Happy Holidays from D20Studios

Abalon: Roguelike Tactics CCG

Abalon is a roguelike adventure that fuses tactical turn-based combat and card strategy. Choose your summoner and explore a tabletop world to discover its secrets. Build the perfect deck, outsmart your enemies and become legend!

[img]{STEAM_CLAN_IMAGE}/40840856/95d44ad47ecd5b2dc7a757174973fa34ef204691.jpg[/img] It's a 3 vs. 3 goblin snowball fight, but no-one said building a snowman was against the rules! Hope this playful piece from our concept artist, Marvin, brings you a smile :) [h1]Happy Holidays from D20Studios[/h1] 2023 was an exciting year with the 1.0 release of Abalon and [url=https://store.steampowered.com/news/app/1681840?updates=true]several major updates[/url], too! I'm looking forward to delivering even more next year, including our mobile build of Abalon and our multiplayer title, [url=https://store.steampowered.com/app/2352400/Abalon_Arena/]Abalon Arena[/url]. I'll be continuing to support Abalon with new features and updates such as: [olist][*]Ability to use satchel cards during battle in adventure mode. [*]Persistent artifacts on guardians when defeated/removed from party. [*]Equip/dequip feature to customize heroes [*]New Game Mode - Fast Adventure [*]Addressing more player requests [/olist] I'm also looking into how I can address player feedback regarding the "cards as stamina" mechanic, which is one of Abalon's signature features. It's intended to provide an element of resource management and put focus on maximizing the tactical position and abilities of your units. A lot of players love it and some do not. During early access, I introduced artifacts as a way to modify the rules (for example, allowing you to recover cards after battle, increase your max hand size, etc.). While this helped some, it didn't fully solve the feedback. And, interestingly, some players now want to see challenge modifiers to eliminate these artifacts and bring Abalon back to it's survivalist beginning. Since Abalon is all about fueling player creativity and satisfying lots of different play-styles, I'm thinking some alternate play modes might be the way to go. Pure survivalist route for some. And a more deckbuilding focused route for others. The key is to find ways to balance these changes so the game remains challenging. Maybe a more traditional deckbuilder mode has tougher enemies or you can't take guardians? I'd love to hear your thoughts and ideas on this :) [h1]Prerelease Testing for Mobile & Multiplayer[/h1] If you're a current Abalon owner and can't wait to try out our upcoming mobile launch and/or multiplayer features and would like to shape the development by contributing feedback, we're running a closed-beta test. Information available in our Discord in the #multiplayer channel: https://discord.gg/d20studios You can also Wishlist Abalon Arena here: https://store.steampowered.com/app/2352400/Abalon_Arena/ [h1]End-of-Year Goal Achieved: 300 Steam Reviews![/h1] Thank you so much for being a valued player and supporting our games' development. I can't express enough how much I appreciate our community and all of your insightful feedback that has helped us grow and improve. I'll be working through the holiday season, though expect my availability to be more limited than usual as I take some time to spend with my family. If you have issues with the game or want to share feedback, I'll have Discord and Steam alerts running and do my best to respond. You can also report feedback in game using Settings -> Shared Feedback which will provide me with a gamestate I can use to quickly repro and fix any issues. ~Ross