-launch page on Kickstarter to get notified immediately once the campaign goes live! The best way to not miss anything!
Ex Umbra Crowdfunding Campaign
This one is even further away but I am also planning a printed edition of my (solo) tabletop game Ex Umbra that has you build dungeons as you play. As above, if that sounds interesting follow along on Kickstarter!
And that's it for today!
Talk to you soon,
Martin
I know you're probably sick of it by now, but if you made it this far, you might have forgot to WISHLIST CROWNBREAKERS!
Hey fellow pilgrims! I just wanted to reach out and let you know about Crownbreakers , the next Sharkbomb Studios video game, and it's another unique deck-building roguelike! If you loved Nowhere Prophet, enjoy tactical decisions and hate capitalism, you can just wishlist right a
Hey fellow pilgrims!
I just wanted to reach out and let you know about Crownbreakers,the next Sharkbomb Studios video game, and it's another unique deck-building roguelike! If you loved Nowhere Prophet, enjoy tactical decisions and hate capitalism, you can just wishlist right away. Otherwise read on and let me tell you why this combination of deep, dynamic gameplay, colorful characters, and a story of anti-capitalist resistance is for you!
You take your crew of fellow Champions and you crash into a district controlled by a tyrant. Your goal is to beat them and take as much of their stuff as possible. The more resources you earn, the more you have to share with the communities of the city. To win your battles you need to knock enemies into each other, build up your momentum and keep rushing forward.
Check out the announcement trailer for a good look at the gameplay!
The core of the game is to manipulate the battlefield. Sure, you can move your own units but you can also push obstacles and enemies around and into place. There's a lot of fun in shoving enemies into each other for some extra damage. But there's even more interesting environmental hazards to knock them into: Thorn traps, explosive barrels, and more. Figuring out how to maximize the battlefield each turn is such a rewarding puzzle! I live for the moment when I can pull off a chain reaction of barrel explosions blowing up half the screen.
But there's not just the traps and explosions. You've also got a lot of cards and attacks with specific area-of-effect shapes! So besides using the traps, you'll also want to position the battlefields just so to make the most of your cards. The synergies are not just bound in abstract status effects but in the spatial configuration on the battlefield! And man do I feel clever if I find the perfect sequence to use the battlefield as a weapon to pulverize the opposition.
Build up Momentum
But if that was everything, the battlefield would turn into a barren field of craters pretty quickly. So a core part of the game is to advance and move forward. After all, the tyrants hide behind rows of minions and you have to fight your way forward.
To reach a district's boss, you need to build up momentum! Then at the end of your turn you can rush deeper into the district. The entire battlefield shifts to the right! It's a great moment but it also keeps the battlefield fresh: New hazards and new enemies appear giving you a totally new puzzle at the start of your turn!
But advancing also lets you find treasure chests. If you spend your attacks breaking those you can upgrade your team and deck with rewards. You'll have to balance between getting rid of enemies and breaking open treasures. After all you need to survive but you also need to grow powerful enough to beat the boss. It's a deck-builder so new and more powerful cards are the most obvious reward you can get. You can also find powerful relics that can be the motor for your synergies.
But the most fun reward are the stickers: You can put these on your cards to modify them for the run! There are stickers that increase the damage of an attack, stickers that let you draw a card each time you play that card, stickers that reduce the cost of a card. But the most fun stickers are those that add to the area of effect of a card! Make your own weird shapes.
Unite the City
In the world of Crownbreakers modern technology and magic coexist, magic is made possible through the strength of one's own soul. Unfortunately the capitalistic tyrants have found a way to exploit the nature of Magic for their own ends. Who would have thought.
And if you can literally turn souls into a resource for profit, finding ways to trap the poor and downtrodden in eternal soul debt is a logical step for the capitalists. Right? Especially if all that magical power they accumulate along the way lets them hyper-charge their stranglehold on the city. Man, fuck those guys.
To fight back, you go on short randomly-generated runs to take what you can from them. Once back in the city you share your bounty with the city's communities to help and unite them. The more you give, the more powerful your champions become and the more the city rises with you. Crank up the mayhem and grow powerful enough to break the tyrants.
Be the Guillotine! Wishlist Crownbreakers on Steam now!
