Mythfate
Nouveautés
Tout ce qui a changé dans chaque version du jeu. Dépliez une version pour en voir le détail complet.
V 0.7.5 Version actuelle Mythfate arrive en catalan, en français et en allemand, avec le Manuel de l'invocateur pour consulter toutes les règles, le Pacte d'hospitalité pour jouer avec les Auspices d'une autre Maison, des saisons de deux mois et un rééquilibrage des communes et d'Asgard.
Langues
- Catalan, français et allemand : tout le jeu est désormais disponible dans trois nouvelles langues : menus, cartes, capacités, histoire, notifications et textes légaux. Vous les choisissez dans les Paramètres, et si votre téléphone est réglé sur l'une d'elles, le jeu démarre directement dans cette langue.
- Les actualités, les annonces, les sondages et les cadeaux vous arrivent aussi dans votre langue.
- Quand quelque chose échoue, le message vous explique ce qui s'est passé, dans votre langue, au lieu d'afficher une erreur générique.
Manuel de l'invocateur
- Manuel de l'invocateur : toutes les règles du jeu, par chapitres, accessibles d'une touche depuis l'en-tête. Si vous venez d'arriver, commencez par le début ; si vous cherchez quelque chose de précis, utilisez la recherche : « Ferveur », « charge », « passer son tour »…
Pacte d'hospitalité
- Pacte d'hospitalité : jouez avec les Auspices d'une autre Maison jusqu'à la clôture de la saison. Vous appartenez toujours à la vôtre ; la seule chose qui change, c'est d'où viennent les Auspices qu'on vous propose avant chaque partie.
- Vous recevez un pacte en cadeau chaque saison, et ceux que vous gardez n'expirent pas. S'il ne vous en reste aucun, vous pouvez en acheter un avec des gemmes au Marché.
- Rompre le pacte est gratuit, mais vous le perdez et cette Maison vous reste fermée jusqu'à la saison suivante. Changer de Maison hôte coûte un autre pacte.
- Votre adversaire le sait : pendant la partie, il verra par exemple « Olympus, chez Asgard ».
- Vous le trouverez dans votre profil et au Marché.
Classé
- Saisons de deux mois : chaque saison dure environ 8 semaines, et les récompenses de fin de saison sont doublées pour que vous ne gagniez pas moins d'or pour autant.
- Entre une saison et la suivante, le mode Classé est fermé pendant environ 3 jours. En attendant, le bouton Jouer vous mène à la Partie libre et l'écran d'accueil vous indique combien de temps il reste avant l'ouverture.
- La saison actuelle est prolongée jusqu'au 31 octobre, et la suivante ouvre le 3 novembre.
Équilibrage
- Communes plus fortes : elles restaient loin derrière les rares et ne méritaient pas leur place dans le deck. Leurs valeurs augmentent, surtout celles qui ne remportaient presque jamais un combat : plus aucune commune d'Olympus n'a 1 ATK, plus aucune d'Asgard n'a 1 DEF, et chez Takamagahara, celles à 2 DEF disparaissent.
- Asgard frappe plus fort et encaisse moins : ses rares, épiques et légendaires perdent de la DEF et plusieurs gagnent de l'ATK. Asgard avait la défense des autres Maisons et plus d'attaque en prime, et ses decks gagnaient presque tout. Par exemple, Völundr passe de 6/6 à 6/4, Brynhildr de 7/8 à 8/5 et Jǫrmungandr de 7/6 à 8/4.
- Polyphème → « Furie du Cyclope aveuglé » : exige 4 Ferveur au lieu de 3.
- Recharger les spéciales coûte plus de Ferveur : 3 pour une rare et 4 pour une épique (avant, 2 et 3). À l'ancien prix, certaines spéciales servaient presque à chaque tour.
- Les descriptions des capacités sont plus courtes et plus faciles à lire, sans changer aucune règle. Les cartes qui quittent la partie sont désormais toutes qualifiées de « bannies ».
Combat
- Bannissement : quand une carte est bannie (Ganryū-jima, Gueule du Cyclope…), elle s'élève du plateau, flotte un instant et tombe en poussière, pour qu'on voie qu'elle ne va pas au cimetière.
- Pégase déploie ses ailes et les fait battre pendant que vous le faites glisser sur le plateau.
- Les cartes que le rival vous prend restent un instant au centre, en grand, avant de partir, et la capacité qui vous les a prises ne les cache plus.
- Quand vous rechargez une spéciale avec la Ferveur, un bandeau vous indique laquelle a été rechargée.
- L'IA ne gaspille plus « Charge berserker » et d'autres renforts pour sa prochaine attaque (ni la Ferveur pour les recharger) juste avant de devoir passer son tour.
Communauté
- Signaler et bloquer : depuis le profil d'un autre joueur, vous pouvez le signaler (nom offensant, usurpation d'identité, triche, harcèlement…). L'équipe examine le signalement et vous répond dans Assistance.
- Si vous bloquez quelqu'un, l'alliance entre vous est rompue, et plus aucune demande ni aucun défi ne peut être envoyé dans un sens comme dans l'autre. Vous les retrouvez dans les Paramètres, dans « Joueurs bloqués », d'où vous pouvez les débloquer. Les parties aléatoires ne sont pas concernées.
- Les amis s'appellent désormais des alliés.
Changements
- Nouveaux textes légaux : les conditions d'utilisation et la politique de confidentialité sont mises à jour, et l'âge minimum pour jouer passe à 16 ans. À la connexion, le jeu vous demandera de les accepter à nouveau.
- Les données de partie que vous partagez sans les associer à votre compte sont vraiment anonymes : plus rien n'est conservé qui permette de savoir que la partie est la vôtre, pas même l'heure.
- Héritage : les titres et les dos de carte ont aussi le filtre « Obtenus ».
- Les illustrations alternatives des cartes s'appellent désormais des variantes, et les parcours de l'Arrière-cour, des séries.
Corrections
- Les signalements envoyés depuis Assistance échouaient et n'arrivaient pas.
- Dans le tutoriel d'Olympus, l'explication du Péage inversait qui gardait la carte.
- L'histoire de Brynhildr en anglais traînait derrière elle un tas de texte qui n'était pas le sien.
- Correction de plusieurs coquilles dans des capacités et des titres.
V 0.7.3 Il est désormais possible de descendre de ligue après trois défaites d'affilée à l'entrée d'une ligue, les cartes de la main affichent leurs vraies ATK et DEF avant d'être jouées, la Maîtrise coûte moins d'or et le jeu démarre dans la langue de votre téléphone.
Classé
- On peut désormais descendre de ligue : à partir de la ligue Or, à l'entrée d'une ligue, une défaite ne vous coûte toujours pas de gemme, mais 3 défaites d'affilée vous renvoient à la ligue précédente. Vous arrivez sur son dernier échelon, donc une victoire suffit pour remonter. N'importe quelle victoire vous rend vos 3 essais, et rien ne change en Bronze et en Argent.
- En Légende, c'est pareil : 3 défaites d'affilée à son entrée vous renvoient en Diamant I.
- Pourquoi : jusqu'ici, qui montait dans une ligue y restait toute la saison, même en arrêtant de jouer pendant des semaines. Ainsi, chacun affronte des rivaux de son vrai niveau, et les 3 essais évitent qu'un court passage à vide vous fasse tomber dès votre arrivée.
- L'écran d'accueil et l'écran Classement vous indiquent combien de défaites d'affilée il vous reste avant de descendre, et la fin de partie vous le rappelle (ou vous annonce la descente et ce qu'il vous manque pour remonter).
Combat
- Les cartes de votre main affichent désormais leurs vraies ATK et DEF avant d'être posées, avec tout ce qui les modifie : « Garde », « Égide » et les autres renforts pour votre prochaine carte, ainsi que les Auspices Rempart et Adaptabilité. Avant, certains ne se voyaient qu'une fois la carte sur le plateau.
- L'indicateur d'avantage ou de désavantage élémentaire ne compte plus que l'élément ; les autres bonus sont intégrés aux valeurs de la carte.
- Les cartes bloquées dans la main affichent aussi leurs valeurs : ce que Tomoe Gozen a gagné se voit dès qu'elle revient dans votre main.
- Tomoe Gozen → « Esprit indomptable » : le +1 ATK qu'elle gagne à chaque retour est plafonné à +6. Dans les longues parties, elle finissait par tout battre.
Nouveau
- Langue : si vous n'en avez pas choisi une dans les Paramètres, le jeu démarre dans celle de votre téléphone. En espagnol s'il est réglé en espagnol, catalan, galicien, basque, asturien ou aragonais, et en anglais dans tous les autres cas.
- Message de nouvelle version : quand une mise à jour sort, le jeu vous prévient avec un message qui vous mène à la boutique. Vous pouvez le fermer et continuer à jouer, et il n'apparaît qu'une fois à chaque ouverture de l'appli.
- Sondages : quand on vous interroge sur un Auspice, vous voyez en dessous son avantage et son désavantage, pour ne pas avoir à vous rappeler ce que faisait chacun.
Changements
- Maîtrise moins chère : les améliorations de Maîtrise coûtent 40 % d'or en moins, pour peser autant qu'avant l'ajustement de l'or de la 0.7.2. La réduction obtenue en jouant avec la carte est conservée.
- L'alerte des cartes qui peuvent monter en Maîtrise, dans « En attente » et sur l'icône du Grimoire, disparaît quand vous la touchez et ne revient que lorsqu'une autre carte est prête. Avant, elle apparaissait à chaque ouverture de l'appli.
- Éditeur de deck : le panneau du deck, avec ses cartes et ses points, reste fixé en haut pendant que vous faites défiler la collection.
- Dans la collection, le compteur d'exemplaires apparaît dès le premier.
- Les cartes que vous ne pouvez pas utiliser pour le moment (au maximum d'exemplaires à l'Atelier, deck plein dans l'éditeur) s'affichent en noir et blanc, illustration visible, au lieu d'être couvertes d'un voile sombre.
- Atelier : une carte que vous avez déjà au maximum s'ouvre pour que vous puissiez lire sa capacité, et les fenêtres de fabrication et d'achat l'affichent en dessous.
- Quêtes : un point sur chaque onglet signale qu'il y a quelque chose à récupérer.
Corrections
- Les cartes étaient coupées en haut dans l'éditeur de deck et quand on les agrandissait.
- Les noms de deck longs étaient coupés en bas sur le bouton de l'écran d'accueil.
- Sur les petits téléphones, les fenêtres de fabrication et d'achat ne tenaient pas à l'écran et la description de la carte était coupée.
- Les lots thématiques faisaient saccader le Marché pendant le défilement.
- La barre de chargement du démarrage affichait à gauche un morceau immobile qui la faisait paraître bloquée.
V 0.7.2 La Ferveur arrive : vos légendaires ont besoin que les gradins s'enflamment avant d'utiliser leur capacité, et elle sert aussi à recharger les spéciales. Les paquets ne se vendent plus contre des gemmes : ils s'achètent avec de l'or, les gemmes achètent des cartes précises et des lots sans hasard, et les comptes repartent de zéro pour inaugurer la nouvelle économie.
Ferveur
- Chaque joueur a désormais une barre de Ferveur, de 0 à 6, à gauche du plateau. La vôtre en bas et celle du rival en haut : chaque joueur voit toujours combien l'autre en a.
- Comment elle monte : +1 au début de chacun de vos tours (le premier de la partie ne compte pas) et +1 pour chaque carte que le rival vous prend ou que vous perdez en passant votre tour sans pouvoir répondre. Plus la partie tourne mal pour vous, plus la Ferveur monte vite : c'est l'outil pour renverser la partie.
- Légendaires : pour utiliser leur capacité, elles ont besoin de Ferveur. Jǫrmungandr coûte 4, Polyphème et Musashi 3, et Brynhildr, Tomoe et Ulysse 2. Sans assez de Ferveur, ou si vous décidez de l'économiser, la carte entre avec ses seules valeurs. Ce que vous décidez en la posant vaut tant qu'elle reste sur le plateau : le rival sait donc toujours si sa capacité est active avant de l'attaquer.
- Recharger les spéciales : quand une rare ou une épique n'a plus de charges, vous pouvez en récupérer une en payant de la Ferveur (2 pour une rare, 3 pour une épique), depuis la carte ouverte ou en la faisant glisser vers le bas. Recharger ne consomme pas votre capacité spéciale du tour.
