- New Playtest is LIVE - 19 May 2026
It’s been a while! We are happy to announce we have a new playtest for the public! A lot has changed. We’ve rebuilt major systems, shifted the direction, and kept pushing production forward. In previous public tests the vision was loose and we needed the space to experiment. The scope is locked in and now the time is to shift into overall polish and replacement of placeholder assets. There has not been much public communication during this period and we apologize for that (you gotta love indie game dev). You can assume the game will be in production unless we formally announce it's conclusion. Thank you for your patience. More to come. - Flat Thumb 👍
- New Demo is LIVE - 13 September 2024
➤ - Gameplay Link We are happy to announce a new public playtest has gone LIVE! We have heard your feedback and taken notes. Here is a quick breakdown of some of the things we’ve been working on. Before we get into build notes, please take a look at our new survey. It should only take 5 min to complete with a new a series of questions. We appreciate it! ➤ - NEW SURVEY Lighting We have adjusted the world lighting systems for better control and art directed worlds. Card Mods Adding a fire mod to your card was always a thrilling experience, however the way it was shown was not. Previous design had corner graphics for mods and now we've switched to a “foil” overlay. Getting a card with a foil effect feels special and is easier to read…oohh shiny! Crew System We’ve played around with the crew system for various builds. Crew now shares 1 common health with the chance of going overboard per hi…
- Summer Time... - 20 June 2024
A richer AHOD experience has just arrived Introducing economy cards that give gold and supplies. Removed discard to focus on cooldown. Added status icons above targets. Overall polish. 1. Economy Cards We’ve introduced a new card type that focuses on your economy. These yellow cards will not have any role in combat but will give you an alternative way to produce gold and supplies. Economy cards will be “limited use” so you can only use them once per combat. 2. Status Icons Communicating the status of your target will appear in a small circle with a radial timer to show the duration of the effects. This brings in clearer info that you know and expect from traditional deckbuilders. 3. Crew Damage Now you can watch your crew members take credit for their shots on enemies. Crew targets will also be identified through a circle on the aimer. The more crew members that are targeting, the more…
- New Demo - 3 April 2024
We have a new demo with a new main game mode...and we think it is pretty good! We’ve changed the main game mode to fix some issues we’ve had with pacing and scale of the gameplay. The main game mode changed in 3 main ways: 1) Smaller Path Systems 2) Zones 3) Portal keys. 1 . Smaller Path Systems This allows us to focus on smaller region zones with the ability to to be scalable in a way that was not possible before. Previous map size was a little overwhelming and reduction to size makes planning your voyage feel more strategic. 2. Zones In addition to smaller path systems we also have made each system contained within in its own zone. As the player goes from zone-to-zone, this will allow us to tweak the global rules to keep the format fresh and exciting with each play. Re-playability which has always been at the core of our game design and the core of roguelikes. 3. Portal Keys Find the…
- The Art of the Barrage - 17 March 2024
the quicker you use cards, the more inaccurate your projectile cards will be. If you want us to do more dev updates leaves us a like! Spamming cards is fun and all, but something was missing. Some refinement to the core combat loop was needed and a main focus for the last few weeks. Finding the balance between the thrill of quick barrages and ensuring it didn't feel like random spamming of cards is a tricky balancing act. Some of this was addressed with the 'overheat' meter, but something was STILL missing. Over the iterations of AHOD, we've had different ways to represent accuracy. We've received suggestions from our players that they would like to have free aim of the cannons, akin to a shooter-focused game. However, this leans too heavily into the action genre, which is not what AHOD is about. The lock-on system is great because it allows the player to still take glances at their dec…
- This should fix some things - 28 February 2024
We have FINALLY completed a second pass on card tooltips and map icons. Side note: We will try to do community posts more frequent, but realistically sometimes the things we are working on are not that exciting. If you want us to do more dev updates leaves us a like! Card Tool Tip The basic tooltip on cards was never in a great state and lacked clear information and how the cards function. YIKES. This seems like an obvious feature that we should not overlook (being a deckbuilder and all). The reason for this is because the card gameplay wasn't completely locked in yet and now that the card gameplay is more refined we can go with a design that works. Another change we added was a min/max damage range that makes the offensive cards feel a little more dynamic. More on that next post! Map Icons Map icons are something we have wanted to implement for a while now, so it feels great to see it…
- New Demo is LIVE - 24 January 2024