HAPPY BIRTHDAY, NOWHERE PROPHET! Can you believe we've been travelling Soma and crossing the wastes for TWO WHOLE YEARS! It really has been a journey too, with new modes, new Prophets and a whole host of console versions bringing more players than we ever could have imagined into
HAPPY BIRTHDAY, NOWHERE PROPHET!
Can you believe we've been travelling Soma and crossing the wastes for TWO WHOLE YEARS!
It really has been a journey too, with new modes, new Prophets and a whole host of console versions bringing more players than we ever could have imagined into our broken world! We cannot BELIEVE what a fantastic time these last two years have been with Nowhere Prophet - we've achieved a great deal but we couldn't have done it without YOU, our Pilgrims and Players! Thank you to everyone who has supported Nowhere Prophet and a huge thank you to everyone who has played on the preview branch and sent us feedback through the discord! You've helped shape Nowhere Prophet into the game it is today, and it's one we're immeasurably proud of!
As the game has changed SO MUCH over the last two years, we thought we'd highlight some of our favourite updates, just to see how far the game has come!
19th July 2019
Nowhere Prophet is OUT NOW!
After a successful beta run and one of the most in-depth feedback rounds we've ever seen, Nowhere Prophet launched onto PC. We watched countless streams, YouTube videos and chatted to people on Twitter, though Martin also fixed 100s of bugs that weekend (he was a warrior). People were happy, but Nowhere Prophet still had a ways to go yet!
September 11th 2019
Custom Game Update
A few months later came my favourite update, the Custom Game Update! After fixing up bugs and balancing out bosses, Martin really got to spread his wings a little and give the game something that both players and he had wanted for a long while. A Custom Mode that allowed players to play in their own style, and however they wanted with the power of modifiers!
This update also introduced the Pioneers, a brand new convoy of Unionists looking to carve out their own path in Soma. Have you guided them to the end of the world yet?
28th October 2019
The Board/Control Update
With this update, everyone had caught the new follower bug - there were OVER 40 NEW FOLLOWERS added in this update to bolster and introduce some new playstyles into the game. To go with them, two new keywords were added, including BRAWL (which is my absolute favourite) and a new mechanic that allowed you to recover some of the spoils left behind by your previous caravan if you could find them!
27th November 2019
The Big Steam Update
By now, Nowhere Prophet had seen an incredible influx of players and new playstyles, thanks to the previous updates. That gave us time to look to Steam and see what we could improve there for everyone.
Of course, it was perfect that the card game got its own trading cards, and everyone got Steam Cloud support to boot, so you'd never leave a convoy behind again!
12th December 2019
The Spider and The Seer Update
At this point Nowhere Prophet had new cards, new convoys and new ways to play, so what better Christmas present could we give players than new Prophets!
The Spider and The Seer brought with them new (and slightly sinister) ways of playing, which opened up even more doors throughout Soma!
February 17th 2020
The Big Perk Update
This update brought the older convoys in line with the newer ones, and gave them all a unique perk that was intrinsic to them! This update took a while to get spot on, but we genuinely feel it gave each convoy some real personality and rewarded players who leaned into the playstyles of each convoy hugely!
From Strength of the Pack to Fortune's Favors, each convoy now had a new, interesting twist, as well as some new perks to unlock and enjoy!
March 18th 2020
The Breaker and The Stalker Update
Since Nowhere Prophet had started development 6 years prior, Martin had envisioned a specific group of Prophets. With The Breaker and The Stalker added to the game, that team was now complete!
Both of these Prophets brought with them marking and bringing down enemies in their own ways, and so with them, new keywords and strategies. Marking quickly became a favourite, with The Breaker seeing a lot of play!
June 30th 2020
Progression Overhaul & Controller Update!
In this update, controller support arrived, which meant lots of you knew EXACTLY what was coming next! A lot of the progression in the game was also reworked, with an emphasis on phasing out some of the things players had been finding cumbersome over the previous year!
In addition to that, the RAIDERS stealthily made their way into the game!
July 31st 2020
Nowhere Prophet OUT NOW on consoles!
We were so excited to bring everyone this update! Everyone had been asking for Nowhere Prophet to be portable and playable from the couch since launch, and after a lot of hard work, it was released on all consoles across the world!
And that brings us to our latest update, which introduced DRAFTING! You can read all about it here: https://steamcommunity.com/games/NowhereProphet/announcements/detail/2996564740809894852
It's been a long road, but Nowhere Prophet has really shone throughout the last two years!
