0.7.23 to 0.7.25: the Cyborg, the Tinker's Workshop and a film for every ending
This post covers three builds: 0.7.23 and 0.7.24, which went out on Steam on 10 and 11 October without notes, and 0.7.25, out today. A fourteenth warlord joins the roster, the Cyborg, who keeps a card off every commander he beats. The Tinker's Workshop lets you build a soldier of your own at the bench and draw it in crayon. A won run and a lost one both end on a pop-up book film now. Scroll out far enough in a fight and the camera keeps going, out through Uncle Jim's room and his town to the stars, and back in through the paper. Co-op gets two team events, every lord taunts you in a style of their own, the shop is rebuilt, the Crispy Kiwi joins the Wild Pack, and most of what was left of the interface is cut from paper.
The Cyborg
He is the fourteenth warlord. Half his body is other people's work and so is half his army. He starts with 100 health, four Chrome Troopers, two Arc Gunners and a Reclaimer, and his signature relic is the Copy Chip. Every enemy commander he beats leaves him one of that commander's own cards. After the fight the spoils writ carries a "Salvage from" row for each commander that fell, and claiming it offers three of that commander's cards to keep one. A salvaged card Exhausts when it is played. Forge it at a campfire and it stops Exhausting.
The Reclaimer does the same on a small scale. Whatever it kills comes back to your hand as a free card that summons a hollow copy of that body.
He unlocks once you have felled 50 enemy commanders across all your runs.




Every new warlord has a reveal
Unlocking a warlord is its own scene now. The warlord's stage comes up lit low behind a black standee, its outline is traced round while the lamp comes up and a burst of cut paper opens behind it, and then the warlord burns in from black, dances, slams down a name sign, and lays out the signature relic on one side and the starting deck on the other. All thirteen unlockable warlords have a stage of their own for it.

Each of them also has a Steam achievement now, thirteen in all, with the warlord's own bust in front of their own place on the icon. That brings the game to 92 achievements.

The Tinker's Workshop
A new event, from the second leg of an act on. The tinker has a bench, a plain Recruit and a box of crayons.

At the bench you turn the soldier's health, attack, how many come and what it costs up or down, make it melee or ranged, and bolt on up to four parts from a tray of six. The tray leans towards the packs you drafted, and rummaging for a fresh one costs 10 gold, then 5 more each time. Every press of a dial reprices the soldier, and the price comes out of your purse. A plain Recruit costs only the bench fee, 25 gold, and a copy of the Cavalry card comes to about 63. Turning a stat down gives gold back.


Then you draw it. The sheet stands in a disc stand next to a box of twelve crayons, three line widths, an eraser and undo, and the card and a patch of field beside it change with every line.


Name it and throw the big switch. The drawing is the soldier from then on: on the card, in your hand and standing on the field. The whole design is kept in the card, so it comes back with a saved run and a co-op ally sees the same drawing on their own screen.



Every run ends on a film
Beat the last boss and the crowning freezes as the crown lands. That frame becomes the back wall of a toy theatre, and the camera pulls back out of it into the book from the intro.

The narrator tells what happened next. Your warlord and party walk the road of the march and each boss you beat folds flat as their name is read.

The crown goes on in place of your warlord's hat, with the whole party and your army either side.

Then there is one page for each pack you drafted, saying where its people ended up.

The peace does not last. The book's back cover comes over and the camera goes down onto the poster pasted on it, which is the run's recap screen, while the title theme sings "Cardboard Conquest" to finish the narrator's last line. At Ascension 10 a gold statue of your warlord stands on the crowning page.
Lose a run and the same book tells it the other way round. You look over the board that beat you, press March On, and the film starts.

Your warlord and party charge the lord who beat you. The lord takes the blows, then rises on a strip of card and comes down on top of you.

The Cardboard Crown goes on the lord's head in a hall of their own, the sun gone red, the banners wearing the lord's face and you lying flat at the foot of the steps. The lord's own theme song plays from there.

The next page is the lord's own world, filled with their army, and one line about what became of the land under their rule. All 42 lords have a line of their own.

Then the war comes back, the book shuts, and the defeat page is the poster on its back cover. Both films can be skipped.
The long zoom
In a fight, scrolling out used to stop at a fixed distance. Now the wheel gives at that point, holds for a few notches, and lets go. The camera keeps pulling out: the desk, the room it stands in, Uncle Jim's window, his street, the town, the country, the planet, the moon, the sun's planets, the stars, and then dark, which turns out to be the inside of an atom. Out of that come molecules, the fibres of the paper and the middle of the fight you left. Zooming in past the closest point runs the same trip the other way.