AHOD isn’t your typical deckbuilding game. It is not even your typical pirate game. It has been a while since our last public demo and we pulled the demo because we wanted an overhaul of many of the systems. We wanted to create something new and exciting that would be a truly unique experience that you cannot get anywhere else. Perhaps we let our imaginations run a little wild, but this was a needed part of the creative process. Unfortunately for game development, the creative process is a painful one. It has cost us time, money, and energy. That being said, it has given us an enormous amount of knowledge and skill set that will ultimately be essential for the road (and waters) ahead. We have chiseled out a much more succinct game loop that feels closer to the vision that we faintly saw when we began this project. We had our initial game design doc and only until we had a build in our h…
- Aaaand we're back - 5 December 2023
Aaaaand we’re back. In addition to taking some personal time to “touch grass” and remember what it is like to be a person, we have also been revising many different systems and how those systems interact with one another and fit our vision of AHOD. The vision of the game has evolved over time and aspects of our old design needed to be reassessed and updated to fit the new and evolving vision. One of the recent system changes we made was to the energy system. Like typical deckbuilders, we initially followed the small cap “ammo” type of energy. The issue with this model was a constant reloading sequence interrupting the pacing of the card play. Something needed to be fixed! New explorations lead us down the path of an “overheating” system that keeps gameplay flowing and fits better with the vision of what a realtime deck builder should be. If you use too many cards in a consecutive short…
- Touch Grass - 18 September 2023
As we exit the summer season, we prepare to take a well-earned break to rest and prepare for the next phase of AHOD. After months of intense coding, experimentation, and creativity, it's time to step away from the screens and touch grass. It's a chance to recharge, reflect on progress, and gather new inspiration. With the changing seasons, this pause serves as a necessary respite before diving back into game development with renewed energy and fresh ideas. It's the calm before the storm, and a new public demo (date TBA). We look forward to sharing more info about this in the near future. ➤Discord https://discord.gg/GMgDtmrmEH ➤Kickstarter https://www.kickstarter.com/projects/ahodgame/ahod-all-hands-on-deck ➤Twitter https://twitter.com/FlatThumb - Flat Thumb 👍
- The Procedural Post - 2 August 2023
Replayability serves as a foundational pillar of the thrilling roguelike experience, achieved through the use of procedurally generated content. We've made significant updates to the path and port generation, introducing a wide range of diverse rules and edge cases that create unpredictable outcomes. One of AHOD's most captivating features is the creation of a familiar yet ever-changing environment. Procedurally generated set paths and port events are placed in a consistent landscape. In one session, stealth might be your best ally, while in another, navigating through free roam becomes crucial to reach the next quick travel system. It is an exciting way to play around iconic landmarks and adds that spice that pirates know and love. The dynamic nature of AHOD's shifting waters will constantly keep you thinking of optimal strategies and challenge your skills as a captain. Follow us for m…
- Getting a new perspective on things - 14 July 2023
The primary motivation that drives pirates to venture into treacherous waters can be summed up in one word: treasure. However, before the treasure must come exploration, navigation, and discovery. Survey the land and take note of what is around you. Introducing the "Free Roam" system, which liberates the captain from the confines of a limited quick travel route system. The key advantage of this system is the ability to deviate from the prescribed path while still maintaining a seamless experience within the "world map" view. In addition to the free roam, visible attention circles adding another layer of strategic complexity to navigation. Put your stealth skills to test as you may attract the unwanted attention of your enemies! Follow us for more exciting updates coming soon! ➤Discord https://discord.gg/GMgDtmrmEH ➤Kickstarter https://www.kickstarter.com/projects/ahodgame/ahod-all-hands…
- Rocky shores straight ahead! - 21 June 2023
A thrilling new rock system has emerged from the depths, introducing destructible rocks within the environment. These dynamic elements challenge the captain's skill of maneuvering and add an exciting dimension to navigation. Sailors must now keep a lookout ahead of the bow side to avoid damaging their ships and accidentally knocking crew members overboard. On collision, the rock crumbles and falls into the water, acting only as a temporary obstacle. This new addition to the game encourages players to strategize and make the most of their surroundings. When faced with overpowering adversaries, sailors can utilize their knowledge of the terrain to gain an advantage. By luring enemies into rocky regions, a skillful captain can trick enemies into a rocky grave or use the rocks as a temporary cover. Follow us for more exciting updates coming soon! ➤Discord https://discord.gg/GMgDtmrmEH ➤Kick…
- We've gone overboard - 5 June 2023
Every captain needs a crew, and every crew needs a captain. We’ve been working on a new system that knocks crew members off their ship, throwing them into a drowning state. In this drowning state, the crew begins tread water for a few seconds before they are claimed by the depths of the ocean. If you sail close to them and anchor, you can save them and add them to your ship....so you must act fast! This happens to enemy ships as well as your own. If you lose your crew you can swing around and pick them back up. This can create some great moments of saving a highly skilled crew member, or taking one from the enemy. Let us know what you think on our Discord! ➤Discord https://discord.gg/GMgDtmrmEH ➤Kickstarter https://www.kickstarter.com/projects/ahodgame/ahod-all-hands-on-deck ➤Twitter https://twitter.com/FlatThumb - Flat Thumb 👍