Thank you for playing, thank you for supporting and we'll see you at the end of the world <3
Lots of Love
Martin & No More Robots
It's been pretty quiet for a while but I've still been working on things behind the scenes. And now that the game has almost hit its two year anniversary it's time for a surprise update! A number of smaller and mid-sized changes have finally congealed together into an update that
It's been pretty quiet for a while but I've still been working on things behind the scenes. And now that the game has almost hit its two year anniversary it's time for a surprise update! A number of smaller and mid-sized changes have finally congealed together into an update that adds things along multiple fronts:
New Modifiers
First off, there are three modifiers that are available via Custom or Daily games now. All of these provide some interesting tweak to the core game experience:
Clairvoyance: See enemy hands This one is a fun little addition to the game: You can see the enemy's cards now peeking in face up and you can hover them at any time to fully reveal them. That way you know what they have in hand and can plan much better.
Confiscation: Steal an enemy leader card As a little variant you will be granted one enemy leader card after fighting an Elite or a Boss enemy. The card will be picked randomly but in exchange you'll be given an extra Focus point when you level up.
Conscription: Draft your deck at the start of the game This is the big one! With this modifier active you still select a convoy but you don't use its convoy cards. Instead when you start the run you pick from a random selection of cards to create a unique deck each time you play.
People have consistently been asking for a Draft mode and I really wanted to include one. I was thinking to make it its own game mode at first but it felt more at home as a modifier because it would then allow you to combine it with others more freely, and it would sometimes show up in the daily challenge.
I hope you'll enjoy it!
Control Equipment
Apart from that I've also added two pieces of equipment that help support slower, more control-focused playstyles.
Thought Disruptor This unnerving weapon uses technopathic principles to unleash a broadband mental attack on everyone caught in its radius.
It gives access to this power: Thought Fracture: All followers suffer -3/-3.
Ennui Engine A small dose of detatchment in the right place can increase combat performance by reducing concern for survival. Ethically highly questionable, unfortunately still effective.
It grants the following status effect: Unmoved: When a wounded follower joins your side: They gain Taunt and Stoic but can no longer attack.
Other Changes
Apart from that there have been a bunch of smaller stability and quality of life fixes as well as balancing tweaks. Also notable is that the community effort for a Portugese translation has come very far along that I decided to add it to the game. There's still some work to be done, so if you want to help polish it, you can do so at Localizor.io,
Without further ado, here's the assorted smaller changes:
Balancing • Faithful convoy: Replaced one Stalwart with a Steward • Faithful convoy: Replaced Steadfast Ox with Shiram Crusader • Added two new items to strengthen control builds • Outcastes and Pioneers travel perk switched • Zealous Frevor (Torchbearer) status effect only reduces convoy card cost by 1 (was 2) • Torchbearer has one more trigger of Zealous Fervor on Chosen and Burdened • Bandit Executioner has one fewer trigger of Pain is Wisdom on Doomed • Fear Campaign now discards a convoy AND a leader card on kill
Interface • Added Draft screen to the game • Modifier selector buttons + text larger • Added convoy deck size to always show in conflict prep screen • Convoy deck size counter now turns red if deck is empty • Added popup when trying to start combat with an empty convoy deck • Added missing keyword tooltips to some units • Improved VFX on Marauder to distinguish the two triggers • Changed Loyal Canine and Recall wording to be clearer • Experimental support for Portugese added
Bugfix • If both leaders die in the same action, you no longer win the combat • Hitting pause in the frame when the victory screen appears no longer locks the game • Starting a non-draft new game directly after drafting will no longer reuse the draft • Furious Offense buff now triggers correctly • Peaceful convoy perk now correctly grants Stoic and not Stealth • Pioneers now get the right perk discounting luxury items, not food • Can no longer hover the card the enemy played during big preview • Added Œ and œ glyphs to font • Loyalty Shift properly removes cards from enemy deck in all cases
Hi there, fellow pilgrim! Today Nowhere Prophet is finally available on all current generation consoles! That means you can now grab your (hopefully) favorite dustpunk deck-builder for the Nintendo Switch , XBOX One or PS Four . And on both Nintendo and XBOX the game launches wit
Hi there, fellow pilgrim!
