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!
In addition to cleaning up bugs to prepare for internal testing of the upcoming update, the team worked on the following tasks since the beginning of the year.
The art team created more card art, Smithstone street concepts, and dialog characters; modeled Thieves Guild's church entrance; baked lightmaps; worked on a new landing scene; completed an art pass on the Store, Pyro, and boss loadout galleries.
The audio team remixed music and added it to UI music.
The design team implemented Smithstone assets; revised tutorials and conversations; wrote fireheart and Pyro tutorials; completed other tutorial scenes; implemented Starfall prolog with bosses; updated analytics sheet; and verified Playfab against Steam revenue reports.
The engineering team implemented equipment showing on heroes in Store; updated currencies; polished Store/Chapter Select code; worked on UX flow and Chapter Zone select; converted damage numbers to use Text Mesh Pro; upgraded to Unity 2017; worked on network optimization and Elo matchmaking.
Labyrinth ended the competition in the Top 100. Thank you very much for voting and helping get the word out.
We are targeting the end of the month to release the update. There is lots of new code going into the game, so depending on issues we find, it could be later.
Happy all the holidays! IOTY recap. Development report. Steam Winter Sale reminder. And of course, more concept card art.
Embark on a new CCG adventure: Assemble powerful decks of Heroes to invade rival dungeons and engage in epic 3D battles against other players--then, use...
It will be a few months before Labyrinth exits Early Access and we are working on a big update for that. Here are some in progress screenshots of feature...
Development update and request that you vote for Labyrinth. :D
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