- Les cartes légendaires portent de petits carrés à côté de la défense : un par point de coût, qui s'allument selon la Ferveur dont vous disposez. Quand vous l'atteignez, la carte s'illumine en jaune.
- Les pastilles de charge des spéciales deviennent bleues et ne disparaissent plus une fois dépensées : elles restent vides, pour qu'on voie d'un coup d'œil quelle carte peut être rechargée.
- La barre est vivante : elle s'allume segment par segment, éclate quand le rival vous fait souffrir et s'embrase tout entière quand vous atteignez le maximum. Touchez-la pour voir comment elle fonctionne ; le duel guidé du début vous la présente.
Marché
- Les paquets ne se vendent plus contre des gemmes ni contre de l'argent : ils s'achètent uniquement avec de l'or, qui se gagne en jouant. Les gemmes n'achètent jamais de hasard, et les conditions d'utilisation le disent désormais.
- Cartes précises : sur l'écran de fabrication, chaque rare, épique ou légendaire affiche aussi son prix en gemmes, avec son équivalent en euros. La fabriquer avec de la poussière reste la voie gratuite ; l'acheter, c'est pour qui ne veut pas attendre. Les communes ne sont pas en vente.
- Lots thématiques : nouvelle section du Marché avec des lots de cartes précises à prix fixe, sans hasard. Vous voyez toutes les cartes avant d'acheter, et si vous en avez déjà certaines, elles ne vous sont pas facturées : vous ne payez que ce qui vous manque.
- Or contre poussière : en touchant votre solde de poussière sur l'écran de fabrication, vous pouvez convertir de l'or en poussière, à 2 pièces d'or pour 1 poussière. Dans ce sens uniquement : la poussière ne redevient pas de l'or.
- Paquets de bienvenue : ils sont maintenant 5, et ce sont des cadeaux. Vous en ouvrez un par jour, gratuitement, et le 5e contient une légendaire garantie. Avant, il y en avait 10 et ils coûtaient de l'or.
- Prix des paquets : le Basique passe à 250 pièces d'or, le Premium et les paquets de faction à 650, et le Mythique à 2 000.
- Or des récompenses : le paquet quotidien rapporte 30 pièces d'or, les victoires 9 en mode Classé et 3 en Partie libre ou dans l'Arrière-cour (dans la limite de 54 par jour), et la série, les quêtes et la récompense de fin de saison baissent dans la même proportion. Les récompenses de niveau ne changent pas. C'est un ajustement de la bêta pour tester le rythme de la nouvelle économie.
- L'entrée de l'Arrière-cour se paie uniquement en or.
- Gemmes de la bêta : elles redeviennent gratuites, dans la limite de 1 200 par mois et par joueur. Le Marché vous indique combien il vous en reste ce mois-ci.
- Les comptes repartent de zéro : pour que chacun vive le démarrage avec les nouvelles règles, la collection et les decks sont réinitialisés, et vous recevez à nouveau le deck de départ de votre Maison. Les monnaies reviennent aux montants d'un nouveau compte, les paquets de bienvenue sont à nouveau disponibles, les récompenses de niveau peuvent être récupérées une nouvelle fois et la Maîtrise de vos cartes revient à zéro. Vous conservez votre niveau, votre profil et votre Maison, l'histoire, les cosmétiques, le classement, vos amis et la série du paquet quotidien.
Légendaires
- Ulysse → « La Ruse de Personne » : invoque les deux lanciers d'Ithaque une seule fois, puis la carte reste bloquée 2 tours pour être jouée comme n'importe quelle autre, au lieu de se sacrifier. Les lanciers arrivent toujours en 5/5. Et le duel avec Polyphème passe du côté d'Ulysse : quand Ulysse l'attaque, il le bat toujours et le bannit de la partie, sans dépenser de Ferveur.
- Miyamoto Musashi → « Ganryū-jima » : bat désormais toujours les épiques et les légendaires, au lieu des cartes à 6 ATK ou plus. Avant, cela dépendait de la faction adverse ; désormais, c'est le chasseur de grands noms contre n'importe quel deck.
- Tomoe Gozen → « Esprit indomptable » : elle continue de revenir dans votre main quand elle tombe, et désormais chaque retour lui donne +1 ATK pour le reste de la partie. Elle n'achève plus l'adversaire quand il ne lui reste qu'une carte. Elle ne revient que si elle est entrée avec sa capacité active.
- Nouvelles améliorations de Maîtrise pour les trois : « Le Cheval de bois » (Ulysse invoque un seul lancier 10/10), « Les Cinq Anneaux » (Musashi bat aussi les cartes à 6 DEF ou plus, pour 4 Ferveur) et « Destin incertain » (Tomoe revient bloquée 1 tour au lieu de 2, pour 3 Ferveur).
- En espagnol, Odiseo s'appelle désormais Odisei ; en français, le nom reste Ulysse.
Sondages
- De temps en temps, l'équipe vous demandera votre avis avec un court sondage. Il vous est proposé sur l'écran d'accueil, avec son nombre de questions et le cadeau que vous recevez en le terminant.
- Ils sont anonymes : vos réponses sont enregistrées sans votre nom ni votre compte, si bien que personne ne peut savoir ce que chacun a répondu. Le cadeau récompense le fait de terminer le sondage et ne dépend jamais de vos réponses.
- Si vous n'en avez pas envie maintenant, « Plus tard » le laisse vous attendre dans « En attente », sur l'écran d'accueil.
- La politique de confidentialité a été mise à jour pour expliquer comment les sondages sont enregistrés, et le jeu vous demandera de l'accepter à nouveau.
Changements
- Loi du plus fort (Auspice) : votre carte avec le plus d'ATK reste à l'abri des défausses que vous impose le rival, mais vous pouvez maintenant vous en défaire vous-même si vous le voulez : en passant votre tour, avec « Réflexion faite », « Mobilisation générale », « Double tranchant » ou votre propre « Offrande de sang ». Si c'est le jeu qui défausse pour vous (votre temps est écoulé), il n'y touche toujours pas tant que vous avez une autre carte.
- Entraînement IA : le rival joue nettement mieux. Il choisit mieux la carte à poser, garde ses légendaires jusqu'à avoir de la Ferveur et ne fait plus de cadeaux : pour s'entraîner, il faut quelqu'un qui résiste.
- Tutoriel de combat : vous pouvez désormais revoir le duel guidé quand vous voulez depuis les Paramètres. Si vous l'aviez déjà joué, « En attente », sur l'écran d'accueil, vous signale qu'il a du nouveau (la Ferveur). Le revoir, le passer ou le perdre ne change rien à votre compte, et à la fin vous revenez là où vous étiez.
- Probabilités des paquets : elles expliquent maintenant en détail le fonctionnement des garanties : les paquets Premium et de faction partagent un compteur, celui de la légendaire n'avance qu'avec les Paquets mythiques, et les deux reviennent à zéro dès que vous obtenez cette rareté, quel que soit le paquet d'où elle sort.
- L'historique des mouvements affiche aussi les cartes et les lots achetés, ainsi que les conversions d'or en poussière.
Corrections
- Le duel guidé du début pouvait se bloquer si vous touchiez une carte pendant que le rival attaquait. Désormais, pendant que le rival joue, le plateau attend qu'il ait terminé.
- Le podium du classement n'affichait que des initiales : il montre maintenant l'avatar de chaque joueur.
Les versions antérieures ne sont disponibles qu'en anglais.
V 0.7.0 Story mode arrives with your House's prologue, every match starts by choosing an Auspice from your gods, and Mastery makes your cards your own: alternative abilities and upgrades you earn by playing them. Specials are no longer spent, the whole game gets a new look and every account starts from scratch.
Story mode is playable
- Three chapters written, one per House, and yours is where the game now begins: "The Story of Thrud" in the last days of Asgard's winter, "The Story of Penthesilea" in the tenth year of the siege of Olympus, and "The Story of Oda Nobunaga" on the night of the second year of Tenshō, in Takamagahara.
- It reads like a visual novel: full-bleed backgrounds, whoever is speaking on stage and a dialogue bubble you advance by tapping anywhere. Each chapter brings its own music and sound bed, and can be skipped if you've already seen it.
- In the chapter you capture the myth, and not by watching: a moment comes when you have to tap. Miss it and you get more tries, and if it still slips away your master finishes it for you — nobody leaves a story empty-handed.
- And the instant the tap lands, you're shown what you've just sealed: the card is born tiny at the centre, grows into your hand and stays there for as long as you feel like looking at it. It doesn't close on its own.
- The chapters of the other two Houses are playable too, told by a novice summoner from there: the same story, seen from where somebody else lived it.
- When it ends, what you take away opens up: the cards in a grid, tap any of them to see it full size, plus the title and the variant the chapter grants. They come on different terms: the title is for belonging to that House and only drops in your own prologue; the variant is for having been there and always drops, whichever one you play. If the chapter wasn't yours, the variant gets announced in its own notice — it used to just turn up in the Grimoire with nobody having said a word.
- A finished chapter can be played again as many times as you like, warning you first that what you already took won't be handed out twice. In the chronicle, the prologue is marked as such, the finished ones carry their mark, and the ones still to be written sit dimmed and unnamed: making up a title would be promising a story that isn't decided yet.
- Each House also brings its own narrative music — Asgard, Olympus and Takamagahara — and the sound beds cross-fade between scenes instead of cutting off.
- And there are four chronicles: Mythfate's own — the place, who watches from above and what you're doing there — and one per House. The Odyssey, the Edda and the Nihon Shoki announced last version are withdrawn: they were whole works with a count to live up to (24 books, 29 poems, 30 scrolls) and they tied the campaign to the structure of the book. What there is now are standalone chapters, each with its name and its match, and adding one just means writing it.
- The weeks nobody tells you about now pass in a montage. Rounding up the other nineteen myths would take ten minutes of dialogue, so it's settled in five lines over your House's hall, faded into the background. It advances on taps, like everything else: each line waits until you've read it.
- Chapters are played in order: one that's written but locked shows its cover dimmed, with a padlock and "Finish the previous one".
- "Restart the story", at the foot of the Story mode cover, sets every chapter back to unplayed so you can start over. What you earned — titles, variants and cards — stays, and each chapter's rewards are only handed out once.
- The three prologues are partly rewritten. You're now truly there in the past: the myths see you, hear you and can kill you. You wake up in your House's residence with your master waiting and a blade they give you for anything but killing, because changing history comes at a price.
Auspices
- Every match starts with a favour from your gods. Before you see your hand, your House offers you three Auspices and you keep one: a small help, with its upside and its catch, that won't decide the match but does change your decisions. They depend on your House, not your deck.
- Each House plays its own way, with five Auspices. Asgard, excess and punishment: "Overload", "Pent-up Fury", "Law of the Strong", "Charge" and "Spoils". Olympus, endurance and attrition: "Toll", "Rampart", "Inventory", "Relay" and "Rescue". Takamagahara, tempo and information: "Adaptability", "Whisper", "Keen Eye", "Shadow" and "Second Thoughts".
- Some are always on and others have a single charge you spend whenever you like, on your turn, with their own button. It doesn't count as your special ability for the turn and it costs no card.
- In round 8, the gods offer again the two you turned down: you can switch — losing any charge you haven't spent — or keep yours. The match pauses while both players decide.
- Yours and your rival's hang under each player, in plain sight for both, and you read them by tapping. Every Auspice can be looked up in the Auspice guide in your profile, and when choosing a House too.
- They're in play in ranked, casual, challenges and against the AI, and the guided duel teaches you to use yours.
Mastery: your cards, your way
- Rares, epics and six legendaries now have options. Each rare can swap its ability for an alternative or for a stat trade with no ability: "Wall" in Olympus (+2 DEF, −1 ATK), "Thirst" in Asgard (+2 ATK, −1 DEF) and "Edge" in Takamagahara (+1 elemental bonus, −1 DEF).
- All thirty epics get an upgrade of their own, added on top of their ability: a defeated Talos keeps draining DEF, a falling Medusa takes whoever beat her down with her, and some passives become specials you use whenever you want. And they have their stat trade: "Ram" in Olympus (+3 ATK, −3 DEF) and "Redoubt" in Asgard and Takamagahara (+2 DEF, −2 ATK).
- Jǫrmungandr, Brynhildr, Odysseus, Polyphemus, Musashi and Tomoe Gozen get an alternative ability and an alternative upgrade to their usual ones.