Today Nowhere Prophet is finally available on all current generation consoles! That means you can now grab your (hopefully) favorite dustpunk deck-builder for the Nintendo Switch, XBOX One or PS Four. And on both Nintendo and XBOX the game launches with a wonderful launch discount, so the ideal time to grab it is RIGHT NOW!
Also if you're an XBOX GamePass member, Nowhere Prophet is part of that so you can grab your complimentary copy for both Windows and XBOX One that way instead!
It's been a lot of work to get the game ready for consoles, since it has such a specific interface. I think we've managed to make the game fun to play, even providing two different control schemes for you to use: A virtual cursor or a more common button-based navigation. Let me know which one you prefer!
Anyway, that's it from me. Thank you so much for supporting the game. I hope that you're safe, wherever you are on your journey. And as always:
Stay hydrated,
- Martin
Oh. And also please note that I'm tracking all the current known issues on the new platforms over in this reddit thread. Let me know if you encounter any issues and I'll at them.
We're so excited to announce that Nowhere Prophet is out now on consoles! We know lots of people have been asking about being able to play from their couches and take it with them wherever they go, and finally, that's possible! You can now play on Xbox One (and through Gamepass!)
We're so excited to announce that Nowhere Prophet is out now on consoles! We know lots of people have been asking about being able to play from their couches and take it with them wherever they go, and finally, that's possible! You can now play on Xbox One (and through Gamepass!), PlayStation 4 and Nintendo Switch!
Xbox One: bit.ly/NWPxbox
PlayStation 4: bit.ly/NWPps4
Nintendo Switch: bit.ly/NWPswitch
Armed with a brand new control scheme developed specifically for consoles, we hope you enjoy crossing the wastes and leading your people from the comfort of your own homes! We're excited to hear what you think about it, so make sure you let us know all about your adventures!
We'll meet you at the Crypt!
Hello fellow pilgrims, time for another new update. Let's start with the big one: Console versions coming! Today I can officially announce the release date of the console version of Nowhere Prophet! You will finally be able to lean back and play with a controller on your favorite
Hello fellow pilgrims,
time for another new update. Let's start with the big one:
Console versions coming!
Today I can officially announce the release date of the console version of Nowhere Prophet! You will finally be able to lean back and play with a controller on your favorite platform soon, because the game launches on the 30th of July!
In just a few weeks you can get your favorite dust-punk deck-builder on SWITCH, XBOX ONE and PLAYSTATION 4. And you can PRE-ORDER STARTING NOW!
I personally am terribly excited to finally see the game hit the consoles.
But that's not all! I've updated the PC version again and here's what's in it this time:
Spanish translation
Thanks to the wonderful Andrés Moreno García, Nowhere Prophet is now available in Spanish! All interface texts, cards and events have been translated. With the amount of words in the game each language is a major undertaking and Andrés has been hard at work for a while now. So both of us are very happy to finally present the finished translation to you!
Unlocks update, again
With the last update I changed the unlocks requirements for convoys and classes, adding an end-of-game unlock condition. This version was in testing for a while to collect feedback and seemed fine when I released it. However your feedback quickly showed me that the conditions are still a bit too opaque and confusing.
Simply put: It's too much of a feelbad to complete the game with the right prerequisites only to pick the wrong ending. This update removes the "right ending" part and adds some resource minimums instead. So here are the new end-conditions:
• The Banshee: complete the game as the Echo. • The Breaker: complete the game as the Tower. • The Tower: complete the game as the Spider. • The Seer: complete the game as the Stalker. • The Stalker: complete the game as the Banshee. • The Spider: complete the game as the Firebrand.
• The Faithful: complete the game with the Traders and 20 Believer. • The Forgotten: complete the game with the Horde and 50 Hope. • The Horde: complete the game with the Nomads and 100 Food. • The Raiders: complete the game with the Pioneers and as Slaver. • The Swarm: complete the game with the Wanderers and 20 Scholar. • The Traders: complete the game with the Explorers and 150 Batteries. • The Pioneers: complete the game with the Swarm and 30 Altruism.
