With Labyrinth, embark on a new Collectible Card Game (CCG) adventure: Assemble powerful decks of Heroes to invade rival dungeons and engage in epic player vs. player 3D battles--then, use the loot from your conquests to customize your own dungeon and put together a powerful deck of bosses, minions, and traps to defend your riches at all costs.
With the inclusion of a turn-based 3D combat system, we are excited to bring more action and tactical thinking to the battlefield, upending many conventions of traditional card games. Every card is more than a means for achieving victory: it's also part of a living, breathing world. This also plays to our studio’s experience in making AAA action games.
The combination of tactical action with familiar CCG strategy opens the door to a new kind of adventure game. We are happy that the creator of Ascension and Solforge, Justin Gary and his team at Stone Blade have joined us to add their decades of experience playing and designing CCGs to our own. Together we are exploring this new frontier and discovering new possibilities for rich gameplay.
We are passionate game developers. We want that to shine through in Labyrinth. In crafting the diverse world of Hylea, whether we are describing the Cosmos and creation story of Starfall or the jewelry of a Giant from the Northern Clans, we strive to have our passion and attention to detail reflect in every facet of story and art.
First and foremost, Labyrinth is a collectible card game. With their hallmarks of creative play, endless combinations, meta-game thinking and the potential for vast expansion, CCGs offer the best and longest-lasting experiences in gaming. We've captured these proven qualities and folded them into an exciting new game.
Labyrinth is a love letter written to the things that first ignited our passion for gaming--collectible card games, fantasy RPGs, and turn-based PC strategy games. We'd love to hear your thoughts on this project and any feature requests!
We are still working toward the next major update in a few weeks, just starting internal playtests this week. The other tasks the team completed this past week include:
The Engineering Team in an effort to optimize for mobile removed the mask from the UI; reduced drawcalls from offense HUD; worked on migration system; implemented backer rewards; fixed timeline elements; improved Deck Builder; fixed slow health animation; improved deck builder; gold earning from special card; worked on Ranked mode end of season; and refactored tag data and caching.
The Art Team combined minion meshes; made a low poly Zombie and textured it; skinned Pirate and Mine Securitron; worked on idle animations for menus; and created animations for Queen's Attendant.
The Design Team worked on card design and balance.
The Audio Team added sounds for Serpent; Aspect of Zha; Battlefield Lurker; Blizzard Golem; animation events for minions; and missing hero sounds.
We are aware of the balance issues many players are struggling with. In order to work towards a more balanced card set, we created some tools to visualize the data we have collected from player decks. We decided to share some of the aggregated data today, even though we realize that it may shift the meta for the next few weeks. In the next major update we will be making significant changes to the card set, so strategies you use now may become ineffective.
We are well aware of how popular Radaghar is. It may seem like everyone is running him, but less than 40% of players are right now. The graph below shows how popular Radaghar is, mainly because he has a high win rate, in relation to the other bosses that under perform.
We also analyzed party composition. The Korghan, Lavella, Renna combination is the most played, but the Korghan, Lavella, Rohin tends to win the most. In addition, most combinations that include Renna seem to be worse off.
The above graphs isolate the heroes or the bosses by themselves. The chart below shows the relationship between the two in terms of Win/Loss ratio from the perspective of the heroes. To make the chart easier to read, the values have been color coded. The more red a value is, the more the heroes are winning; and the more blue a value is, the more the boss is winning. This chart shows who is strong or weak against their opponent.
Going a few steps further, we analyzed the actual cards played and in which decks, in several different ways. In summary, what we mentioned in the last update still holds:
Players should not ignore common cards, especially those that do not have numbers on them. There are many useful utility cards that do not appear great at first, but the best players are using them to defeat hard boss setups. There is a tendency among most players to select the biggest damage dealing cards and the highest rarity cards for their decks. With the current card set, this is not the optimum strategy in many cases.
To make that a little more concrete, the table below shows the 10 most used offense cards by players who win a lot but are ignored by players who usually lose, versus the 10 most used offense cards by players who tend to lose but are not usually in the best players' decks. This is not necessarily a list of powerful vs. weak cards or good vs. bad cards, but just a measure of frequency of how often the cards appear in decks. They might not even get played a lot, or they may require other cards in combination to be effective. Obviously, this is not the end-all-be-all for determining what a good card is, but it might help you craft some more interesting decks.
Furthermore, we created a tool that will measure the balance of cards used on a day to day basis, so after the next update, if we see a card starting to dominate the meta, we may be able to release a quick patch, so we don't end up with a situation like Pale Rider again.
Valve has changed how ratings are calculated again, so if you haven't already, could you please write a review on Steam.
This progress report discusses work done towards the next major update in a few weeks. It also includes a strategic tip to make your raids more effective...
We go over what we have been doing over the last 2 weeks.
On Monday February 6th Labyrinth is being released to Free to Play.
We will be sending out code for Labyrinth Backers from Kickstarter read inside for more details.
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