- They're unlocked with gold, never with gems: how your cards play isn't for sale. What you unlock is yours forever, works in all your decks and switching is free. During the beta, each card allows two unlocks.
- Your cards earn experience by playing in ranked and casual: +2 for a win and +1 for a loss for every card in your deck that has options. That XP doesn't unlock anything by itself: it makes it cheaper, down to half price with a full bar. Spending it is a box you tick yourself.
- In the deck editor you choose what each copy carries: two copies of the same card can be set up differently.
- The Grimoire card sheet is split into tabs — Mastery, Story and Variants — cards ready to level up carry a gold mark, there's a "Can level up" filter and the home screen lets you know under "Waiting for you". You can also mark a card as your Mastery goal.
- The first time you enter the Grimoire, a tour shows you Mastery and gives you a full bar on one of your rares so you can try it.
Specials are no longer spent
- Using a special ability no longer costs you the card: it stays in your hand, locked for 2 of your turns, with a padlock and its countdown. It still counts as life, still takes up its space and can still be discarded.
- And they have charges: a rare can use its special twice per match, and an epic or a legendary once. The ones left show as green dots next to the attack, and with no charges the card plays as just another unit.
- Clotho, Brynhildr and Odysseus are still sacrificed, because their ability says so.
- Since the locked card stays in your hand, with a full hand you can't use a special that makes you draw, such as "Soul Plunder".
- A locked card looks the same whether your rival locked it or it's recharging: chains, a padlock and the card in grey.
How the game begins now
- Create your summoner: the name you'll answer to, the character — how the game addresses you, and it's optional — and the face, from eighteen new portraits.
- Plus your birth month, which is there so we can give you a gift that month. The month only: not the day, not the year, so the game can't work out your age and doesn't use it to check anything.
- And you choose a House, which is no longer choosing a deck: it's choosing who you learn from. Each one has its own full-screen page, which you swipe through, with its master — Ingvar in Asgard, Teodora in Olympus, Kaede in Takamagahara — and three tabs: its story, the twenty cards you'll walk out with (with their average attack and defence) and its Auspices. The screen warns you before you confirm: your House can't be changed, so for now there's no going back.
- Your name splits in two. Your summoner name is the one everybody sees: it takes accents, spaces and emoji, and you can change it whenever you like. Your username is unique, the one you give a friend so they can find you, and it can be changed once every 30 days. Friend search shows both, so you know it's the person you're looking for.
- Your first capture goes into your starter deck. The myth you capture in the prologue is one of the three epics you begin with. It only lined up in Asgard before, and by accident: two out of three players captured someone in the story and then couldn't find them in their deck.
- Your master runs the guided duel, in the Timeless Colosseum and with the exact twenty cards of your deck, not some others. There are three different duels because the three Houses fight differently: Olympus holds, Asgard smashes and Takamagahara slips away. The tour of the interface moves to the end, once you've played.
The crowd
- The colosseum has an audience. A band of lights around the board, close by, with its murmur underneath. You never see a face and they never say a word: they're occupied seats.
- It scales with your league, and not in distance. In Bronze they're just as close, but nearly empty and silent, which is worse. From there to Legend, more of the band fills up, glows brighter and is heard louder. In Legend there's one big, still light that reacts to nothing, and the murmur cuts off dead as the match starts.
- They react to what happens on the table — a legendary, a fight that rips half a hand away, an exile — the same for both players, and they fade out if the match goes quiet.
- Now they really do surround you. The lights wrap all the way around the screen, corners included, instead of piling up in the strip at the top — right over your rival's cards — and each one carries the colour of one of the three Houses, split evenly: the ones watching are the gods of all three mythologies, and none of them gets more room than the others.
- There's nobody in the guided match: the Timeless Colosseum is empty on purpose.
The favour of the gods
- Before you start, a card sometimes shows up: "You have the favour of the gods" or "Nobody is counting on you". It's the only thing the crowd says to your face, and it leaves on its own.
- Underneath is what you take if you win: extra gold and XP, and considerably more when nobody had you down as the winner. It only adds. Nothing is lost by being the favoured one, there's nothing to accept or turn down, nothing to choose, and it doesn't change a single card of the match.
- It shows up in ranked and casual, from Gold upwards and at most three times a day. In Bronze and Silver the crowd is still there and still silent: what you gain by climbing is that they start saying your name.
When the match ends
- The result pays out on the spot. When it's over, the tally of what you take opens up: the gold, the experience and the bar filling in front of you — the figure counting down as the bar goes up — all the way to the level you end on. Gold and XP used to be added quietly and another notice told you about the level later.
- If you level up, it's celebrated right there, without pulling you into another dialogue. And if you gain two levels at once, the bar fills twice.
- The favour of the gods is paid on its own line, separate from the match's gold and XP: the card before the match promised you something, and here you see it collected.
- And if you want to look at how it all ended, "See the board" closes the summary without taking you out of the match. The menu button then brings the result back when you're done looking.
- "XP for N cards": a new row in the summary that opens the card-by-card breakdown, with each bar filling up and a gold note on the ones that can already level up their Mastery.
- In Legend you see the ELO you win or lose, in big numbers, and where your total ends up. Gems are already capped there, so winning and losing used to look the same.
Team Attack
- The partner dies, but her strength stays. When a team charge wins, the leader no longer lands with her printed defense: she stays on the table as a combined unit, with the ATK and DEF of both. It used to be a bad deal almost every time — two cards of your life for one weak threat — and now you leave behind a wall your rival has to answer.
- The numbers are the clean sum of what's printed: they don't carry the elemental bonus or the Battle Runes that won the charge. Look at the two cards and you know what's left.
- And since the sum is the same whichever card leads, who goes in front only decides whether you win the fight — the element and the ability are the leader's — never the wall that remains.
- Spartan Oath keeps what's actually its own: adding the partner's defense is something everyone does now, so what it brings is charging with any Olympus phalanx or infantry card, without it having to be a basic unit of the same tribe.
Cards and abilities
- Polyphemus → "Blinded Cyclops Fury": the condition flips around. It used to punish whoever defeated him; now it punishes whoever can't handle him. If the rival has to pass the turn with the cyclops in front of them, they discard 2 more cards — and if they're holding Odysseus, he's one of them and he's out of the match for good. It's what happens in the cave: whoever can take Polyphemus gets away, and whoever stays trapped loses two of their own.
- Common cards stop being the same card with a different portrait. They had ended up sharing ten attack-and-defence combinations between all fifty-one, so half the collection were clones. There are twenty-six now, spread within each House's character — Olympus holds, Asgard hits, Takamagahara sits in the middle — and never repeating between cards of the same trade, which is exactly where you compare them when building a Team Attack. Each card's total power is unchanged: the one that hits hardest pays for it in defence or elemental bonus.
- Eight rares change ability to fit their myth: Dienekes and Pḗgasos move to "Temper" (whoever attacks them loses 1 ATK), Dardanus to "Guard" (your next card comes in with +2 DEF), Freydís and Irpa to "Desperation" (+2 ATK when attacking with 4 cards or fewer in hand), Vídar to "Shield Breaker", Snorri to "Dire Omen" and the Basilisk to "Oracle's Eye".
- The Basilisk becomes Python, the serpent who guarded the oracle at Delphi before Apollo took it. New name and story; the rest of the card stays the same.
- Momotarō → "Peach March": when he's defeated, Inu (4/2), Saru (3/2) and Kiji (2/3) come to your hand. They don't come from your deck, don't count as life and take no room. He used to draw 2 cards on a win.
- Bjorn Ragnarsson → "Plunder": if he wins the fight, he discards the top card of the rival's deck, no questions asked. You used to look at it and decide.
- Musashi → "Ganryū-jima": he always defeats cards with 6 or more ATK, and fights the rest normally, instead of comparing his ATK with the rival's. Whatever he defeats is still banished, along with every copy of it.
- Tomoe Gozen → "Indomitable Spirit": she returns to your hand every time she's defeated, not just once, and stays locked for 2 turns. And her finishing blow now counts the rival's cards as Tomoe comes in, so it doesn't fail if they change afterwards.
- Jǫrmungandr → "Abyssal Tide": when it falls, it's banished from the match. Clotho and company kept bringing it back, and every return cost two cards from the rival's hand: it ended matches in two turns.
Cards, redesigned
- The text box at the bottom is gone and the card changes shape. It's taller now and the artwork takes over: the ability is no longer printed on the card itself, because at hand size it came out at five pixels and that wasn't information, it was texture.
- You read the ability by opening the card, at reading size, in full and without competing with the art. That goes for the battle viewer, the opening hand, zooming a card in your hand, the Grimoire and the deck editor — and there commons tell you about their Team Attack too, which is their only play and used to go unmentioned in the very place where you learn to use them.
- The name is written in its House's typeface, one per mythology. You can tell where a card comes from before you read what it says.
- The ability type is marked with a seal, in the same style as the tribe ones: a coloured disc for passives and another for specials. They used to be two loose symbols that depended on your phone's font and were indistinguishable at card size.
- And the four elements get a drawn glyph, with its relief and its colour, instead of the flat silhouette they had.
Looking at cards mid-battle
- Every card in the match is viewed the same way. The graveyard, whatever an ability reveals and the cards you have to pick to cast it all open in the same viewer now: as a rail, to see at a glance what's there, or one by one and large, to read them.
- A button swaps between the two views, and the ability reads in full in both. Each dialogue used to show the card its own way, and in some of them the text didn't fit.
Game modes
- It stops being a modal and becomes a screen, with each mode's illustration, its colour and a line about what it is.
- Story mode sits at the top, apart from the battles: it doesn't match you with anyone and doesn't touch the ladder.
- The Arena is now the Yard, and while it's at it, it says what it is: nobody brings their collection here, you pick card by card and go in with a deck that was nobody's, and the longer your winning run, the more you take home. Still on its way, along with Casual.
- And Practice against the AI asks before it starts, making it clear that nothing is at stake there: no gems, no gold, no experience, no quests, no ladder position. It's for practising.
- When you play against the AI, you know it. Its avatar carries an "AI" tag, both in practice and if the ranked queue matches you with it.
Card variants
- A variant is another capture of the same person. Thrud in the snow of the prologue and Thrud on her usual card are the same woman, taken at two different moments: the portrait changes, the myth changes — told from there — and so does the capture note, because that one was a different capture.
- And it's a card in every sense. It takes its own entry in the Grimoire, right beside hers, and goes into a deck the way any other card does. What you play is what your rival sees.
- Copies are counted by the card, not by the art. A legendary is still one and an epic is still two, whatever the portrait: you can carry one of each art, never four. And owning the variant doesn't hand you the card — to carry two entries of an epic you need to own two copies of that epic.
- It changes nothing about the match: not the name, not the numbers, not the element, not the tribe, not the ability text. That's information your rival needs exact.
The Market
- The Shop is now the Market, and the gem one, the Black Market. It isn't a rename for the sake of it: it's the place the game's story talks about, the one where nobody asks where what you're carrying came from.
- The beta's free gems are paused. We want to test the game the way anyone who doesn't pay will live it: gold, dust and packs are earned by playing. Gem bundles are still shown with their price, but nothing is charged.
- The free daily pack comes first, with its countdown, and the Crafting Workshop moves up ahead of the packs. The odds open from the "i" on each pack.
- Pack opening goes without music: all you hear is the journey, the tear and each rarity's flashes.
Packs and collection
- Expensive packs are now worth what they cost. Premium and mythology packs guarantee 2 rare or better instead of 1, and the Mythic Pack moves to 2 epic or better plus 1 rare+. The Mythic cost twelve times the Basic and delivered three: it was the worst deal in the Market for exactly the player trying to complete the collection.
- You no longer have to finish a rarity before copies start repeating. Until now no second copy of an epic dropped until you owned all thirty, so you could reach half the collection without being able to build a deck with two copies of anything. Both now move together: you are only spared a card you already have every playable copy of, and anything spare still turns into dust.
- The Basic Pack goes up to 150 gold. At 100 the collection was done in three weeks of daily play and the game ran out of things to chase far too early. The daily pack and the gold from quests and wins are untouched: what got longer is the shortcut, not what you earn by playing.
- The Welcome Pack stays at 100 gold. Starting out doesn't get pricier.
- The daily pack streak matters again. A bug in the maths meant anyone who reached 20 days kept the bonus forever even without coming back — there were accounts three weeks away with the streak untouched. Now every day you skip drops one step: 20 → 19 → 15 → 14 → 10… Missing a single day costs you exactly one day to recover; vanishing for a week costs the whole streak. It never resets in one go.
