Loopweavers: Dimensional Alliances
Release Notes – Launch Version
🗓 Release Date
January 20, 2026 – 17:00 CET
🌌 What is Loopweavers: Dimensional Alliances?
Loopweavers: Dimensional Alliances is a competitive multiplayer strategy game set in the Astralis system, where timing, decision-making, and mental resilience matter as much as raw strategy.
The game is designed around a simple premise:
every player has access to the same tools.
Victory is not gated behind paywalls, luck, or artificial scarcity—but behind understanding, mastery, and execution.

🎯 Design Goal
Loopweavers aims to be a deep competitive game with accessible mechanics.
Core interactions are based on:
Drag & drop
Target selection
Hold-and-choose actions
New players can focus on:
The three main stats: Wisdom, Attack, and HP
A clear win condition: Destroy the enemy Hero
Advanced players, however, will find:
Multiple strategic layers
Complex deck-building possibilities
High interaction density between cards
Matches where a single decision can open multiple branching paths to victory
The game is easy to learn, but intentionally difficult to master.

⏱ Turn Time & Competitive Focus
Turn timers are deliberately short.
Astralis is not a forgiving place.
Things happen fast, and hesitation is punished.
Players with sharper nerves, better planning, and stronger situational awareness will naturally gain an edge. This design choice prioritizes competitive intensity over comfort.

📣 Marketing & Growth Philosophy
Loopweavers is an indie game, developed without external funding or large resources.
For that reason:
There has been minimal marketing
No FOMO-based campaigns
No artificial hype
Growth is intended to be organic.
The game will succeed—or fail—based on whether players genuinely enjoy it and recommend it.
This approach avoids inflated expectations, short-lived spikes, and long-term frustration.

🃏 Cards, Decks & Progression
From minute zero:
Players can build any deck they want
All cards are unlocked by playing
There is:
No pay-to-win
No real-money random packs
Random booster packs exist only using the game’s fictional currency, earned through gameplay.
Their purpose is to accelerate early collection, not to gate power.
Additionally:
Any card can be purchased directly from the library using in-game currency

🌐 Multiplayer & Server Capacity
The multiplayer server starts with limited capacity, which will scale depending on player demand.
At launch, the number of concurrent players is unknown:
It could be 5
It could be 50
It could be 1,000
The infrastructure will grow accordingly.

🧮 Matchmaking & Ranked Play
At launch:
There is no ranked system
No leagues or divisions
Matchmaking will simply pair:
The first available player with the next one
Including demo players
This is not ideal for competitive balance, but necessary until:
Player numbers stabilize
The meta naturally forms
A ranked system is planned for Q1, once the player base reaches a critical mass.

🔧 Post-Launch Development
Development does not stop at launch.
Priorities will be decided based on:
Player feedback
Observed issues
Actual player behavior
Because the game allows very deep card interactions, any unexpected bugs or edge cases caused by card combinations will take priority over new content.
Planned focus depending on player activity:
If multiplayer thrives → Ranked system first
If players struggle with learning → More tutorials, guides, and in-game help
If multiplayer traffic is low → Expansion of single-player content and story modes

🧪 Single Player Mode (Launch Version)
The current single-player mode is designed as:
A testing ground for new players
A sandbox for advanced players to test decks and interactions
It is not competitive.
In the future:
A competitive single-player mode will be added
Players will be able to choose between modes via a UI selector

👤 Development Team
At this moment:
The game is developed by one person
With two hands
Progress will be steady, honest, and realistic.

Alex Rodríguez
Developer — Loopweavers: Dimensional Alliances