Bugfixes
As always there's been some bugfixes along the way that have made it in this build. A big thank you to everyone that sent a bugreport my way. Feel free to use the Steam forums or preferably the Nowhere Prophet Discord to get in touch.
a small secret
I've also put in some time to add a tiny secret to the game for the truly hardcore among you. If you find it let me know :)
Changelog
And lastly, here's the changelog:
Spanish added • Spanish translations for all texts, cards and events have been added! • You can now select the language from the options menu • Translator is courtesy of Andrés Moreno García (twitter: @amgtraductor)
Unlocks changed • The unlock requirements for the end-game options are a lot simpler and clearer now • No longer need to select a specific ending, simply complete the game with a class or convoy • And in some cases possess a certain amount of a specific resource (like 100 or more food) • Also added in a tiny little extra to reward the truly hardcore pilgrims out there
Balancing • Added a new Locate card (Patient Watch) to the game and some equipment • Tweaked enemy convoy decks to be a little softer on Chosen • Reduced number of Robust and Charge enemies a tad on low levels and difficulties • Reduced changes of First Strike + Rage coinciding in the enemy deck • Reduced occurrences of Savage Sibhana on low levels and difficulties • Optional boss locations now appear one map later to prevent frustration
Interface • Increased warning for optional bosses on event buttons
Bugfix • Fixed an AI issue with Helpful Hazards card • Fixed description on Machine Guard to refer to Autogun not Autocannon • Fixed broken mulligan after repeated "start combat" button presses • Wanderers are no longer stuck in combat setup music • Various minor stability fixes
And that's it for today. Take care and stay hydrated,
Time for another update! This one features a lot of changes under the hood but a few more visible things too. Versions of it have been tested in PREVIEW for a while, but here's the rundown: Unlock changes (Almost) all convoys and classes now have two different ways to unlock them
Time for another update! This one features a lot of changes under the hood but a few more visible things too. Versions of it have been tested in PREVIEW for a while, but here's the rundown:
Unlock changes
(Almost) all convoys and classes now have two different ways to unlock them. One linked to your choices at the end of the game and one linked to objectives you can complete during play, such as defeating an optional boss or uncovering the secrets of a location.
I hope that this helps those of you that struggled with the somewhat esoteric unlock conditions that were in place so far. Let me know how it goes!
Stealker tweaks
Stalker was a bit too weak compared to the other classes so a number of tweaks were done to improve his power a bit. One thing is that a First Strike theme was added to his starting deck and level up cards. First Strike plays well with Stealth and Marking, two of his other themes, so it felt really appropriate.
Also some of the basic Marking cards (Mark Target & Volatile Mark) were improved. Mark Target now draws you a leader card when you play it. And Volatile Mark makes the target suffer Blackout before it is Marked.
New Convoy: The Raiders
A bit of new stuff has been added too! A brand new convoy centered around Stealth and the bandits. It should play well with the Stalker. However the downside of the Raiders is that they start out as Slavers and are unable to earn any Altruism during your playthrough.
Controller support
In preparation for the upcoming console release I've added controller support to the game. You can now play it on your couch, leaning back. This brings some accessibility options with it, such as the ability to control the size of tooltip elements to make reading easier, even if you're leaned back. This also adds a more extensive hotkey suite to the game, so check that out if you want to speed up your play a bit.
Please let me know if you experience any trouble with this!