Fair play
- We fixed the odds published on the website, which hadn't been updated since July: legendary is 1% and not 2%, rare is 21% and not 20%, and the guaranteed legendary lands at most every 20 Mythic Packs, not every 30. Inside the game the numbers were always right — the page was the one that was wrong. We're telling you here because we promised that if we ever broke one of the eight points, you'd read about it in this changelog.
- The in-game odds sheet now spells out everything a pack guarantees. It's no longer a single line with a minimum rarity: you can see slot by slot what each pack assures you, that guaranteed slots can come out better, that the tenth Welcome Pack brings a legendary, and that mythology packs run the same odds as the Premium.
- And it publishes the duplicate protection, which until now only lived in our documentation: while you still have any epic or legendary left to complete, you won't be handed another copy of one you already hold at maximum. Anything spare turns into dust on its own.
Waiting for you
- The home screen gathers everything you have to collect into one card: unopened packs, finished quests, level and pass rewards, gifts, friend requests, replies from the team and unread notices. Each line takes you there in one tap.
- Level rewards lose their own banner: they're just another row on that card, next to everything else waiting to be claimed. And when there's nothing left, it says so.
- It also carries how much gold you can still earn today, and the breakdown of what each mode pays opens from there. You ask that question while looking at what's left to earn, not next to the play button, which is where it was hidden.
Your next goal
- When you have nothing pending, the home screen doesn't go blank: it tells you how far you are from the next thing — the next level, the next pass level, completing the Grimoire or forging the card you're missing — with its progress bar and what's left to get there. If there's room, it shows two.
- And you pick the card for that goal yourself. Mark it as your goal from any card's sheet in the Grimoire, and the home screen keeps telling you how much dust you're short until it lets you know you can forge it. The game used to choose — the cheapest one you couldn't afford yet — which made a fine example but was nobody's actual goal.
- The goal lives in your account, not on your phone: 1,600 dust is weeks of playing, and something on that timescale can't evaporate when you reinstall or switch devices.
- And "Follow the story" joins in, telling you how many chapters you have left to play. It only counts the ones that are written, so it never asks you for something you can't do yet.
The dwarves and the smith
- Asgard's epic gets a name of its own: Fjalar and Galar, the two dwarves who murdered Kvasir and made the mead of poetry from his blood. A pair, which is exactly what a card with "Berserker Onslaught" calls for, and it comes with its own art and lore.
- And Völundr goes back to being the rare. Last version's swap came out of a misunderstanding: the smith stays where he always was, with his story and his art. What was needed was a name for the orphaned epic, not moving Völundr. Elements stay as they are.
The Grimoire
- Capture notes: on top of the myth, a card can now carry what its summoner wrote about how they took it, in the first person and in notebook hand. It shines most on the commons, which have no myth to tell but do have a capture.
- Whatever you haven't captured yet shows as a silhouette. The numbers, the element and the ability stay in plain sight — you need them to decide whether you want it — but the drawing doesn't: its story will be revealed to you once you capture it, and the note for that capture is yours to write.
- New filters to move around it: what's shown (everything, cards only or variants only), what you own (earned or missing) and by ability (special or passive).
- The search box now finds "Völundr" if you type volundr and "Þrymr" if you type thrymr. The game's names come from three mythologies and are full of accents, umlauts, macrons and runes nobody is going to type on a phone.
- Flicking from card to card, each one stays where you left it: if you had scrolled down to read its story and come back, it's still down there instead of starting over.
- New stories for Thrud, Böðvarr Bjarki, Irpa, Vídar, Clotho and Suiko.
- Cards no longer load in pieces: while the artwork arrives you see a waiting shimmer, and the card appears whole in one go. That goes for battle too, when drawing and playing.
Rewards
- Claiming a level milestone gets a celebration: it opens showing everything you won — coins, badges, titles and card backs included — instead of slipping by in a corner toast. Claim several at once and it's a single celebration with the lot.
- And you can tap each currency to be told what it's for: "300 dust" means nothing until someone explains that dust is what crafts cards.
- A gift can now bring individual cards and variants, not just coins: they go straight into your Grimoire, with nothing to open. And if you already had every playable copy of one, it's paid to you in arcane dust instead of being lost.
The duel starts before the battle
- Looking for a rival is now a jump to hyperspace. The stars are born from the "VS" orb itself and shoot towards you while you wait — and they brake hard the moment a rival turns up. The wait has momentum and the find has a stop.
- While it searches, the orb works as the spinner: it turns, breathes and throws off pulses, and lights up gold once you're matched. The "searching" line pulses along with it.
- Each contender gets their own plate: the avatar, the panel with name and title, the badges hanging off it and the rank floating underneath. Your rival's is mirrored, so the two face each other.
- If your rival has no title, that slot reads "No title" instead of sitting blank — an empty gap there looked like something had failed to load.
- And the battle carries the journey on. The stage arrives from far away: it comes in tiny at the centre and grows into place while hyperspace rushes up and brakes, with a whistle slowing down and a hard thud as it lands. It isn't an appearance: it's a landing.
The board has weight
- Cards stop sliding and start being thrown. They wind up backwards before setting off, and in flight they stretch along the direction they're travelling and settle back into shape as they brake. It's the difference between a rectangle that moves and an object with mass that someone has hurled.
- When a card lands on the table, the board takes a little hit.
- The end of a match lands like an impact: a full-screen flash, the board shaking — three times harder than for a card — and the thump in your hand, all in the same instant. It was the biggest moment of the match and it used to tiptoe in.
- And the cosmos in the background fills with drifting rocks, scattered across the screen without overlapping and moving very slowly, each with its own glow. Online, both of you see the same rocks in the same places.
- The gems on the card in play tell you how the fight is going. The attack one carries sparks orbiting it: the more there are and the faster they spin, the more of an edge that card has there; with the element against it, a single slow one is left.
- And the defence one carries a ring of plates: with defence reinforced the ring almost closes, and with defence punished two loose plates are left and you can see the gaps. A broken defence looks broken, without reading a number.
- An open card no longer sits still: it sways very slowly, and the artwork moves with it. It's the difference between holding a card and looking at a photo of one.
- And when a passive ability is presented, the card stops settling onto the table: it drops, picking up speed, and slams down.
Battle and packs
- The stage and the music go together: each match draws a mythology and plays one of its two battle tracks.
- When opening a pack you can skip the ceremony and jump straight to the summary.
The menus breathe
- Every background illustration has its own source of light — a bonfire, a window, a glowing crack — and now it pulses, very slowly and behind the veil. The art doesn't change; what changes is that it stops being dead.
- And the avatars on the board carry the same glint running around the frame as on the VS screen: they're the two people in the match and they read the same on both.
- Each tab in the bar sounds different — Battle, Grimoire, Tavern, Market and Quests — so you know where you've landed without looking. The Market one deliberately doesn't sound like a cash register: going in to browse isn't spending.
Notifications
- Three new switches, so you can turn off what you don't care about on its own: unopened packs, social (requests, friendships and match invites) and gifts.
- The morning notice now tells you what's actually waiting — packs, quests, levels, gifts, requests — instead of repeating the same line, and it arrives even if you grabbed the daily pack in the small hours.
- And there's a daily cap on notifications: if several pile up on the same day, they don't all ring. They're all still in your inbox — what's limited is the interruption, not the information.
- The inbox gets a "Mark all as read", to clear it in one go.
A new look
- The whole game changes materials: panels are wood with nails in the corners, buttons are stone, and every dialogue is a plank with its title carved in that pops open.
- The bottom bar is a wooden board: the icon of the section you're in grows and pokes out above it, and tabs slide from one to the next instead of cutting over.
- Headers are transparent, with an engraved title, and the top buttons are the same size on every screen. Settings moves to the home screen and the Inventory, to your profile.
- One emblem per House across the whole game — profile, story, Auspices, Grimoire — and buttons with hand-drawn icons.
- On the home screen, the PLAY button is bigger and breathes, and your coins count up when they rise.
- Tabs are a bar with a piece that slides under your finger, filters are pills that light up in their colour, and the loading, error and empty screens get a new design.
- The profile, the leaderboard, the Auspice guide and the story arcs get an illustrated header; the profile one, with your House's art.
- A new logo, three illustrations that take turns when the game opens, and a start-up jingle.
At the table
- On tall screens, both players sit at the top, face to face, with the same plate as on the VS screen: life on the avatar, the Auspice hanging underneath and whoever has the turn lit up.
- Every choice in a match is presented the same way — the opening hand, the Auspices, picking cards for an ability —: a banner telling you what to do, a big clock that turns amber and then red, and the confirm button telling you how many are still missing.
- The viewer fans the cards out and deals them in from the sides.
- Your rival's cards and deck are shown upside down, as seen from the other side of the table.
- The draw for who starts ends on a banner — "You go first!" or "Your rival goes first" — and the end of a match comes in with its own banner, rewards one by one and sparks if you win or rank up.
- The music no longer cuts between tracks: it fades from one to the next, and when a match ends it drops instead of stopping.
Leaderboard
- The table gets a podium for the top three, with its crown, and a header with your rank and your numbers.
- The league badge changes shape by league — round in Bronze, one more side per league up to the octagon in Legend — so you can tell them apart even when the colours look alike.
Quests and the Tavern
- The daily quest can be swapped for free once a day, with a warning that its progress is lost. It's separate from the weekly swap.
- Community is now the Tavern.
The app
- Every account starts from scratch. With changes this big, what you'd earned so far was made for another game, so everybody starts level. We're still in closed beta.
- You now need to be 16 to sign up.
- If you come back to the game after a while away, it takes a moment on the loading screen to bring the Market, your quests and your coins up to date. Never in the middle of a match.
- Support adds a new kind of report, to flag content you believe is unlawful. A person reviews it.
- Major security improvements.
- Mythfate gets a new icon, with Thrud closer in.
- And a new ribbon: "EARLY ACCESS" across the top-left corner, on every screen, with the version number tucked away at the bottom. Mythfate is in development and that ought to show without anyone having to dig through the settings for it.
Fixes
- Fixed a handful of unexpected shutdowns on some Android phones: opening the Grimoire with lots of greyed-out cards — the ones you don't own yet — looking at cards during a battle, and changing turn.
- Buttons now work out their own colour so the text always reads, instead of relying on a fixed shade that fell short on some of them.
- The featured slides on the home screen and in the Market now swipe with a gap between one and the next, instead of sitting edge to edge.
- The Grimoire counter and the goal to complete it now count the same thing. One included the alternative illustrations and the other didn't, so you could have the Grimoire at 100% on one screen while the home screen told you cards were still missing.
- No more prologue loop: skipping it sent the story back to the very beginning over and over, with no way of reaching the game.
- A card flying to the graveyard showed up twice — sitting on the pile and still crossing the board — until it landed on top of its own copy. The pile now only shows what has already landed.
- On tablets, summoner creation and story mode no longer stretch the text across the whole screen; the backgrounds still run edge to edge.
- Fewer unexpected shutdowns on Pixel phones when opening dialogues, when winning or losing and while a match is paused after a disconnection.
- Section titles no longer get cut off halfway when there's room to spare.
V 0.6.4 There's an opening hand now: you see your five cards before the first turn and decide whether to keep them or swap the lot. And reports become a conversation — the team writes back and you follow it all from the Support centre.
Your opening hand
- Before the first turn you get a say on your hand. You see your five cards and choose: keep them or swap them all. The ones you hand back go to the bottom of the deck in order and you draw the next five — no shuffling.
- It's all or nothing: no swapping single cards. Your hand is a quarter of your deck and swapping costs nothing, so picking which ones to bin would be a legendary-hunting tool and every match would start the same way.
- And you decide knowing whether you open or answer, because the turn draw happens first. Opening, defense rules — your card has to hold; answering, attack rules, because you have to beat theirs. The screen tells you which one it is.
- Swapping doesn't cost you cards: your hand is your life here, so drawing fewer would be taking life away. The match doesn't start until you've both decided.
Support centre
- Reports become a conversation. You used to write and that was that: now the team replies in the same thread and you can keep answering.
- A new screen holds all your reports in two tabs — open and closed — with their status on show: new, in progress, we've replied, planned, implemented, dismissed…
- When the team writes back you get a notification, and the inbox takes you straight into the thread.
- You can attach several screenshots, and they're compressed before uploading: you're told how much they shrank.
