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July 15, 2026

Devlog#47. Changing Card Combat in Journey

The latest version did not reveal any unexpected issues that would force us to change plans for emergency fixes, so the team has already moved on to the next patch.

And now we are returning to Journey.

We have not given this mode a major pass in quite a while, and over time it has become much clearer where card combat needs better readability. We want to make the cards easier to understand both visually and mechanically, while improving the overall comfort of playing the mode. This is our current direction, not a promise that the entire scope of the rework will make it into the very next patch.

Cards and Builds

Our first focus is the card pool itself. Instead of the current mix of unrelated cards, we want to move toward a set of shared cards and five distinct builds, each supporting its own playstyle:

  • Blood Magic - convert your own health into a resource that empowers spells.

  • Berserker - become stronger at the cost of increased incoming damage. This build introduces Rage, which must be gained and dropped at the right moments so the risk is actually worth it.

  • Summoner - summon a minion and control it through cards.

  • Poisoner - focus on Damage over Time, weakening the enemy, and surviving while temporary damage does its work.

  • Chain - use many cheap or free cards, card draw, cost changes, and effects based on the number of cards played.

What’s your favorite playstyle? Maybe you have ideas for some other builds?

Comments (1)

L
Liisakisses · July 16, 2026

I've found that what worked for me is a combination of damage over time of different types (like burning and poison) combined with stuns.