Other Changes
There's a host of other, smaller tweaks, as always. Take a look at the changelog for a rundown:
Changelog
Controller compatible • Updated the interface to be fully compatible with controllers • Support for keyboard input on PC also included
Changed unlocks • Almost all unlockable classes and convoys now have two ways to unlock them • Either a quest-based condition that requires you to do something during a run • Or an ending-based condition that requires a specific class or convoy and final option • All unlock hints have been changed to be clearer and more direct • Added a new convoy: The Raiders. Stealth-based bandits
Balancing • Stalker starting deck and level up cards adjusted: More focus on First Strike • Corsair gained Stealth, increased Life to 6 (was 5) • Burning Brand cost reduced to 2 (was 3) • Mark Target and Volatile Mark have been improved by drawing a leader card and blacking out the target respectively • AI now properly evaluates obstacles that suffered blackout • Added new Quartz modifier: Blessed followers don't take a wound but lose their blessing first
Interface • While click-targeting, hitting the end turn button no longer ends the turn • Added feedback when dismantling an item from the popup • Displaying the intrinsic perk of convoys in the cargo stats screen now • Added hint in the conflict prep screen if you have an empty convoy deck
Bugfix • Explorers free row perk fixed • Zealot no longer destroys itself • Smoke Screeen only buffs followers • oe glyph in french added to the font • Pregnancy and Cannibal events cleaned up • Ruined settlement now makes you lose Altruism on threaten • Wrecker no longer trickers at the end of EACH turn • Janwar Silverback now properly counts followers, not units • Selecting a deck while click-targeting no longer throws a no-save error • Events that deal leader damage no longer heal you up if you're very low on hp • Cards and powers queued on dead targets no longer execute • Added push/pull tooltips to some cards • Automarker no longer marks itself • Pulling a wounded or dead unit back via Gravewalking and getting it blessed no longer kills it after combat • No cards after closing the game during combat setup for Wanderers fixed • Loading progress more robust • Restarting a custom game now keeps the mutators intact • Fixed issues with some event loss numbers not being correct • Fixed display of wounds during combat sometimes being off • Fog of War card no longer triggers on obstacles
If you've been paying attention to development - or just snooped around the BETAs setting on Steam - you may have noticed the PREVIEW branch. This is a way for you to try out in-progress versions. These are stable but contain some still unfinished or untested things. The preview
If you've been paying attention to development - or just snooped around the BETAs setting on Steam - you may have noticed the PREVIEW branch. This is a way for you to try out in-progress versions. These are stable but contain some still unfinished or untested things.
The preview branch was recently updated with controller and keyboard setting. And now it also features a reworked progression system. There are now two ways to unlock most convoys or classes: Either a quest-based one that can be encountered during a run, or an ending-based one that requires you to complete the game with a specific class or convoy and to pick a specific kind of ending.
Here's a look at my internal sheet where I planned these changes:
If you have been frustrated with the speed of unlocking new content after a while this update mit help with that. As always I'd love to get some thoughts and feedback before this version is rolled out to everyone on Steam. If you have any comments, drop them in Discord or in the Steam forums!
If you've been paying attention to development - or just snooped around the BETAs setting on Steam - you may have noticed the PREVIEW branch. This is a way for you to try out in-progress versions. These are stable but contain some still unfinished or untested things. Starting tod
If you've been paying attention to development - or just snooped around the BETAs setting on Steam - you may have noticed the PREVIEW branch. This is a way for you to try out in-progress versions. These are stable but contain some still unfinished or untested things.
Starting today you can check out a new version in PREVIEW. It contains full keyboard and controller support. As a side-effect of working on the console version support for joypads was added and this version is now available on Steam as part of the PREVIEW branch.
If you install this version and launch it, all you need to do is hit a button on your keyboard on controller to switch to the appropriate controls. You can also change between control modes: NAVIGATION and CURSOR using the options screen in the main menu.
NAVIGATION simply has you move between the different buttons, items or elements on the screen. It's what's most common on consoles. It's simpler to use, and quicker to pick up.
CURSOR instead gives you a virtual cursor that you can move with your controller. This may need some getting used to but it allows you to get hover-based information more intuitively.
And that's it. I'd love to get some thoughts and feedback before this version is rolled out to everyone on Steam. If you have any comments, drop them in Discord or in the Steam forums!
Another huge update! I'm excited to finally round out the classes to the full set I envisioned years ago. With the Breaker and the Stalker two brand new prophets enter the fray, so let's look at what they can do! The Breaker The Breaker is a former operative of the Union of Five
Another huge update! I'm excited to finally round out the classes to the full set I envisioned years ago. With the Breaker and the Stalker two brand new prophets enter the fray, so let's look at what they can do!
The Breaker
The Breaker is a former operative of the Union of Five Fingers. Disillusioned with their egotistical he has left them behind and found a new purpose with the fallen star.
His playstyle is generally slow and methodical, with access to defensive effects (via armor and taunt) and a few build pillars available to him:
Marking groups + AOE damage Marked is a new keyword that increases the damage a unit takes. The breaker is good at spreading out marked on groups of enemy targets and then to follow up with area of effect damage (Blast and other cards) to capitalize on their vulnerability.
Obstacles Putting down cover, throwing explosive barrels onto the enemy battlefield or just blocking off a column entirely. The Breaker knows how to handle and shape terrain.
Single, strong units The Breaker is good at fortifying individual units. Giving them stat boosts and other benefits to build up true juggernauts.