- You can close a report once you consider it settled. If the problem comes back, reply in the thread and it reopens by itself.
Battle
- Choices come with a countdown. Every choice resolves itself after 10 seconds, and now you can see the clock — in red for the last three. Without the number, a choice closing on its own looked like the game had glitched. While you choose, the turn clock is paused.
- And on the other side it says you're choosing, instead of leaving your rival staring at a frozen screen.
- "Regenerating Heads" now holds against a Team Attack too. With 7 defense, a team was practically the only way to bring the Hydra down, so her ability almost never got to fire; now she stays on the table and the whole team goes to the graveyard.
- "Pact with the Gods" takes the rival card without its ability ever firing: not "Blinded Cyclops' Fury", not "Untamed Spirit", not "Regenerating Heads". The pact isn't a combat, and the card's text now says so.
The two smiths
- Völundr moves card. The smith moves to the epic that used to be Kveldúlfr, and takes his story with him: three years forging in silence for the king who crippled him, and a pair of wings built piece by piece while everyone thought he was working. That's an epic, not a rare.
- And with the smith comes the forge: his element goes from Water to Fire. Careful — that moves the card to a different spot in the elemental cycle.
- The rare he leaves behind becomes Reginn, the other smith of the Norse cycle — Sigurðr's foster father and Fáfnir's brother — with his own lore. The slot doesn't get filled with an invented name.
New music
- Mythfate gets its theme. A single piece now carries the whole interface — signing in, the home screen, the shop, the collection, the Arena, the results: it's the game's sonic identity, and it no longer changes track depending on which screen you're on.
- And since it's the same everywhere, moving around the menus no longer restarts the music: it plays straight through while you build a deck or browse the shop.
- Six new battle tracks, two per mythology: Asgard, Olympus and Takamagahara. Every match draws one at random, so the duel sounds different each time.
Home and currencies
- Your money moves to a line of its own in the header. It used to share the row with your avatar and the buttons, with the three figures crammed into a corner.
- Each currency takes you to where it's spent, which is exactly the question you ask yourself when you look at the figure.
- The gold breakdown now tells you how much you have left today before hitting the daily cap, and says so when you've reached it.
Changes
- The app icon gets a new look: the emblem is gone and one of the game's warriors greets you instead.
- The sign-in screen gets its own artwork for tablet, instead of stretching the phone one.
V 0.6.2 Five of the eight legendaries are rebuilt from the ground up —they're meant to break things now—, Odysseus summons spearmen that aren't in your collection, and the Kraken says its goodbye: the card becomes Jǫrmungandr.
The Kraken sinks into the fog
- The Kraken's card becomes Jǫrmungandr, the Midgard Serpent: the one that circles the whole world biting its own tail, and the one Thor has an appointment with at the end of everything. Same slot in Asgard, a different monster.
- It's a matter of coherence. Asgard is told with what the Norse myths tell, and there is no Kraken in them: it's a much later Scandinavian sailors' legend, a rumour that grew from port to port. At the bottom of the Midgard sea, though, there really is a serpent — and it had been waiting far too long for its card.
- But it isn't sunk for good. The Kraken will be back once there's a place where it doesn't feel out of tune. Keep a slot free for it.
Legendaries are meant to be wild
- Five of the eight are rebuilt whole, with one idea behind it: a legendary has to break something. If it tilts the match a little, good — that's what's asked of the rarest card in the game, and everything else is balanced around them.
- Odysseus → "Nobody's Ruse": he stops stealing whichever card he fancies and starts summoning two Spearmen of Ithaca. And if Polyphemus is in your rival's hand or standing on the table, the cyclops is exiled from the match and the spearmen arrive worn out from the voyage (4/6); if not, they land at full strength (6/6).
- Polyphemus → "Blinded Cyclops' Fury": when he falls your rival still discards 2 cards, but if Odysseus is in their hand he's one of them for certain — and he's exiled. He also hits for +3 against Olympus' common troops. The two of them are hunting each other: whoever gets there first takes the other out of the match.
- Brynhildr → "Pact with the Gods": she beats whatever card is on the table, no matter its numbers, and falls with it; your next card comes in with +3 defense. The valkyrie who chooses who dies finally chooses for real, and pays with her life. Her attack drops from 10 to 7: the pact never fails.
- Miyamoto Musashi → "Ganryū-jima": he still compares attack against attack, and now the card he beats doesn't go to the graveyard — it's exiled from the match along with every copy of it, in hand, in the deck or already buried. Musashi won duels that ended entire schools.
- Tomoe Gozen → "Untamed Spirit": on top of returning to your hand the first time she's defeated, she finishes off a rival down to a single card when she enters the field attacking. She gives no quarter to a cornered enemy.
- Jǫrmungandr → "Abyssal Tide": it still picks 2 discards from the rival's hand when it wins the combat, and now whoever brings it down is left with 0 defense for as long as they stay on the field. It goes from 8/8 to 7/6: no longer a wall, now a trap — killing it is easy, surviving having killed it isn't.
Spearmen of Ithaca
- Cards that aren't in your collection. "Nobody's Ruse" summons them and they only exist inside the match: they don't come out of packs, can't be crafted, can't go in a deck and leave no empty slot in the Grimoire.
- They're borrowed attacks, and they behave like it: they don't count as life, they take no room in your hand — you can end up holding ten cards — they can't be discarded, they don't go to the graveyard and they can't join a Team Attack.
- You can tell them apart at a glance: where other cards carry their tribe, the spearmen read "Summoned by Odysseus". Letting your rival see which of your cards aren't life is public information on purpose.
Coming back from the graveyard
- Legendaries aren't raised by just anyone any more. "Breath of Life" — a rare — could put the most expensive card of the match back in your hand, and since the graveyard is shared it also worked on your rival's. From now on it recovers everything except legendaries.
- Clotho gets "The Rewoven Thread", a special: sacrifice her and pick 1 legendary from the graveyard, whoever it belonged to. It's the only way to get one back, and it costs a whole card. Reweaving a cut thread is a Fate's business, not a hydra's.
- The Hydra stops raising others and starts refusing to die herself: the first time she would fall she holds the table and the card that attacked her goes to the graveyard. Once per match — which is what a hydra does.
- What is exiled still never comes back: neither "Ganryū-jima", nor the cyclops' jaws, nor the duel between Odysseus and Polyphemus have any way back.
Reading the cards
- When you open a card at full size, its ability is repeated underneath at reading size. On the card itself the text competes with the art and the frame, and long abilities ended up in tiny type.
- When an ability can't be cast, the game says why instead of just not responding: that your rival has no cards left for the "Song", that there's no legendary in the graveyard to reweave, that the "Pact" needs a rival card on the table…
Gold per match
- What each mode pays, in writing. Next to "Game modes" there's now a breakdown of the gold per win for each one and the shared daily cap: once you hit the cap, wins still give experience and rank, but no more gold until 00:00 UTC.
- The daily pack, the quests and the level rewards sit outside that cap and don't eat into it. And matches against the AI say what they are up front: no gems, no gold, just experience for testing decks.
Privacy
- Data consent becomes a step of signing up, with two separate levels you accept one by one: match statistics to balance the game, and whether or not they're tied to your account.
- The terms move up a version, so they're accepted once more.
Tutorial
- The tutorial now teaches the new Nobody's Ruse: hold Odysseus down, drag him downwards and the two spearmen join your hand.
V 0.6.1 Hotfix: the end of a match now tells you how many gems you took and why —a streak makes them count double— and Arena and daily-pack cards stop handing you copies you can't use.
Ranked
- The end of a match now tells you how the ladder moved: the rank you land on, how many gems you hold and — the important part — how many you just took. Winning on a streak is worth TWO gems, and since nothing said so, the division jump it causes read as a lost rank: your gems looked like they were emptying out.
- The line explains why when it matters: that your streak is doubling the gem, that in the lower leagues a defeat costs you nothing, and that your league's floor won't let you drop out of it.
- The Ranked screen now spells out the rules: a win is +1 gem, or +2 on a streak of 3 or more; a loss is −1 from Gold upwards, and you never drop a league.
- The promotion celebration never made it to the screen: it compared your rank against one that had already been updated, so it never saw the change. It now shows up when you really do move up.
Duplicate cards
- Arena rewards and the daily pack no longer hand you extra copies. They could leave you with three copies of a card — or two of a legendary — which are copies the deck editor won't let you use. They now respect the cap and the surplus is paid out in dust, just like a purchased pack.
- Collections that had already gone over the cap are fixed, with the dust for those copies credited to them.
- The daily pack also auto-disenchants, like any other pack.
Fixes
- Home banners no longer swallow their text: the title, the subtitle and the note are drawn in full, and when the headline doesn't fit its type shrinks instead of losing lines — half a headline makes no sense.
V 0.6.0 The game is now called Mythfate, and this is its biggest release yet: titles and card backs, battle stages, a Grimoire with every card on show, and a rebuilt shop, deck screen and matchmaking.
The game is now Mythfate
- Mythos: Ascension is now Mythfate. Same game, same cards and the same account with all your progress: the only thing that changes is the name.
- The app's name and icon update themselves with the new version. There's nothing to reinstall and no need to sign in again.
- The brand on the sign-in and loading screens takes its final shape: MYTHFATE in plain white, without the "Ascension" subtitle or the old gradient.
- The card backs and the packs carry the new name.
- The icon gets new artwork on mobile and on Mac, with a monochrome version for Android themes.
- Behind them go the tutorial, the notices, the notifications and the legal texts, which now all say Mythfate.
Legacy and titles
- The cosmetics screen is now Legacy, split into three tabs: badges, titles and card backs. It is still the only place where you equip anything.
- Titles: a short line that goes with your name. You wear one at a time — it's a signature, not a display case.
- Your title shows on your profile, on the one others see, on the VS screen before a match and in your friends list.
- They unlock on their own once you meet their condition: reaching a level, climbing to a league, winning with single-mythology decks, completing the collection… Some are handed out by the team at events.
- The whole catalogue is visible from day one: whatever you don't have yet shows up locked, with the hint on how to get it.
- Season badges now carry the sigil of the league you reached, with the season number inside: it's the same trophy you've had in front of you all season on the Ranked screen.
Card backs
- New cosmetic: the card back, the side you see on every face-down card — your hand as your rival sees it, theirs as you see it, the decks, the empty slots in the Grimoire and unopened packs.
- You pick it per deck, not per account, in the new Back tab of the deck editor: a mono-Asgard deck flying the Asgard banner is part of building it.
- Five card backs ship with the game and everyone has them. The mythology ones are earned by levelling up, and every legendary brings its own: it's yours the moment you get the card.
- If that legendary comes out of a pack, its back is unveiled right there, just behind it. A duplicate legendary doesn't unveil it again.
- In a match you see both at once: every face-down card carries its owner's back, yours or your rival's.
- In the Grimoire, the cards you don't own yet are covered with your back instead of the default one.
Battle
- Armed effects are now visible. The ones left loaded waiting for your next card or your next attack — "Divine Awakening", "Titan's Shield", "Aegis", "Berserker Onslaught", "Elemental Transmutation", "Devouring Jaws" and "Dance of Ashes" — now show a mark. Until now there was no way to tell they were there: the card that arms them goes to the graveyard and the effect was left floating.
- Each mark sits next to its owner: yours right above your cards, your rival's right below theirs. Whose buff it is changes what it means entirely, and in the avatar column you had to work out which name each one belonged to.
- Marks are tappable: they open the card that armed the effect so you can read exactly what it does. That card is already in the graveyard — buffs are cast by sacrificing it — so it was the one thing you had no way of checking.
- "Divine Awakening" is no longer wasted. It was spent blindly on any passive, including those that do nothing when played ("Void Cut", "Duel of Honour"…), and was lost without ever duplicating anything.
- If the turn comes back to you with your card on the table, you have to play another one: passing is no longer an option. The rule was already written, but the game wasn't enforcing it and matches stalled with both players discarding turn after turn.
- In the Arena you no longer run into impossible decks — three legendaries, two copies of the same one, no points budget — : rivals build theirs by the same rules you do, and get better as your run goes on.
- Hand locks are now drawn at random. "Dire Omen", "Sphinx's Riddle" and "Divine Wrath" used to open a picker showing your rival's cards face down, and choosing between identical backs isn't a decision: it's a raffle with an extra tap, and it stopped the match to ask for it. The draw now happens on the spot and is announced with a plate both players can see.