Every stop is cut from paper, and there are things to find on the way: the real time on Jim's clock and in the sky, the moon in its real phase, Jim at his mailbox, a cow jumping over the moon, a heart on Pluto, a tardigrade in the paper grain.


The fight stands on a whole desk now: a walnut bench of a real width with a front, drawers and legs, a big cutting mat with its ruler printed round the edge, and a back wall that is the side of one long carton, its lid taped shut and shipping marks on its ends. Past where the old zoom stopped there is a mug going cold, a pot of pencils with the craft knife in it, a roll of masking tape, a steel rule, a stack of the game's own cards and the anglepoise lamp the board is lit by.

The Crispy Kiwi
New in 0.7.24: an Uncommon for the Wild Pack, and the pack's first ranged body. It is one bird for 1 energy, with 16 health and 5 attack. When it kills something it takes it prisoner, and a 0-cost card that summons a hollow copy of that body, at half its health and attack, lands in your hand. A second kill of the same kind adds one to the card you already hold. A captured card lasts until the end of your next turn and never goes into your deck.


Ascension 10's second throne
The Twin Thrones rung used to field the other boss of the final act on his normal numbers, so the last fight of the hardest run was one of two fights every time, and usually the easier half of its own gauntlet. The second throne is now any boss your march has not beaten, from any act, in a stronger form of their own: the longest health bar of the run (never under 60), six energy a round, every body they field made bigger, a 3-cost card at the end of each row of their pattern, and one more phase break built from their own motif.

The Compendium's Ascensions tab is a pop-up spread too. The left page stands up as a cut-paper mountain with one summit per rung: a gilt flag on every rung you have conquered, a teal pennant and a map pin on the one you can march at now, and a pencil-sketched flag on each rung still ahead. The right page lays the ten rungs out as slips of card, each saying what its twist does and the pack XP it adds.

The interface is cut paper
Most of the words in the game already unfolded from balls of paper. Over these three builds most of the rest of the interface followed them.
Your Turn and Enemy Turn arrive on a paper ribbon with cut-paper letters.

Buttons letter their words in the cut paper face. So do DEFEAT, the act titles, a boss's phase title, the run bar's readings, the energy seal, the pile counts, the recap's figures and headings, and the numbers on a card's cost seal, heart and attack burst.
The title screen's options are a signpost: arrow boards hung on a kraft post in the field, pointing left and right by turns. Point at Continue or New Game and two soldiers from your own army pop up and hold the board up. The Compendium comes out of its own board.


Event pages are a taped sheet on a mat with the picture in photo corners, and the choices are tabbed paper slips. Uncle Jim's send-off and check-in are cut the same way, on his moss-green mat.


Relics are pins on index cards. Wherever a relic is offered it is a ruled index card with an enamel pin pushed through it. Take it and the pin is pulled out, leaving a hole in the card, and flies to your relic bar. Potions stand as the flask itself, big, and lean like a card.

The spoils of war have a pop-up spread of their own, and the spoils list is a taped writ standing on it, with "How was that fight?" as five paper slips at its foot.

The shop
The shop was rebuilt from scratch. Its wares are one display: cards on top, relics on index cards and flasks on the desk under them, laid out from the size of your screen, so a phone's stall stands bigger than before. The section heads are paper slips taped to the stall. Burn a Card is a little fire of craft sticks and paper flames at the corner of the counter, with a card going in. The card is the worst curse in your deck if you have one, otherwise a starter. Leave the Shop is a ribbon pinned to the front of the counter, and the squirrel naps on top of the counter.


The draft and the warlord wheel
The pack draft stands in a paper pavilion. Its roof holds the packs you have chosen, its open front frames the three on offer, and your commander waits on the grass at the left. Each pick dyes the trim under its slot and a third of the bunting in that pack's colour.

When you lock in, a paper sunburst opens behind your commander, who now stands between two marching standards in your banner colour. They throw confetti when you point at them and dip in salute when you March on.

Then each crest dives into your commander, who charges the screen. The screen turns out to be a paper banner on two dowels standing on Jim's land, and your commander bursts through it. An Eternal tears the paper open onto the void instead.

The warlord wheel is a cardboard contraption: a corrugated platter cut as a cog on a ribbed drum, turned by a chipboard pinion with a paper-dowel crank, in front of a paper country of hills, tents and bunting. A blue Spin the wheel ribbon beside Back picks a warlord you can march as and sends the wheel the long way round to him.