- Stop! No, I mean Go! - 17 May 2023
Being a small 2 person dev team means sometimes we have a difference of opinion and it becomes a stalemate. The stalemate at hand was whether or not looting should bring the ship to a complete halt, or full control of movement remains during looting . Option 1: has the ship automatically stopping to loot. This allows you to focus on what cards you can loot without the pressure of crashing into enemies or going off course . Option 2: maintain full control of the ship when the loot menu is open. This version is keeping the advanced player in mind. So, what is the best solution to this? What we decided to do was have the ability to toggle it on the fly. By tapping the loot button, players can anchor if they want a slower looting experience or HOLD the loot button briefly to keep full control of the ship. Which do you prefer? Let us know what you think on our Discord! ➤Discord https://disco…
- Vision Through the Fog - 24 April 2023
Hello AHOD community, In line with our previous update, we've been actively testing some variations on core gameplay mechanics. One exciting addition we're experimenting with is a "fog of war" layer on the world map. We're thrilled to report that the fog adds an entirely new dimension to the AHOD experience. It enhances the sense of exploration and suspense while introducing strategic variations that make your choices feel more impactful. This is still a work in progress, but let us know what you think on our Discord! ➤Discord https://discord.gg/GMgDtmrmEH ➤Kickstarter https://www.kickstarter.com/projects/ahodgame/ahod-all-hands-on-deck ➤Twitter https://twitter.com/FlatThumb - Flat Thumb 👍
- Improving Gameplay - 3 April 2023
Hello AHOD community, We're excited to discuss some of the recent updates we've been working on for the game. We've been focusing on introducing new systems, refining existing ones, and experimenting with new ideas to make the gameplay experience even more enjoyable for our players. One of the most significant changes we've made is streamlining the directional limitations of the cannons. Now, the cannons' directional limitations have been streamlined to focus on the side of the ship closest to the target. This change enables faster chains of combos and strategies, making gameplay more exciting and dynamic. In addition to adding new systems, we've also been trimming the fat and removing features that weren't working as well as we had hoped. As game developers, we know that it can be challenging to determine what works and what doesn't, but we're always willing to follow our instincts to…
- New Demo is LIVE - 15 February 2023
New demo build 0.1.3 up! Patch notes: AHOD was part of the IndieCup 2022 Canada festival and they have a Steam festival celebrating their curation - so we have a new demo playtest! Take a look some of the other curated games https://store.steampowered.com/curator/38747278-Indie-Cup/sale/indiecup2023 FEATURES: We have rearranged the core game loop to include 4 main resources. Those resources are: 1) Supplies: the main medium of exchange to use at port markets, repair depots, etc 2) Prime: add glowing power to your hand and increases the abilities of the card on activation 3) Obsidian Coins: world map movement now costs 1 coin. 4) Lime: use limes to cure injured crew members - Crew members can now get injured after extensive combat. Use limes to cue their ailments. - new in game UI HUD elements. Reloading timer and bar. Target name info is smaller and over target. - Visual updates to Cald…
- New Demo Announcement - 8 February 2023
Hello AHOD community! We are excited for the opportunities and progress that this new year will bring for our project, and we are thrilled to have gained the interest and support of so many of you. Many of you discovered our game through SplatterCat's video of our initial "2022 Next Fest" build. We are thankful for his recognition of the unique elements of our game, and we highly recommend that you check out the video and subscribe to his channel. YouTube Link You may have noticed that we temporarily removed the demo from our Steam Page. This was due to on going design changes that were not ready to push to the public. We are still in the progress of ironing out the details, but we feel the next build will be closer to a complete version of the core loop. We will have patch notes to address some of the main changes in the upcoming demo NEXT WEEK. In a few months, we plan to launch a Kic…
- Patch Update - 4 November 2022
Demo build 0.1.1 • FEATURE: Our new Death Tusk Artifact is now available. When you damage an opponent with a projectile, you'll automatically repair for 1 health. No engineers needed! • FEATURE: Added a score tally at the end of every match, so you can see just how well (or how badly) you did • FEATURE: Added some feedback bubbles for your Crew members, so you can always be in the loop about what's going on • FIX: All item descriptions have been updated for accuracy • FIX: Homing Mines can now be destroyed by Crew members • UPDATE: Updated Skull Cave model Demo build 0.1.2 FEATURE: Add new Hovercraft artifact. Where we're going, you don't need water (Can sail on land without damage) FEATURE: Add new Mystic Crystal artifact. Adds an extra shot before needing to reload FEATURE: Added cooldown bar on the UI for cards FIX: Added tooltip descriptions to cards that you don't have enough suppl…
- AHOD Next Fest Demo Devstream - 8 October 2022
AHOD devs demo some live footage of our game in development. Leave a comment in the chat and we'll do our best to answer any questions you have.