- "Sphinx's Riddle" now says so in its own text: it blocks 2 random cards from the rival's hand, not "2 face-down cards".
- The side piles get cleared up: the graveyard drops its counter — you can already see the cards stacked — and its cards are centred in their slot, while the draw pile counters move to their top-right corner instead of sitting in the middle, covering the card back.
Discarding
- Discarding stops being a menu: you drag the card to the graveyard. Your hand turns red on the cards you're allowed to throw away, and the drag now ends on the graveyard pile. If you'd rather, tap the card and use the Discard button on its sheet.
- A band up top tells you where the discard comes from — passing your turn, the Manticore's "Poison Tail", "Siphon", "Song of the Deep", "Total Mobilization" — and how many cards are left to let go. If the discard is voluntary you can back out; if your rival forced it on you, there's no way back.
- The board stays whole underneath, with no window on top: what you're asked to do is done with the board, so covering it makes no sense.
- Your hand stays alive during your rival's turn, which is exactly when "Siphon" and "Song of the Deep" make you discard.
The board
- Battles get a stage. Over a starry cosmos, every match draws one of three mythology stages at random: Asgard, Olympus and Takamagahara. It's the arena you play in, not anyone's banner, so it doesn't depend on the deck you bring — and online both players see the same one.
- The stage drifts very slowly, the stars twinkle and soft pools of light add depth. All of it kept restrained on purpose: a battle is minutes with your eyes fixed there.
- The beaten card no longer vanishes. It waits for the new one to settle and then slips towards the graveyard as it shrinks, so you can read who won the duel. It used to disappear the very instant you dropped your card.
- Your card on the table is no longer covered by the fan of your hand, and the beaten card now shows inside the altar instead of peeking out from under the frame.
- The stage doesn't just appear: it unfurls in a spiral, from the centre outwards, with its own sound. The battle begins once it has finished drawing itself.
- On tablet the board is no longer boxed in and uses the full width: the hand fans out further and the piles and the life zone move to their edges.
Finding a rival
- The search and the "VS" become a single screen. You're at the bottom from the very first second and the only thing that changes is the slot up top: while it searches, the counter and its spinner; when a rival turns up, they slide in from the left to fill it.
- It used to be two screens swapped in one go: you appeared and disappeared, and the "VS" arrived with no context.
- Behind it, the same cosmos as the battle. And the sound follows: while searching there's silence, and the "VS" hit marks the exact moment you've got a rival.
Grimoire
- No more card backs: every card is face up, with its art. The ones you don't own yet show in grey. You see WHAT you're missing, which is the part that hooks you, not just how many.
- The cards you don't own open too, with their story and their collection data. Where the copy counter would be there's a button to craft it, which takes you to the workshop with that card already loaded: telling you it's missing without offering a way to get it was a dead end.
- Flicking from card to card no longer skips the ones you're missing, so the run is exactly the one you're looking at in the grid.
- The search box and the filters move up into the header, and the title takes a background as you scroll so it doesn't blend into the portrait.
My decks
- Decks are shown by their back. A two-per-row grid with each deck's back at full size — swaying, like the packs — and the name underneath: you recognise them at a glance and compare them without reading.
- Duplicate a deck. It makes you a copy and opens it in the editor to play around with. The copy isn't set as active: swapping your playing deck for a draft would be the opposite of what you asked for.
- The Forge of the Gods stops being a floating button and becomes a tab next to your decks. They're the two ways to end up with a deck — build it by hand or ask the forge — and now they're presented as what they are: alternatives.
- On the home screen, the active deck button stops being a flat icon and becomes a stack of cards wearing the back you chose for it.
Shop and packs
- Buying a pack is now a full screen. The pack large and floating, what it holds, the odds and what you're missing: all of it before you spend. The shop tile keeps just the pack, its name and the price.
- See the cards you're missing from that mythology, in collection order. It's the whole point of a mythology pack: knowing what could come out that you don't already have.
- It's stated plainly that mythology packs have the same odds and the same guarantee as the Premium one: the only difference is that they only hold cards from that mythology. And the odds can be checked without going into the purchase.
- The three packs in each section are spread across the width of the screen. They used to sit in a rail with the third one off-screen, waiting to be discovered with a swipe.
- The featured carousel on the home screen pauses while you touch it, and drops the dots underneath: they were stealing height from the banner, which is the only thing anyone looks at.
Level rewards
- The screen is now a path. At the top, the crest with your level; in the middle, the line of milestones you can walk through; at the bottom, the reward of whichever one you tap, at a proper size. You used to scroll through twenty identical cards to see what came next.
- Milestones read by colour: green for claimed, gold for ready to collect and dimmed for still to come.
- The path opens where it matters: the first milestone you can claim or, if there are none left, the next one you're missing. The button to collect everything pending at once is still there.
- Levelling up now also hands out titles and card backs, shown exactly as they will look: the title on its plate, the back as a card. There's nothing to claim — they're already yours.
- If the level you reach has no reward, it tells you what's waiting at the next one instead of leaving a blank.
Tutorial
- Two new steps break the card down part by part, with the card open and the spotlight on each area: first the numbers — defense, attack and the element with its bonus — and then the name, the tribe seals and the ability, with the glow of the frame as the hint to its rarity.
- And one more step for discarding: passing your turn costs a card, and you learn it by doing it — dragging Lycaon all the way to the graveyard.
- The tutorial bubble no longer runs off the screen. On short screens, or with the system font set large, the Next button ended up outside and left you with no way forward; the text now scrolls and the button is always in sight.
- The discard step now lights up the card you have to drag as well as the graveyard: the gesture goes from one to the other, and the part you had to pick up was the one left in the dark.
- Two dead ends fixed. The Team Attack partner picker let you choose Cerion, and two turns later the tutorial asked you to play her and she was gone; the script now fixes the partner. And the pass-turn dial responded on every step: passing off-script discards a random card, sometimes the exact one needed next.
Profile and home
- Tapping your avatar opens your profile. It used to open the options, and seeing your profile meant going through the settings screen; now settings hang off the profile itself.
- The profile is stacked in one column: picture, name, title and badges. Your experience lives in the ring around the avatar and your level on its plate, so the level box is gone.
- Legacy and level rewards are now reached from the top of the profile, and tapping your title or your badges takes you straight to their tab.
- On the home screen, the big active-deck card gives way to a button right next to Play: the name of the deck you're taking in, in the colour of the mythology that rules it.
- Your level changes colour at 5, 10 and 20 — exactly the levels that hand you a title —: purple, cyan, gold and ember. The level hexagon, the ring around your avatar and the crest on the rewards screen always match, so "what colour are you" has a single answer.
- Tapping your avatar on the profile is now how you change it, and it's gone from the edit-profile sheet: there were two paths to the same thing.
- Only in-game avatars from now on. No more photo from your Google account sneaking in as your profile picture.
- The avatar picker gets an "All" tab, for browsing without remembering which mythology it was from, and bigger tiles: three per row on a phone and more on a tablet.
- Your rank is shown with the ladder crest and its division, with the full name underneath, instead of one more line of text.
Loading screen
- Before downloading the artwork and effects you're told how much they weigh and asked for the go-ahead. It's a one-time download.
- If you're not on wi-fi, the notice reminds you it may eat into your data — and says so again if you switch to mobile data halfway through.
Signing in
- New artwork on the sign-in screen, with darkened edges so the logo up top and the buttons down below stay readable over the bright parts of the art.
- Linking a guest account to Google or Apple was left halfway: the browser ended up on a page that wasn't the app and the link never closed. It now comes back to the game on its own.
- Signing in with Google on Mac failed outright.
- The are-you-a-robot check no longer opens pitch black or flashes white: a loading indicator shows while it gets ready, and the box is framed like the rest of the game.
Your opinion
- Once you have a fair few battles behind you, we ask once whether you're enjoying the game. If the answer is yes, we take you to rate it on your store; if it's no, we ask why and the team reads it. It's asked once per account, and "Not now" doesn't count as an answer.
Fixes
- If a match ended with something open on top — the graveyard, a zoomed card, the menu, an ability dialog — you were left stuck there, with the match already over underneath and no result in sight. Now, as soon as there's a winner, the board stops taking taps and closes whatever was open.
- Your rival was seeing your base defense, not the real one: with "Devouring Jaws", "Aegis" or "Bronze Wall" in play they'd play a card that looked like a winner and the board turned the move down. You both see the same number now.
- The board no longer refills itself with locked cards: they dropped when played and left the turn stuck.
V 0.5.4 Battle comes alive —cards fly to the table, hit it and the board celebrates the ending—, the workshop gets a guided tutorial with a free card, and thirteen cards are renamed after real figures.
Battle in motion
- Playing a card is no longer teleportation: it travels from the hand to the table. The rival's leaves their fan face down and flips over mid-flight, which is the moment of the play; yours leaves from wherever you let go of it.
- As it lands, the card hits the board: a shockwave from the point of impact and a short shudder across the whole field.
- The beaten card no longer vanishes in the same frame: it holds on until the new one lands and then slides out from behind it towards the graveyard. You can see one throwing out the other.
- Drawing is visible too. Cards arc out of your deck into your hand, and the rival's out of their own pile —before they dropped in from off-screen, telling you nothing about where they came from—.
- A band sweeps across the board with "Your turn" / "Rival's turn". With the phone on silent, which is how half a match gets played, there was no way to tell it was your move. It blocks nothing and doesn't stop the clock.
- The ending shows on the field, not just on the sign: win and a golden wave sweeps the board with motes of light rising; lose and darkness closes in from the edges as embers fall.
- The deck and graveyard counters roll instead of jumping from one figure to the next, and the pile gives a little bounce every time it takes a card.
- The empty table slot breathes slowly, and the opening deal sounds one card at a time instead of turning into a burst where you couldn't make out a single one.
Rare abilities
- Olympus gets "Desertion" (formerly "War Spoils", which belonged to Asgard): win the combat and your rival hands you 1 card from their hand — they pick which. Carried by Basilisco, Parthenope and Dienekes. It's what Olympus does: it doesn't loot, it persuades. And it's the step below Odysseus's "Ithacan Cunning", where you pick the card yourself.
- Asgard gets "Dire Omen" (formerly "Arcane Slumber", which belonged to Olympus): win the combat and one card in their hand freezes for a full turn. Carried by Hugin and Munin, Huldra and Irpa. Its big sister is "Thrud's Thunder": the rare freezes the card, the epic destroys it.
- Both abilities do exactly what they did before: only the name and the mythology change.
Balance
- Crushing Blow (Bödvar Bjarki, Vídar and Freydís Eiríksdóttir) no longer makes you draw: beating the defender's defence by 3 or more now makes the opponent discard 1 card. Same trigger as before.
- Thrud's Thunder goes from 1 to 2 discards, so the epic stays ahead of the rare that teaches the same idea.
- The why: the game had eleven cards that made you draw from your deck against five that took cards away from the opponent. Since playing a card already draws you another, that extra draw only filled your hand to the cap, matches got stuck in an endless trade and ended up decided on the clock rather than by leaving someone with no hand.
Card names
- Card names now follow a rule by rarity: legendaries and epics are front-rank figures, rares are real but lower-profile people, and only commons carry invented names — they're the anonymous rank and file.
- Six epics were named after nobody. Hirayai existed in no tradition at all, and "Itako Akiko" came from a column mix-up: an itako is a job, not a person. And Gorgon, Norn and Troll were species, not characters. They're now Minamoto no Yoshitsune, Himiko, Medusa, Skuld and Glámr. Beowulf, who is Anglo-Saxon rather than Norse, gives up his slot to Helgi Hundingsbane, husband of the valkyrie Sigrún, already in the game.
- Seven rares change to match the rule: Völundr (it was "Völdur", a misspelling of the legendary Norse smith), Parthenope (the siren Naples is named after), Dienekes (the Spartan of "then we shall fight in the shade", which also puts King Leonidas and his soldier in the same mythology), Snorri goði, Irpa, Freydís Eiríksdóttir and Einar Þambarskelfir.
- There are no longer two cards called Sigrún: the rare becomes Freydís Eiríksdóttir and the epic keeps the name.
- All thirteen get lore: their real story told in the Grimoire, in Spanish and English.
Board
- A card that wins thanks to its elemental bonus no longer loses that bonus once it sits on the table: it keeps showing the same total it had in your hand. It used to drop back to its printed attack, lower than the defense it had just beaten, and the play looked like a bug.
