Next big update and the Open Beta!

Takara Cards

Takara Cards is a unique tactical deck-builder RPG about chasing space dragons in a sci-fi fantasy universe. Create your deck as you explore sectors, fighting your way in deep puzzly combat. Every decision you make affects your Ship and Character: Each new adventure offers new surprises!

[Hello Cadets! We revealed in the last announcement that we now have a Publisher helping us, GrabTheGames! Thanks to them, we can now allow ourselves to improve some aspects of the game that we'd like to.[/h3] We decided to focus on these improvements before finishing the other two races. Despite this, the other two races are still in production by the artists, as most of the changes are mechanics and code. [img]{STEAM_CLAN_IMAGE}/42094817/18f5d15ecac6661053e8d05143b6337be7086ae9.gif[/img] [b]These improvements come first in the Open Beta[/b], which is now available for all players to use (go to the "Betas" section of the game on Steam). We'd love to hear what players think about these changes! We'll keep the Beta stable, but characters played in the Beta are incompatible with the [i]Current[/i] version. [h3]Score and rank system implemented[/h3] [img]{STEAM_CLAN_IMAGE}/42094817/b3054d3c3547853083596d358c11882d0a857b71.jpg[/img] [b]The first improvements come to the game's Combat.[/b] With the [i]exception[/i] of dragon bosses (which remain as they were), now [b]a jump only ends when ALL UNITS are defeated[/b] and turns are added together instead of subtracted. Along with this, we've implemented a scoring system and Ranks. The Cadet's performance in a jump is measured based on the number of units defeated minus the number of turns spent doing so. A point multiplier system also exists: Didn't take damage in the Jump? Your points are multiplied! [b]Didn't get the score you wanted? You can try (ONCE per Jump) again![/b] [h3]Several changes have been made to the game to make these new mechanics work, including:[/h3] [list] [*] Decrease the number of units per Jump, so that combat doesn't take too long. [*] Introduction of a [b]new card[/b] that allows the Cadet to [b]leave the Jump[/b] just before defeating ALL the units. This card is drawn automatically when there are only 4 units left in the jump. [/list] [img]{STEAM_CLAN_IMAGE}/42094817/e319b23cfa305c9737f9292a494e380af4a6d4f3.jpg[/img] [h3]Now, in most card-giving Events, the player can choose between three options (one of them being a Fetched card). Just like when you level up![/h3] [h3][b]Complete revision[/b] of the Event texts. In some cases, the texts have been rewritten![/h3] [h3]Minor improvements and changes[/h3] [list] [*]Manual updated with new mechanics and revisions! [*]Distances to bosses have been reduced even further. They are now, in order: 5 > 4 > 3 jumps. [*]Improvements to the "BreakOff" mechanic: Enemies on the top outside jump to the board when the Jump Stack is empty now. [*]Silver Tape card is now an intuitive Reputation and can only be earned this way. [*]Reputations that give cards can now be PRESSED to buy these cards in the middle of combat. [*]Temple visits now cost a few credits. [*]Solar Wind no longer deals DAMAGE and can move the player's attack pieces. [*]Several bug fixes. [/list] [h3]The next major update will focus on the game's Navigation system and mechanics (the Map!). This major update is scheduled for the end of October - the beginning of September.[/h3]