WIP version at https://stewbertgames.itch.io/carnagestar (had to pause the itch.io version where it is due to size and rendering limitations), steam version coming soon
I'm making Carnagestar, a deckbuilder RTS: alternate between drawing/playing cards and real time fights
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All postsSometimes I have to gush about a game I'm helping with and this time it's Blackout Jack, a fusion of blackjack and Balatro where the objective is to kill the dealer before he kills you.
Playtests are happening now! If you are a journalist or content creator, reach out to me; I have keys!
Playtest: https://store.steampowered.com/app/4302760/Armitas_Search/ A few days ago, Armita’s Search received a major update — the first version of the new Arena Mode. Unlike Story Mode, Arena focuses on combat and deckbuilding, with almost no story. We created it for fans of classic roguelike deckbuilders, as it lets players quickly experience the core gameplay features of our game: building a deck by recruiting companions with their own mini-decks, and mechanically rich battles where positioning and enemy type (organic or mechanical) matter.
#indiegame #Deckbuilder #Roguelike #Roguelite #CardGame #TacticalGame #Deckbuilding #TurnBased #PostApocalyptic #UnrealEngine

Playtesting the release candidate of our inide world building roguelike action adventure game called The Drifting Crown. Lot's of changes coming to the steam demo: What's new • Hub building. You can now build your own hub. Use the construction kiosk to buy building supplies, then place, snap, rotate and scale fences, walls, pipes, planters, signs, lamps and more, all with full gamepad controls. Your hub is saved between sessions. • The hammer. Alex has a new weapon, with its own animations, a charged attack, trails and sounds. • Save slots. There are now three save slots, and Continue picks up where you left off, with your quest, difficulty, currencies, skills and perks all kept. • Retry on the same board. When you die you can try again on the same board instead of starting over. How many retries you get depends on the difficulty. • Difficulty. Each difficulty now has its own settings for aim assist, parry window and enemy aggression, plus new Hard and Impossible profiles. • Night. There's now a run clock. When night falls, Swarms come out and chase you, and only the bow can hurt them. Shelters and night chests come with it. • New map tiles. The armory and blocker tiles, plus new layouts for the Electricity quest. • Compass. Opening the compass now sends a scan across the world, and icons pop in as the wave reaches them. • Combat. Reworked bow aim assist, parryable jumping toadies, a Roboto weak point, and fixes for enemies attacking thin air or stacking on top of each other. • Look and feel. New lighting for the hub and the threatening areas, new ground materials, a full art pass on the map cards and HUD, plus Alex's animation and foot IK fixes. • Under the hood, we moved to Unreal Engine 5.8. Links
