PB& Games

PB& Games · Development notes

The Cardboard Conquest devlog

Every version of Cardboard Conquest ships with a post about what changed and why it changed. Written for the people playing it, roughly weekly, by the one person building it. No roadmap slides, no teasers for things that do not exist yet: only what is in the build you can download today.

16 posts, newest first

0.7.8: every card gets somewhere to stand

Every card in the game gets a place to stand: each pack, each warlord's starters and each card type now has a backdrop cut from paper instead of a recoloured template, alongside twenty-nine new arena back walls, Motley Jack's relic chain, and an event that rolls a real twenty-sided die.

0.7.9: the moon comes up red and never sets

Wally's last stand. Kill him and the sky reverses: the moon comes back up red and never sets, a black wood grows in around the board, and the thing that stands up in it is not Wally.

Every unit on the board, redrawn

594 unit sprites redrawn in one week, an Act 0 that belongs to Uncle Jim, three clips of your run you can send someone, and an empty balance desk.

Every commander gets a stage of their own

Forty-two enemy commanders, forty-two hand-drawn arenas, 485 icons that stopped standing in for the thing, and a browser build that finally runs.

0.7.0: Warlords is now Cardboard Conquest

The game has a new name and a new look, and they are the same decision: every soldier is a die-cut standee, every battlefield is kraft paper on a desk.

0.6.1: Spells fight the army

Spells stop touching commanders and go back to fighting the army. Plus the Brass Pilgrim chain, an upgrade preview on every card, and a camera with an eye.

0.6: the whole game, redrawn

Every card, arena, event and menu redrawn as one hand-drawn world. The photoreal look stays in the box as an option, and the muster becomes a wheel.

0.5.64: what the enemy pays

An enemy lord spends a purse each round exactly like you do, and the card shows it now. Its powers say what they do, in the plain words your cards use.

0.5.58: the enemy stops hiding its numbers

The enemy used to get multipliers you were never shown. They are gone, and the difficulty now sits somewhere you can read it: the lord's own roster.

Where else these go

The same notes, wherever you already read things.

Every post here goes out to the game's players on the day it is written. This is the copy that stays: itch and Steam both trim old posts out of view, and neither of them is a link you can send someone in two years.

If you would rather follow it somewhere else, all of these are the same posts:

  • RSS — full text, no account, no algorithm.
  • Steam news hub — follow the game and they arrive in your Steam client.
  • itch.io devlog — the playtest build lives there too.
  • Press kit — screenshots, logos and the fact sheet, free to use.
  • Contact — the quill in game, or an email address.