- Ravenland V1.0 Released! - 17 July 2021
All things from the early acces roadmap is done and some more too (based on your ideas) and all known bugs and glitches are fixed. Special thanks to all Early Access players! I read all reviews, discussions you wrote. Your feedback and ideas was great help and support for me! I will try to fix all the future reported bugs and glitches as soon as possible. I have already some mid-term content plan, but of course I still look forward your ideas too.
- 0.91 - Achievements - 13 July 2021
-Achievements reworked (city upgrades now are also achievements => 27 achievements added) -New monk and stone guards cards added to the game -Challange game mode: unlock 1 alternative outfit for every hero -Town hall building in the city now shows unlockable outfits -Some minor bug fixed -Some stone guard cards gained new artwork
- 0.9 - Stone Guard update - 16 May 2021
-New hero: Stone Guard -New mechanism and new keyword: Greed -Two new unlockable city upgrades for Stone Guard (artifacts, some locked cards) -healing potion drop rate increased -fixed the lizard animation -fixed the insanity artifact bug -fixed the bug that you can target a dead enemy with a card -ingame settings menu added -game engine was also upgraded under the game so some extra bugs can appear Balance: -First day enemies' life reduced by 30% (except the end day boss) -Second day enemies' life reduced by 10% (except the end day boss) (The next update will contains an achivments reworks (city upgrades will grant achivments), some new cards to monk and stone guard, and a little content after the final boss battle)
- 0.81 - Insanity/Equipment update - 30 March 2020
-12 new artifacts added (insanity, equipments related and class specific) -Monk got some new animations -3 city challenges added (to unlock new artifacts) -Many cards rebalancing -Fixed some typos, bugs and glitches.
- 0.8 - Lots of stuff - 22 March 2020
Hello guys! It's been a while, but here is the new patch: -2d table card replaced with 3d models. -Longer gameplay: new levels and enemies added. -Talent tree fully reworked. -Many cards/enemies reworked. -Game mechanic reworked (armor, insanity, etc..) -Soul gem removed, now every upgrade unlockable by completing a challenge. -Permanent upgrades replaced by temporary upgrades (via upgrade field) -Artifacts added. -Some new visual and audio effect. -Some music replaced, added, removed. -Some bug fixed. The next smaller update will fix the monk animations, add more city upgrades and focusing other card reworking/balancing. After that I will focus on 3rd class.
- 0.71 - Card Balance changes - 18 September 2019
-New enemies added -New enemy skill added: Magic attack (Creature's attack bybass every Armor) -False life effect now does not prevent Poision, Bleed and Horror skill. -UI: Mouse scroll now works properly with the scrollbars -Some other bug fixing Card balance changes: Swordsman: -Rupture now once per battle, but gives 2 invulnerability -Flag of action: gain 1 energy and draw 1 card -Last Chance: Buffstack increased to 8 from 6. -Blessing: Cost reduced to 0 from 1. -Mark the target reworked: 0 cost, once per battle. Bring target enemy to leftmost position. If you have a summoned ally draw 2 cards. -Taunt reworked: 0 cost, once per battle. Bring target summoned ally to leftmost position and draw 2 cards. -War banner: Energy cost is reduced to 1 from 2. -Pet feeding: now gives +2/+2 -Master's strike: Damage reduced to 4 from 5. Bonus attack reduced to 4 from 5. -Cursed talisman: Gain migh…
- 0.7 - New building and new fields - 5 September 2019
-New building: Alchemist. You can add an extra card for starter deck. -New field: Mystic. You can choose from 3 granted bonus effect. -New field: Rare Card reward. You can choose from 3 cards, at least one card is rare -Map has become bigger -Day now last 10 turns -Elite monster now give 3 xp, give 5 xp -Talent xp levels are now 10/20/30. -The tile generation mechanism reworked -Some swordsman cards rebalanced: Execute: Cost reduced to 2 from 3. Damage reduced to 4 from 5. Max damage reduced to 10 from 20. Disarm: Cost reduced to 1 from 2. Damage reduced to 2 from 5. Eviscerate: Bleed effect increased to 4 from 3. Narrow ground: Armor bonus increased to 3 from 2. Purification now is Once per battle. Cost reduced to 1 mana and gain 1 stack false life for each removed debuff. Verdict: Cost reduced to 0 from 1. Smell of blood: Also grant card drawing for each bleeding enemy. -Some bug/glit…
- 0.6 - New cards - 7 August 2019
-New monk cards added -New monk card skin added -Rare cards added (for both classes) -Cardsmith window now has class tabs -Some cards reworked, fixed The next major path will contain missing card upgrades, balance changes and some gameplay reworking (longer gameplay) and a new city building, but it will come only after 2 weeks.
- 0.53 - Card remover and game difficulties - 30 July 2019
-card remover field type added to the map -hard/elite starter game difficulty added (unlockable by beating the game) -minor traits granted when hero gather 15 and 20 xp -a new enemy and a new enemy active skill: dual strike -some bug fixing
- 0.522 - Graphic performance improves and minor balance changes - 27 July 2019
-Game's frame rate greatly increased, please let know if you have still any issue with it (or if it get better) -Some new battleground added -Some monsters have rebalanced -Now adjust weak monster's attack and health value to the current day (for example if a 1st day monster appears in a later day battle it will be stronger) -Few bugs and typos fixed
- 0.511 - Treasures and Card Upgrades - 25 July 2019
Hi everyone! -Treasure card has reworked: Now you can play it anytime, in that case it also gives a gem(1/2/3) but permanently removed from the deck, nevertheless if you keep on the deck until the end of the day it gives more gem(3/5/7). Now everything what is cost gem is permanent, so card upgrades too! -Card upgrades cost has also increased, and it is now available from the city screen too (cardsmith building). -Subclass now can be acquired by collecting the right amount xp from monsters (harder monsters give more xp). In the next major patch some minor traits will come too (so xp gathering will be more profitable) -and many bugs fixed, but please let me know if you see one. That's it for now, thanks for reading!
- v0.42 and future plans - 24 July 2019
Hey Guys! Firstly, thanks for your feedbacks/suggestion/critics, it was very helpful. I try to fix every glitches/bugs as soon as possible. Here is a short list about the patches content of the past one and half day: -Card playing mechanism reworked (I hope it now will be perfectly smooth, please let me know if you still find it's buggy) -Deck viewer added -Short tutorial added -Many bugs/glitches/typos fixed Also there are some conclusions from your feedbacks: -the game is too easy and short -need more city upgrades options (that was the default plan, there were already houses on the city map for this purpose), -the treasure system is unfun now (I don't want to drop it out completely, but some reworks will come) -need more card variety I will focus these too in the next days (already have some concrete plan) so don't forget check back, major patch will come today or tomorrow!
- Ravenland is Now Available! - 22 July 2019
I plan to update the game with major patches everyday on this week, so please tell your opinion on the forums, which part you like or dislike, and what would you like to see in game. I hope you will enjoy the game, and every idea/suggestion/critics are welcome!
- Release date - 19 July 2019
Hello guys! the game is almost ready, but still need to fix some minor bugs before release. Hopefully I can finish it until weekend so the game can release Sunday at the latest. Sorry for the delay and thank you for your patience!