In the fight
Switcheroo opens a blue portal and an orange one. Every body it trades drops through one and comes up out of the other, and then marches down the road it came up on instead of walking back to its old one.

Colossal Stomp brings down a giant's foot cut from card, its leg tied off with rope and patched. The toes slap and wriggle, and clods and dust fly out from under the sole.

Pollen Choke is a pop-up flower pumping a cloud of the queen's gold paper over the road. Choking Bloom shares it, and Spore Bloom, Pandemic and Quarantine get a violet cloud.

Storms and lightning lay cut-paper ground on the lanes, and so does the Overwatch zone. A spell landing, a hit or a blast kicks up paper offcuts where it used to draw a ring.

An Undying body's refused death plays out: it goes over, a gravestone stands up behind it and cracks, and its soul is reeled back in.

When a standing rule acts (the Long Night, Permafrost, Kiln-Glaze, the Mimic spending your Conscription and the rest), its chip lifts off the board with a cut-paper star behind it and hangs its name on a tag.

A lord's mark on the ground is a torn sheet now, and Rex Mortifer's staff tears a grave in the board in his opening taunt. The sigil of his Second Death appears under his feet.

His Second Death now starts as a kill. The kill lens dives on him and your warlord charges in. Rex catches your warlord by the throat, says his line and throws them back home before the Second Death's banner goes up.

- A battlecry with a reach (grenades, colours, a war cry, a patch-up) is aimed like an area spell: a ring shows where it lands, every body it will touch is outlined, and a count hangs over it. The ring is red where it harms and green where it helps, and it counts exactly the bodies the cry will reach.
- A body that is immune to everything a spell or flask would do to it is no longer lit or counted when you aim.
- When an Adventurer reaches a new level he crouches and springs, a ladder of chevrons climbs him and a gold star turns over above his head. His card reads "Level 5 Adventurer" from then on.
Every lord taunts in their own way
When a lord taunts you, the note they speak on is cut, delivered and dressed in a way of their own. The Fire Devil's note burns in from his head and burns away to char. The Slime Lord's splats down and melts. The Mimic's is a mouth with a tongue for a tail. Rex Mortifer's unrolls on a scroll, the Broodmother's is lowered on a thread of silk, Verdy B. Queen speaks from a honeycomb cell, and Silvertongue hands you a receipt. Every lord, both Twins, Wally after dark and all 21 packs have their own, and each member of a Masked Challenger pair speaks as itself.



Co-op
When every seat has drafted, everyone's arm reaches in from their own edge of the screen, cut from their own warlord's sleeve, with yours coming up from the bottom and on top. The hands press down once, make fists, and each rips its own piece of the draft back off its own edge onto Jim's land.

Pressing Co-op on the title screen now photographs the title and folds it up like a fan. A pair of scissors cuts a figure out of the stack, and it opens across the War Council's table as four paper dolls joined at the hands, which hop down the line and run off as the council lands behind them.

The Sleeping Hoard is a new co-op event for the whole party. A dragon sleeps on a ledge above the road, and every time it snores some of its gold slides off the lip. The party stands together on a long plank balanced on a spire of rock, each with a basket on their head, and catches what falls for 40 seconds. Every coin makes its carrier heavier and the plank tips towards the heavy side, so someone has to walk the other way. An end that bangs down on the rock stirs the dragon, and the third bang wakes it, and its fire burns half the catch. The catch is shared evenly, and a good haul adds a prize. AI warlords play it too, and answer calls.



Pass the Parcel is the other new co-op event. The postmistress sits the party round her table, every warlord wraps one card from their own deck for the next seat, and everyone opens the parcel from the seat before them at the same moment.


Watching an ally, their card picks, relic picks, shop and events are dealt again on your desk at full size beside their stream, where you can read them, hover them and recommend one. The stream zooms with the wheel, a double-click or a pinch, with a small map in the corner.
On a phone
On a phone the game reads at a phone's size: interface type is cut 15% bigger, cards lift bigger, pick screens fill more of the screen, grids go to four columns, and the enemy's record, its telegraphs and an ally's card are readable. On a 16:10 tablet the colour chips on the character screen move out of the ascension card's way. The intro book and both epilogue films now play on Android.


