MISSILE CARDS is an intense turn-based defense card game inspired by the retro Atari classic Missile Command. Arm your defenses and blast away flaming death orbs, nuclear warheads, and other hazards hurtling down from space. High replay and lots of unlockables!
Have you been enjoying the game? Great! If so, please take a moment to leave a quick Steam review. That helps me out a ton! I'm really keen to get more user reviews on the board ASAP, so don't forget to take a sec to post one -- especially if you're having fun with Missile Cards!
[h1]Patch Updates[/h1]
Meanwhile, I've fixed a few things and added screenshot capabilities with Patch 1.0.7! Here are the deets:
[b]1) Added Screenshots in Steam [/b]
Finally! Hitting F12 to take a screenshot should now work! Seems odd that I had to hard-code that in, but it's all setup now, I tested it out, and should be working nicely.
[b]2) That damn hack bug - STOMPED.[/b]
The very rare hacking bug on Base 4 has been driving me nuts. Occasionally, and seemingly at random, triggering a firewall card would not clear the hack card on the conveyor like it's supposed to.
I've gone over the code dozens of times and made 3-4 fixes that still didn't fix the issue, but I think I've found and locked down the problem.
Build 1.0.7 ditches a big chunk of code for the firewall card triggers that I think was borking things up. So NOW when you trigger a firewall, it'll clear ANY and ALL hack cards that are on the conveyor. It's rare that you'll have more than one on at a given time, but if you do wind up in that situation, using the firewall will knock them both out at once.
Previously, I had setup code to do some additional checks and only clear ONE out if there was more than one, and I think that's what was breaking it. Seems to work deliciously now, so hopefully that's that (FINALLY) for the hack bug.
[b]3) New Device detect code[/b]
This technically shouldn't impact PC version users, but I wanted to let folks know just in case there are any problems. I've implemented a lot of new behind-the-scenes code for Missile Cards in prep for the mobile port that auto-detects the device and operating system, then adjusts some important code bits at the moment of launch.
This shouldn't impact the PC version at all, BUT if you notice anything funny with the current version that wasn't happening in the previous build, PLEASE let me know so I can adjust/fix if needed.
You'll notice that minimizing the game and toggling fullscreen off makes the game super tiny. But this also lets you drag the corner of the window and manually adjust/scale the view to whatever size you'd like to play at in windowed mode. NOTE: that this will cause some pixel crunching if you resize the window to anything outside of a 16:9 ratio, but you can always hop back into Full screen or restart if it gets funky.
[h1]FUTURE UPDATES AND ROADMAP[/h1]
I'm really heartened that players seem to be enjoying Missile Cards. Unfortunately, Steam sales on-the-whole have been super crummy. I haven't even come close to breaking even on development, financially, which is disappointing but a possibility I had prepared for.
So right now, aside from updating any future bugs that folks might run into, my core focus is on finalizing and launching the iOS port. How well that goes will have a big impact on whether I add any major core content to Missile Cards going forward (beyond bug fixes).
The good news, however, is that if the iOS version does really well and prompts me to create additional content in the future, I'll be rolling out that content across all versions of the game. So PC players on Steam will get any new gameplay updates, if they happen.
I can't promise anything right now -- pending a major turn of the tides sales-wise -- but I'll be sure to keep everyone posted.
In the meantime, thanks again for checking out my quirky strategy card game! I have other unique card game projects in the works, so if you'd like to see those come to Steam, definitely speak up and let me know.
Cheers!
-Nathan