The Stalker
The Stalker ist a child of the wild places of Soma. Living out with the hilltribes in the ranges they took good care of their clan, hiding away from the eyes of strangers.
The Stalker's playstyle is more aggressive than the Breaker. It focuses on taking out key enemy units, disrupting their means of attack and going for the kill.
Marking individuals + Double tap The Stalker also uses Marked but specifically to target individuals, to either make them more vulnerable or to disable their defensive capabilities. This combined with a new pair of attack cards that hit a single target multiple times allows them to really capitalize on that. This also makes these cards really good against Robust targets.
Beasts Like many members of the hilltribes, the Stalker has become a friend to beasts. They can bring them into battle to bolster their own ranks or to directly slam into the enemy. A number of cards feature strong Beast synergies.
Stealth Staying hidden is a part of the Stalkers strategy. A number of cards grant Stealth to their followers or capitalize on the units that are already in Stealth. And to make Stealth a bit more reliable, the keyword has been changed to only pop when taking damage from a follower or unit, not from the leader. This is usually going to be retaliation damage and it helps make Stealth a more robust investment during a battle.
Positioning With their knowledge of battlefield tactics the Stalker is an expert at pushing and pulling people around. The Stalker has a few cards that either harm or help units when they are moved around, combine this with cheap access to movement cards and interesting strategies come together.
New Keyword: Marked
As mentioned above there's a new keyword in town. Marked. Marked can be put on units or obstacles and it makes them vulnerable. They can now be attacked regardless of their position and they take 2 extra points of damage, whenever they are damaged.
This means you could mark a unit to get rid of it more quickly, to trade upwards or to get rid of some pesky sniper or construct that's hiding away in the back somewhere.
But not only that, with this update Marked, Taunt and Stealth are exclusive. So you can mark a unit to pop it out of Taunt. Put Stealth on a marked unit to prevent extra damage. Or put Taunt on a Stealth unit to pull it out of hiding.
Balancing changes
Of course there's a number of additional tweaks and changes in this version. Some of the new cards related to Marking or the two new classes have been added to enemies or pieces of equipment. And there's been some balancing changes:
• Stealth is now only lost on unit or obstacle damage, not from leader-based damage • Shadow Trail only triggers once each turn • Bandit outfit a tad rarer • Added a new item: The Machinepistol • Changed the power on the Machinegun to more column damage • Savage Sibhana was upgraded to Legendary (and is rarer in enemies now) • Shadow Banjha was downgraded to Rare to compensate • Coordinated Swarm status effect was changed to be more interesting • Smoke Screen leader card upgraded to Rare • Mercy Kill upgraded to 3-cost (was 2-cost)
And that's it! I hope you enjoy this update. Let me know which one of the new classes is your favorite!
You may have noticed the small Localizor logo in the main menu that appeared in the latest update. For a bit now Nowhere Prophet has been available on the great community localization site Localizor.io . It's a great platform where anyone can submit and rate translations for the
You may have noticed the small Localizor logo in the main menu that appeared in the latest update.
For a bit now Nowhere Prophet has been available on the great community localization site Localizor.io. It's a great platform where anyone can submit and rate translations for the game. And once a language is completed I can export it back into the game and make it available to everyone!
And a number of languages are already pretty far along!
If you're interested in helping out, check out the Nowhere Prophet page on Localizor. And if you've got any questions, need another language to be enabled or just wanna hang out, join the Nowhere Prophet Discord!
Vagrus: The Riven Realms
And while I have you here I wanna point you to a great project from some friends of mine. Vagrus is a story about a caravan set in a post-apocalyptic world. Sounds familiar? Maybe, but where Nowhere Prophet is a colorful sci-fi planet, Vagrus is set in the dark and dangerous ruins after a magical cataclysm.
Another content update! This one is all about making the most of the Convoys in the game. You may have noticed that in the past a few of the convoys had a unique, always unlocked fourth perk. For example: the youngest convoy, the Pioneers and the very unique convoy the Hermit. No
Another content update! This one is all about making the most of the Convoys in the game. You may have noticed that in the past a few of the convoys had a unique, always unlocked fourth perk. For example: the youngest convoy, the Pioneers and the very unique convoy the Hermit.
Now with this update, ALL CONVOYS have a UNIQUE INTRINSIC PERK! This means the different convoys play much more differently, even beyond the cards they bring.