New drawings
Six Path evolutions that wore their base card's picture have their own now: the Flame Adept holds one forked flame, the Dire Wolf is the Pack Wolf gone black-backed and scarred, the Bone Gatherer is the Bonehoarder built bigger, the Garroter has the wire raised, the Murmuring Scribe reads aloud from an open book, and the Venom Stinger is a hornet with its sting curled forward. The Sanguine Thrall has its own drawing, corpse-pale and fanged with a whetted falx. The Beatdown Cop is the InvestiGator now, a bull alligator in plain clothes. The Adventurer's cap is one long cone, and his flavour line is "The missing link in every front line." The Broodmother's newspaper is a rolled newspaper.

Events
The Poison-Seller's Cart has a new theft. Pick "Try to lift a bottle" and her stall is drawn as a market stall with a striped awning, bottles of every shape and a cauldron she stirs over a fire. Hold the button and your arm creeps out from behind a barrel. She glances back now and then while still stirring, which is safe, but when she stops the ladle and turns you have to let go, or her hand closes on your wrist.


Every result page of every event turns to a picture of its own now. The last 94 were cut this week, which makes 357.

- The Last Duel at Sundown ends in a gunshot: once the coin lands on "Draw, then.", a revolver cracks before the page turns.
- Uncle Jim's coin of fate is a punched chipboard token tossed onto the desk.
- One of the Magpie King's caches holds a relic, with confetti when it turns up.
- The joust's "Just enjoy the show" row shows what it pays (+6 HP) instead of a percentage.
- When you gain a new piece for your warlord, it is pressed out of its sheet on a cutting mat, turns over in the air and lands where it is worn, knocking off what it replaces.
- The Vivisectionist's and the Charmwright's pick pages cut their choices like an event's own slips.

At the Eternal's void, a relic you pick lifts out of the list under "Take this relic?", with Take it and Choose another. Taken, the card is drawn into the Eternal's head before the relic comes out of it.

Balance
- Ascension 7 is now Enemies are harder: from the seventh rung up, every enemy body, commander health bar and enemy spell is 15% stronger, and that includes what a Mimic reflects, a grave exhumes and a host raises. The rare-card squeeze it replaces is gone. The bestiary prints the numbers for the rung you are marching at.
- Balor has Blood Price 5: summoning him costs 5 health on top of his 3 energy.
- The Blood God's Wheel takes half the health you have left at every spin, rounded down, instead of a flat 5.
- A flat health price on an event row is charged again. Since an earlier fix it had been printed on the receipt and never taken, so the Demon's nip, the Molten Crucible and the Blood Tithe Font's repeat round were free.
- No event can take a commander's last point of health.
- Valet Service deals a card reward when you Rest, in place of the bigger heal it used to give.
- Pack Tactics prints the most armor it can give, and its upgrade doubles that too: +1 (max +3) becomes +2 (max +6).
- Reassemble: a titan fused from different death-summoners dies into every one of them, instead of only into the last one's summon.
- Auto-play cards aims a battlecry at the bodies its ring reaches, plays cards in an order that sets them up, and lands a helpful area spell where it does the most.
Small things
- The Hoard Wyrm's attack shows its gold, in hand and on hover.
- The brazier on the burn screen is cut card: paper flames in a grey card dish on crossed craft-stick legs, and the card goes down into the bowl to burn.
- The Full Wasting achievement asks for any 4 different debuffs on one enemy at once. It used to name a fixed four.
- The bar at the top of a battle leaves half a second into the opening, so the backdrop card is clear while the stage builds.
- The battle's feedback button is a half-written note with the quill writing it.
- A relic you gain flies off the card you are reading it on, at the size it is drawn there.
- The recap's Relics Gathered plaque opens the relics you ended the run holding.
- The boss landmarks on the chart are engravings.
- The chart reads and draws the stage of the fight you are walking towards while you walk, so the fight starts sooner.
- A big crowd of bodies with status effects costs less every frame.
- Hall of Mirrors copies stand up by the Mimic.
- The flying book in the intro casts one soft shadow.
- Pick screens no longer have see-through holes in their pieces: the boss's card reward hall, the hatchling lab's floor and bookcase, the apothecary's bottles and four more.
- The shadows on a pick screen's spread all fall down and to the left, and stay on the page when it leans.
- Uncle Jim's line round your hand goes round each card's own outline.
- The ranks lesson film was reshot so it shows why the Archers stand behind the Recruits.
In the browser
The pop-up book intro and both epilogue films are in the downloadable game only.
This post went out to players on Steam and itch.io on 14 October 2026, and is kept here. Comments and questions are read on either of those, in the Discord, or through the quill in game.