- When an ability raises or lowers the defense of the card on the table (Devour, Aegis, Bronze Wall), the gem shows the real number tinted green or red. Gone is the "±N" tag that repeated the figure and covered part of the art.
- Life gem: it now drains like an orb as your cards run out, so you can see how you're doing without reading the number. And one card from losing, the halo pulses red instead of amber: that isn't "careful" any more, it's danger.
- The aura on the cards in your hand has been redone: the glow travels around the edge instead of sitting still, and a card only carries one colour. Green for "you can beat the rival's card" wins over blue for "ability ready", because that's the play that decides the exchange.
- Holding a card down now blows it up far bigger and lifts it above your hand: you can read the whole thing —name, numbers and ability— without your finger covering the bottom half.
- Olympus cards read better: their marble-and-gold frame washed out the lower half so much that the name and the description lost all contrast.
- The battle plaques and the "you can't do that" messages get the app's own frame: they were the last of the old design still living inside a match.
- When you pick a partner for a Team Attack, the prompt now spells out what happens: the attacks add up, the leading card stays on the table and the one you pick goes to the graveyard.
- On tablets, your hand is laid out with more air between cards.
Crafting workshop
- The first time you walk in, the workshop explains itself: what arcane dust is and where it comes from, the difference between forging and disenchanting, and how to search the whole catalogue.
- And it doesn't end on theory: the tutorial points you at a common card and forges it for free, so you leave the workshop with a new card in your collection.
Changes
- Quests: "First steps" move to a tab of their own, apart from the daily and weekly ones, and a claim all button arrives —with a single celebration and a single flight of gold, not five in a row—. Once there are no first steps left, the screen goes back to the usual list.
- Starter deck: before choosing you can see all 20 cards of each deck, and from there open any of them big and swipe through the rest.
- The match-found screen shows the level, rank and badges of both players.
- The Community icon gets a dot: red when you have friend requests waiting for an answer, green when it's just friends online.
- News and notices read better: they understand the formatting of text pasted in from elsewhere —headings, lists, quotes— and show up in English whenever there's a translation.
- The Legend rank gets a colour of its own, an ember red: it used to share the gold of legendary cards and didn't stand apart from anything.
- The AI plays its cards better: it no longer opens the table or covers its own card with one whose ability only triggers on winning a combat, which was simply throwing it away.
- Important security improvements when signing in to your account.
Fixes
- Spartan Oath (Leonidas) couldn't be used at all: the board only offered Team Attack to common cards, and he's an epic, so his ability was unreachable. It now fires from his Ability button and opens the partner picker.
- If a match ended right when an ability had left a decision pending, the modal popped up over the result screen and left you stuck on the board with nothing to do. The specific case: passing your turn with 1 card against a Hydra. Now anything left hanging is dropped when the match ends.
- Ithacan Cunning and Abyssal Tide can no longer be cancelled once they're showing you the rival's hand: closing the modal meant looking at it for free, and with Abyssal Tide it also left the ability half-resolved. Ithacan Cunning now asks BEFORE revealing anything, which is where backing out makes sense.
- The turn clock no longer stops when the rival forces you to make a decision (Desertion, Siphon, Song of the Depths). With it frozen, a match could hang forever waiting on someone who never answered.
- Dragging a card no longer fails on small screens held in landscape.
V 0.5.3 The Forge of the Gods builds a whole deck around the card you pick, rares get abilities of their own mythology —four of them brand new— and the 3D viewer now spins with your finger.
Forge of the Gods
- New Forge mode in your decks: pick an epic or legendary card and the gods build a whole deck around it, reading its ability, its mythology and its element to dig through your entire collection.
- Only cards you already own make the cut, and always within the deck's point budget. Seeds are epics and legendaries: they're the ones that can carry a whole deck.
- Tap a card and it opens in the usual viewer, nice and big: you pick it right there, with the card in front of you.
- Before anything is saved you see the deck and the plan behind it. If you like it, it's saved and opens in the editor so you can add your own touch.
- Two forges a day, with the counter always in sight above the grid.
- While the gods work there's no "loading": your card floats over a pulsing aura and a spinning arcane circle, with omens from the three mythologies passing underneath.
- The first time you walk in, everything is explained to you. After that the explanation lives behind the (i) in the header, in case you want to read it again.
Rares, each one of its mythology
- Every mythology now has its own rare abilities: three per mythology, three cards each. Before, the six of them were spread across all three factions, so opening a rare told you nothing about what you were playing.
- Olympus keeps the control tools: "Arcane Slumber", "Breath of Life" and "Oracle's Eye".
- Takamagahara gets "Shadow Step" —the first time it would be defeated it slips to the bottom of your deck instead of the graveyard— and "Shifting Wind" —when attacking, elemental disadvantage no longer costs you attack—, and keeps "War Call".
- Asgard gets "Crushing Blow" —beat the defender's defence by 3 or more and you draw 1 card— and "Shield Breaker" —+1 attack against defenders with 6 or more defence—, and keeps the loot, now called "War Spoils" (formerly "Sacred Tribute"). The effect is the same.
- The numbers of all 27 rares were adjusted to match what each faction does: Olympus holds more and hits less, Asgard hits harder, Takamagahara stays fast and wall-free. Along the way Baku and Hamingja, which were unplayable, got fixed, and Kitsune and Shutendōji no longer hit for 8 as rares.
- "Ancestral Call" is left without a single card: the graveyard is Olympus territory now, and Vídar moves over to "Crushing Blow".
Cards and balance
- War Call: you now draw 1 extra card instead of 2. On top of the normal draw for the play that was three cards at once, without asking you to win the combat or anything else, and six different rares carry it: any deck could build around it.
- Katō Danzō → "Kawarimi": when it dodges, the card now returns to the top of your deck and you draw it on your very next draw. It used to be shuffled halfway down, which made it too close to the rares' "Shadow Step": now the epic hands it straight back and the rare only saves you from losing it.
- Oracle's Eye: the text promised the opponent's whole hand when the ability has always shown 3 random cards. Now it says what it actually does; seeing the full hand stays with the legendaries.
- When you spy, the revealed cards look cleaner: gone is the label repeating attack and defence below them —they're already painted on their gems— and the empty gap it left.
- The 17 common Takamagahara cards get new names: Kiku, Tarō, Gonzō… Period first names with no surname, because rank and file don't have one. Surnames are now a thing of rares and above.
- Kappa goes from common to rare: it takes Sanshi's slot, which leaves the catalogue, and becomes the water yokai it was always meant to be. Its old common slot is filled by Toki, a human rogue with the same numbers.
- Ratatosk becomes Ulfarr, a human soldier with the same numbers. With it and Kappa out, the commons are all people now: archers, lancers, rogues and soldiers.
- Nobody loses anything along the way: if you had Sanshi, Kappa or Ratatosk you keep the card with its new identity, and saved decks are still valid.
Card viewer
- The enlarged card now spins with your finger: drag across it to tilt it and let go for it to settle back flat on its own.
- The "3D" button in the corner switches to the usual mode, where the card follows your phone's movement.
- The card background no longer jumps in zoom when you start spinning it.
Changes
- Transaction history: it gets filters by currency and by type —packs, rewards, crafting, arena, purchases—, with a count of what you're looking at and, when you pick a single currency, how much you've earned and how much you've spent.
- Tribe seals get a colour of their own: one per tribe instead of all of them gold, with the Human seal in grey so it reads as the secondary mark it is. In hand, where the seal is the size of a lentil, you can now tell a card's tribe at a glance.
- The portrait on the card detail now has the same finish as the card itself: the colour veil of its mythology and the grain on top.
- Gem packs stay in two columns on phones. On big handsets a third one was sneaking in and they came out shrunk, with the button label broken in two.
V 0.5.2 A News section inside the game, with its own screen for every article, and a Roadmap where you can see point by point what's done, what's cooking and what's still to come.
News
- The tray gets a third tab: News. Updates, explanations of how something works and everything that gets added — all the things that until now had nowhere to be told inside the game.
- Every article opens on its own screen, with a cover, sections, lists and images. Images are shown in 16:9 and open full screen when you tap them, with pinch to zoom.
- Unread news lights up the tray dot and keeps a red mark until you go in and read it.
- The featured article also shows up as a banner on the home screen, taking you straight to it.
Roadmap
- A new Roadmap inside News: the plan for the game, point by point.
- Every point says where it stands —planned, in progress, done or dropped— and carries a date when there is one: when the finished things landed and when the rest is expected.
- The points are strung along a timeline, and the ones that don't exist yet get a hollow dot: you can see at a glance how much of the plan is already real.
- Dropped things don't disappear, they stay crossed out. If something falls off the plan, it gets said.
- The Roadmap has its own strip on the home screen, thin and tucked right above the play button, one tap away.
Changes
- Important security improvements.
- The tray tabs are now icons only. With three of them the words ate up the width, and on a narrow phone the text shrank to the point of being hard to read.
V 0.5.1 A new pack opening with no roulette and a pack that tears under your finger, First steps quests, a redesigned crafting workshop and Grimoire, and proper tablet support at last.
New
- If you close the app or leave the screen before finishing a pack opening, you now get a notification with the exact cards you got. The pack was always paid for and the cards were already yours: what was missing was finding out which ones.
- The Grimoire stamps a "New" mark on the cards you just got from a pack, both the first and the second copy. The Grimoire tab shows how many are waiting, and the marks stay until you go in and look at them.
Pack opening
- The pack roulette is gone. No more picking one of nine spinning packs: that draw decided nothing, the pack was always yours, and the game is not going to simulate a slot machine. Now a beam of light switches on and your pack descends through it from far away, spinning on itself, until it settles in the centre.
- Packs have a back: you see it as they spin.
- Tearing the pack finally feels real. The cut advances WITH your finger, opening slightly behind it as you go, and the strip comes off in one piece when you reach the end. The cut is also uneven and different on every pack, as if you had done it by hand.
- The cut now runs along the sealed band at the top, so it no longer crosses the pack where the cards would be.
- Legendaries no longer flip: the card takes off, crosses the screen, leaves the frame trailing golden light and comes back to the centre already face up.
- Legendary tell: if your pack is hiding one, it glints once on its way down. Deliberately subtle — a hint, not the prize.
- The final summary deals the cards at the exact pace of the closing sound.
Quests
- Three new quests: challenge a friend (daily), climb 1 rank and craft 5 cards (weekly). "Climb 1 rank" pays more than the other weeklies because it depends on winning in ranked.
- First steps: five one-off quests to get you going — finish the tutorial, set an avatar, equip the Closed Beta badge, play your first ranked match and add your first friend. They add up to 850 gold and never expire.
- If you already had an account, the tutorial one arrives already completed: you don't have to play it again to collect.
- First steps also show up on the home carousel, pointing at whatever you have to do next, until you finish them all.
Celebrations
- Claiming a quest no longer pops a little message: a full-screen golden eclipse opens up with the moon slowly turning, and then the gold flies over to your counter.
- When a match ends, right before the result, a bubble with crossed swords appears: big and golden if you win, small and red if you lose.
- All of them can be skipped by tapping the screen.
Crafting workshop
- Disenchanting and crafting no longer slip by unnoticed. The card now takes over the screen: disenchanting crumbles it into dust from top to bottom and the motes float away; crafting is the same thing in reverse, with the dust pulling itself back into the card. When it ends, it tells you how much dust you moved.
- The ritual doesn't touch the card until the operation is confirmed: if something fails, you never see anything come apart.
- Craft and Disenchant are now proper buttons instead of two plain tabs, each in the colour of its ritual.
- The workshop moves up in the Store: it now sits right below the featured banners, with your dust in plain sight, instead of being buried at the bottom. It's the only way to get a specific card without depending on luck.
Grimoire
- Opening a card no longer greets you with the card, but with the character: big, spilling out past the sides, over its background —its own if it has one, otherwise its mythology's—. At the bottom, its profession, its ability and its attack, defense and element.
- No need to go back to see another card: swipe sideways or use the arrows on the edges. It runs through the same cards you are looking at in the Grimoire, with your filters and in their order.
- The card itself is still there: tap the character or use the button at the top right and it opens large, in 3D, as before. Scrolling down you get its lore and its collection details.
- Every card you flip past sounds like turning a page.
Ability changes
- "Your next attack" buffs no longer cancel the ability of the card using them: they now STACK. Before, only one of the two counted.