Intrinsic Perks
Here's a look at all the intrinsic perks! Can you figure out what convoy they go with?
Open Path: Your side of the battlefield always has at least one empty row. Can not gain Believer points.
Devoted to the Faith: Blessed units gain +0/+1 instead. You take no damage from an empty leader deck. Any drones added to the convoy are demolished.
Lost Legion: Start combat with 1 extra convoy card. Followers with an Energy cost of 4 or higher cost 4 extra batteries to recruit.
Stand Alone: Swap your starting and maximum hand count of both decks. Reduce the maximum convoy deck size by 12 cards. You take no damage from an empty convoy deck.
Strength of the Pack: Each recruiting location has at least 3 beasts. Non-beast followers in your convoy deck count as 4 cards.
Hunter-Gatherers: Gain 4 food whenever you reach a node in difficult terrain. Your leader heals 2 fewer damage each rest.
Hardened Outsiders: Heal 1 additional damage on your prophet or 1 additional follower wound when resting.
Battlefield Engineers: Fill rows with obstacles on both sides. You have a 50% chance to go second in combat
Fortune's Favors: Start combat with 1 extra convoy card and 1 extra leader card. You have no mulligan phase.
Mechanized Life: Each recruiting location has at least 3 drones. Healing followers costs 5 batteries instead.
Crafty & Stingy: Each market has 1 extra piece of equipment. Hope gain from shared luxury items is reduced by 4.
More Perks
But that's not all. Beyond the new intrinsic perk, all other perks have been overhauled and tweaked to be a lot more interesting, diverse and interactive. There's a perk that grants a unique status effect in combat available on most convoys now! And there's different ways that the starting situation of the convoys can improve!
But, how do you get these perks?
Unlocking Extras
In the past, each perk was unlocked by completing the same target but using a different convoy. This was pretty repetitive, but also took a very long time. To make the process more fun this update also tweaks unlocks:
Each convoy has their own targets for unlocks now! And the target numbers should mean that unlocks are generally enabled much quicker now!
For example, one Convoy will have you dismantle items to progress, while another needs to destroy obstacles or play followers of a specific type.
And that's mostly it! Of course this update features a bunch of other minor improvements and bugfixes, which you can find in the changelog!
Just a quick update to the PREVIEW branch: I've been working on an overhaul of all convoy perks for a while now and it's ready to release. But before I push it out to the masses I wanted to get it into the PREVIEW branch to gather some feedback. Convoy Perks If you've taken a loo
Just a quick update to the PREVIEW branch:
I've been working on an overhaul of all convoy perks for a while now and it's ready to release. But before I push it out to the masses I wanted to get it into the PREVIEW branch to gather some feedback.
Convoy Perks
If you've taken a look at the Pioneers or the Hermit you might have noticed that these have a fourth perk, something that is unique and specific to them and starts unlocked. This always felt like a great chance to make the different convoy more distinct and unique.
After a lot of deliberation I decided to overhaul the convoy perks for all convoys to add such a unique perk. It wasn't that easy to find one for every convoy but I'm pretty happy with the result.
Here's a few examples, can you guess which convoy they belong to?
Devoted to the Faith Blessed units gain +0/+1 instead. You take no damage from an empty leader deck. Any drones added to the convoy are demolished.
Strength of the Pack Each recruiting location has at least 3 beasts. Non-beast followers in your convoy deck count as 5 cards.
Hunter-Gatherers Gain 4 food whenever you reach a node in difficult terrain. Your leader heals 2 fewer damage each rest.
Speedy Unlocks
And while I was it, I wanted to take a closer look at the unlock conditions for the perks. It took a lot longer to unlock a perk than I planned so these changes to the perk also feature new (and unique for each perk) unlock conditions and targets. They should be quicker to unlock now.
However note that with this update, I had to make some changes to the save game to account for these features. Any unlocked convoys and classes are retained, as are unlocked perks. HOWEVER any partial convoy perk progress you had made is lost.
Preview Branch
If you don't know what the preview branch is: You can use the Steam Beta feature to switch from the regular release to the preview releases. This will automatically update the game and provide access to the occasional stable cutting edge builds. Below's a screenshot of how this looks like:
So if you want to give it a try and have some feedback, I'd love to hear it! There's still some room to tweak things before it goes live for everyone!