- Berserker Charge (Jörmungandr) + Jotun Fist (Thrym): against a defender with 6 or more defense, Thrym goes from 10 to 13 attack (6 + 3 + 4).
- Ash Dance (Hangaku Gozen) + Lightning Cut (Hirayai): Hirayai also doubles the elemental bonus granted by Ash Dance, even when attacking at a disadvantage.
- Elemental Transmutation or Ash Dance + Tenka Fubu (Oda Nobunaga): the elemental bonus and the troops in your hand add up.
- Void Slash stays out of all this on purpose: it compares attack against attack, so neither the element nor the buffs affect it.
- Four passives now require winning a combat, in line with every other passive that punishes your opponent: Sacred Tribute (Aren, Einar, Kitsune, Nicos, Shutendōji, Sileno), Arcane Slumber (Bakeneko, Basilisco, Huldra, Kuro Bōzu, Sanshi, Völdur), Sphinx's Riddle and Breath of Life (Baku, Epione, Hamingja). Playing them on an empty board or over your own card no longer hands you a card from your rival, locks their hand or pulls one back from the graveyard: there is no defender to beat there. The board already warns you before you make that play.
- Peach March (Momotarō) already worked this way, but its text didn't say so. Now it does.
Battles
- Opening a card up large now gives you a Play button: if it can go to the field, you send it from there instead of going back to your hand.
- New gesture for abilities: drag the card DOWN. It grows, just like when you press and hold it, and slides straight down until it pokes out below your hand; once it reaches the end it tells you to let go, and the ability fires. The pull is deliberately long: spending a card on its ability should never happen by accident.
- Press and hold a card with an ability and it now tells you it's cast by dragging down.
Fixes
- Stone Skin (Gorgon): with Ash Dance, Elemental Transmutation or Devouring Maw active, your cards showed their attack WITHOUT the Gorgon's −2. It looked like you beat it (8 against 7 defense) and the board wouldn't let you play the card. The number on the gem is again exactly the one the combat uses.
- Cards with Void Slash no longer show elemental advantage or disadvantage: their combat compares attack against attack, and that modifier never counted.
- With Berserker Charge active, the card no longer advertises bonuses (Lightning Cut, Jotun Fist, Tenka Fubu) that the combat did not actually apply.
- Store: if you bought a pack and left the screen before it appeared, your gold or gems and your collection kept showing the pre-purchase values until you restarted the app.
- Store: "Open another" from a pack summary could flash a red error before opening the next one.
- Workshop: crafting a card you had previously disenchanted down to zero ALWAYS failed with "Crafting conflict". The very card you most wanted back was the only one you couldn't craft.
- Settings: if you signed in with Google or Apple and added a password, the account menu kept offering "Add password" forever, as if you had none. It now says "Change password" as soon as you have one.
Tablet
- The game no longer stretches from edge to edge on tablet. Menus, home, store and quests are centred in a column, with the illustrated background still filling the screen behind them.
- Dialogs and sheets no longer take up half the screen in width.
- Grimoire, deck editor and crafting: cards keep their size and five now fit per row instead of three.
- Gem store: the packs are no longer huge and now sit side by side.
- Login and email sign-up: buttons and fields no longer span the full width.
- In battle your hand is laid out in a row, card next to card, with no fan and nothing covered up.
- Avatars, life, decks and the graveyard are bigger, since there is room to spare.
- Ability animations now play centred on the card on the field instead of below it.
- The win/lose bubble, the completed-quest eclipse and the card viewer no longer grow without limit.
V 0.5.0 A distinct identity for each mythology with a full-collection stat retune, 14 new cards, a new gem-based ranked ladder, a Community tab with friends and challenges, and a full interface redesign.
New
- Mythology identity: each faction now plays differently. Olympus = defensive (walls and punishment), Asgard = brute force (breaking defenses and pillaging), Takamagahara = fast and evasive (tempo and hand manipulation).
- 14 new cards to balance the collections of all three factions.
- New ranked ladder based on GEMS. ELO is gone from the screen: you now climb by setting gems. Each league (Bronze, Silver, Gold, Platinum, Diamond) has 4 divisions, and each division is completed with 3 gems. Fill Diamond and you enter LEGEND, where only your true rating counts.
- League floors: once you enter a league, you CANNOT drop out of it. No more reaching Gold and waking up in Silver.
- In Bronze and Silver, losing does NOT cost a gem. The first two leagues are guaranteed progress while you learn.
- Win streaks of 3 or more: each win is worth 2 gems instead of 1.
- New COMMUNITY tab (takes the Battle Pass slot).
- Friends: search them by name with autocomplete, send requests, accept or decline them, and remove them whenever you want. You'll see who's online right now.
- Direct challenges: challenge an online friend to a match. The challenge reaches them instantly (and by notification), and expires after 1 minute if they don't answer.
- Head-to-head record: every friend keeps your win history.
- Friend requests can be accepted or declined straight from the notification tray.
- New Inventory section
- Clans and shared decks: coming soon.
Changes
- Seasons: your reward is based on the HIGHEST league you reached, not where you end up, so you can keep playing without risking it. When the season closes you drop 8 divisions and climb again.
- All players start the new ladder at Bronze IV.
- The Battle Pass leaves the bottom menu until it has real content.
Redesign and interface
- Home fully redesigned: your rank slab is now fixed at the bottom, with your league, your gems and the PLAY button. Above it, only your deck and the daily pack.
- Casual, Arena and Practice vs AI are collected under a "Game modes" button at the end.
- The active deck card now shows its points cost alongside the card count, and warns in red if you go over budget.
- The rank-up celebration takes the colour of your new league.
- The active card shows its REAL defense when an ability modifies it (Devour, Aegis, Bronze Wall), with a "±N" indicator.
- Warning before wasting a passive: if the card's ability only triggers on combat wins and you are about to play it without combat, the game warns you.
- New "game" look across the whole interface: buttons, panels and windows with relief, in line with the card art.
- Each section has its own illustrated background: the sanctuary changes room as you move between Battle, Grimoire, Community, Store and Quests.
- The bottom bar has new illustrated icons and the central Battle button is now a runestone.
- Gold, gems and dust have illustrated icons everywhere.
- Purchased gems and quest gold fly up to the counter at the top when you claim them.
- Card filters now open in a window instead of a sliding panel.
- In battle, the menu and pass-turn buttons are now square, with the countdown wrapped around them.
Fixes
- Store: fixed an error that appeared when leaving the store with the daily pack timer running.
- The leaderboard no longer disappears without explanation when it fails to load: now it tells you.
Card balance
- Every common card retuned: Olympus holds the line (2/5 on average), Asgard hits hard and falls fast (4-5 attack with 2-3 defense) and Takamagahara travels light, with less body but higher elemental bonuses.
- A cap on commons: no common goes above 5 attack or 5 defense.
- The elemental bonus of commons has not been touched.
- The epics you already own are aligned to their faction's archetype: Olympus gains defense and bonus (Manticore 4/7 +2, Sphinx 3/7 +2); Asgard gains attack (Thrud, Troll, Fenrir and Bjorn to 6/5, Ragnar 6/4, Thrym 6/6); and the Takamagahara ones stop being walls to become fast and fragile (Suiko and Nikusui 5/5 +3, Ao Nyōbō 5/6 +3, Momotaro and Hangaku Gozen 5/5).
- The triangle this creates: Asgard's brute force breaks Takamagahara, Takamagahara gets past Olympus walls with elemental advantage, and the Olympus wall holds against Asgard unless there is elemental advantage or a Team Attack.
Ability changes (epics you already own)
- Momotaro → "Peach March": draw 2 cards.
- Ragnar Lodbrok → "Plunderer's Fury": if you win the combat, draw 1 extra card.
- Nikusui → "Siphon": if you win the combat, the opponent discards 1 card (they choose).
- Itako Akiko → "Whispers Beyond": look at the top 3 cards of the opponent's deck.
- Hirayai → "Lightning Cut": when attacking, your elemental bonus is doubled. (Attack adjusted to 4.)
- Thrym → "Jotun Fist": +3 attack against defenders with 6 or more defense.
- Troll → "Troll's Feast": the defeated card goes to your hand instead of the graveyard.
- Suiko → "Suiko's Maw": if you defeat a Human-type card, it is exiled (removed from the game).
- Thrud → "Thrud's Thunder": if you beat the opponent's defense by 3 or more, they discard 1 card.
- Norna → "Battle Runes": your Team Attacks gain +2 during your next turn.
- Fenrir → "Devouring Maw": your next attack ignores the element and lowers the enemy's defense by 2.
- Hangaku Gozen → "Ash Dance": your next card attacks with guaranteed elemental advantage.
- Ao Nyōbō → "Devour": when defeating a weaker card, it gains its defense while it stays on the board.
- Katō Danzō → "Kawarimi": the first time it would fall, it dodges and is shuffled back into your deck.
- Manticore → "Poison Tail": if the opponent can't beat it and has to pass, they discard 1 extra card.
- Hydra → "Regenerating Heads": if the opponent fails to beat it and passes, you choose 1 card from the graveyard and recover it.
- Oda Nobunaga → "Tenka Fubu": gains +1 attack for each common Takamagahara card in your hand. (Base attack adjusted to 5.)
Legendaries
- Polyphemus → "Blinded Cyclops Fury": when defeated, the opponent discards 2 cards.
- Ulysses: now more defensive (defense 6 → 8).
- Miyamoto Musashi: reworked as a fragile-lethal duelist (8/4): hits very hard but is easy to take down (fits Void Slash, which ignores enemy defense).
- Tomoe Gozen: more evasive (7/5, +2 bonus) and her ability is renamed "Indomitable Spirit" (same effect: the first time she would fall, she returns to your hand).
- Kraken: its "Abyssal Tide" ability now triggers WHEN YOU WIN a combat (previously it was used without fighting). Same effect: look at the opponent's hand and choose 2 cards to discard. (As a free one-shot ability it was too strong.)
New cards — Epics (enabled with this version)
- Talos (Olympus, 3/8) → "Bronze Wall": when defeated, the card that defeated it loses 2 defense.
- Ajax (Olympus, 4/7) → "Aegis": your next played card gains +3 defense.
- Leonidas (Olympus, 4/6) → "Spartan Oath": can team attack with any Olympus lancer or soldier and combines its defense with the partner's.
- Cassandra (Olympus, 2/6) → "Augury": look at the top 3 cards of your deck, reorder them and draw 1.
- Gorgon (Olympus, 3/7) → "Stone Skin": the attack of any card that attacks it is reduced by 2.
- Jörmungandr (Asgard, 6/6) → "Berserker Charge": your next attack gains +4 attack.
- Skadi (Asgard, 6/5) → "War Horn": draw 1 card; if you have another Asgard card in hand, draw 2.
V 0.4.3 Match recovery after a connection drop or an app close, and no more flashing in battle and quests.
New
- You can now recover from an internet connection drop in battle: if the connection is lost, the game is recovered when reconnecting.
- If the app closes during a battle, the game is recovered when you open it again.
Fixes
- The flashing issue that occurred in battles when playing a card in online matches has been fixed.
- When claiming quests, the quests screen no longer flashes.
- Minor adjustments in the deck editor and Grimoire screens.
- Assets are now downloaded when the app is opened.
V 0.4.2 Redesigned cards with an attack comparison, match analytics and a weekly limit in the gem store.
New
- Analytics for games to fix bugs.
Changes
- The gem store is now limited to 1 purchase per week, to make player progress more realistic and prevent unlimited gem purchases.
Redesign
- Cards have been redesigned, some details are still missing, but the new design is already visible.
- Now on the cards you can see the sum or subtraction in the card's attack vs the card it faces, to see if it is favorable or not to play it.
Fixes
- In card creator: the cost badge has been moved to the bottom left of the card.
- In battles: a bug has been fixed that prevented the blocked card from being marked.
- In the store: when purchasing "another pack", the amount of money spent was not updating.
- Other minor fixes.
V 0.4.1 Grimoire redesign, long press for quick card zoom is back, and fixes to abilities, crafting and notifications.
New
- Long press for quick card zoom in battle has been added back.
Redesign
- Grimoire screen has been redesigned.
- Settings screen has been adjusted.
- Notifications screen has been moved.
Fixes
- Elemental Transmutation: now correctly adds the extra damage and it is visible on the card.
- Total Mobilization: was not discarding the card from the player's hand.
- Music now stops when you win or lose and return to the home screen or play again.
- Card crafting now has correct card and dust limits.
- Notifications now work correctly.