PB& Games

0.7.23 to 0.7.25: the Cyborg, the Tinker's Workshop and a film for every ending

Four pictures in a two by two grid: the Cyborg standing in his scrapyard with the Copy Chip and his starting deck, a crayon knight drawn on the Tinker's Workshop sheet beside its card, a crowned warlord cheering before a cut-paper sunburst in the victory film, and Uncle Jim's house at night with the desk lit in the window.

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.

The Cyborg's unlock: a black standee on the dais of his scrapyard stage has its outline traced in light, burns in from black under rays and confetti, his name sign drops in, the Copy Chip card flies out to his left and his seven starting cards are dealt to his right
The end of the Cyborg's reveal: he stands on his dais in the scrapyard under his sign, the Copy Chip relic card on the left and his starting deck of Chrome Troopers, Arc Gunners and a Reclaimer on the right
The salvage pick in the Cyborg's salvage bay, a robot-arm workshop of cut card: three of Grix the Goblin's own cards, Warren Goblins twice and Warren Archers, offered under "Salvage from Grix the Goblin", each marked Exhaust
The warlord wheel turned to the Cyborg, with the Train Conductor, Explorer and Dragon to his left and the King, Mummy and Spaceman to his right, and his 100 health, the Copy Chip and his three starter cards below

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.

The Pirate's unlock on the deck of her ship at sunset: the dark standee, the traced outline, the burn-in, the sign, Letters of Marque flying out and the starting deck dealt

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 thirteen new achievements, one per unlockable warlord: It's a Wrap for the Mummy, One Small Step for the Spaceman, New Sheriff in Town for the Gunslinger, Time Immemorial for the Eternal, Contender for the Boxer, Yo Ho Ho for the Pirate, Something Wicked for the Witch, Valhalla Can Wait for the Viking, Now You See Me for the Ninja, All Aboard! for the Train Conductor, Off the Map for the Explorer, Here Be Dragons for the Dragon and Resistance Is Futile for the Cyborg

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.

The Tinker's Workshop event page: a stormy-night workshop cut from paper, with a crayon soldier on the easel between two copper coil towers, the bench and a box of crayons, beside the event's text and its two choices, Build a soldier of your own and Leave the spare parts on the shelf

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.

At the bench, Attack and Health are dialled up with gold floating off the price, then two parts from the Parts Tray, Stealth and then Frenzy, fly onto the card as tags
The bench after tinkering: the card, still a pencil stick figure, priced at 64 gold out of 420, the Health, Attack, Bodies, Energy and reach dials each with its gold cost, and the Parts Tray with Stealth and Frenzy fitted and four more to choose from

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.

A knight drawn in crayon on the sheet in its disc stand, stroke by stroke: legs, a blue tunic, a peach face, a red helmet, a yellow plume, a sword and a shield, while the card and the On the field preview beside it update with every line
The drawing desk with the finished crayon knight: the box of crayons, the line widths and eraser, the sheet, the card wearing the drawing, the knight standing on the field preview beside a Recruit for scale, and the name Sir Crayonlot

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.

Bring it to life: the crayon knight is cut out of its sheet, says "It's alive!" and hops down off the stand
The outcome page, It's Alive!, with the new Sir Crayonlots card and the line "Paid 64 gold and brought Sir Crayonlot to life at the workbench."
Squads of the crayon knights in a real fight against Grix the Goblin, marching on a barricade with his goblins waiting on the far side

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 Crown Is Yours coronation freezes, card pines and clouds slide in around it, it becomes a toy-theatre stage, and the camera pulls out as the theatre folds down into the book

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.

On a dusk road the crowned knight walks up to Verdy B. Queen, the Magma Magnate and Rex Mortifer, and each cardboard flat folds down as his name is read

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

The crowned warlord throws both arms up before a cut-paper sunburst between a blue and a red banner, with pyromancers, a devil, slimes, goblins and a lava golem lined up either side

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

The Pyromancers pop up before a brick oven wall, a fire sprite hops in, and paper flames spring up as the caption reads "The Pyromancers opened a bakery. The bread is magnificent. The bakery has burned down eleven times."

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.

A lost fight: the King lies folded flat on his stand at the left of the road while Gorehoof's card is open on the right, and a taped sheet at the foot of the field reads "The cardboard crown awaits" with a crimson March On ribbon

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 knight marches up a dusk road to Wally and trades blows, Wally rises on a card strip and drops, and the knight is left folded flat at his feet

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.

A purple hall with werewolf-face banners: Wally rises on the dais steps wearing the Cardboard Crown, the fallen knight lies printed flat on the carpet, and Wally's people pop up either side

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.

Wally stands crowned in his bunting-hung village while werewolf-face flags rise and villagers pop up, as the caption reads "Wally made every night a full moon. The neighbours are lovely, mostly. And very, very hairy."

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.

The camera pulls back from a fight against Gorehoof, past the cutting mat and desk, out through Uncle Jim's room and window, over his street, the town, the country and the planet, past the moon and the sun's planets into the stars, then comes back in through an atom, molecules and the paper's fibres and lands on the board

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.

Nine stops of the long zoom in a three by three grid: Jim's room, his house at night with the desk lit in the window, the town and river, the planet with a pin in it, the earth and the moon's orbit, the sun and planets, an atom, molecules, and paper fibres
Jim's house at night with the desk lit in the front window, a squirrel on the power line, a gnome by the mailbox and a red car at the kerb

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 board taped on a big green cutting mat on a walnut bench with drawers, a taped-shut shipping carton along the back holding the lord's backdrop, and around it an anglepoise lamp, a pencil pot, a coffee mug, tape, a steel rule, a cactus and a small stack of cards

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.

The Crispy Kiwi card and its upgrade, a kiwi in a blue bear-suit hood with a bow: 1 energy, ranged beast, 5 attack (7 upgraded), 16 health, "On Kill: add a 0-cost Hollow copy of it to your hand until your next turn ends. It takes prisoners."
The Crispy Kiwi kills goblins on a lane, each kill lands a 0-cost Hollow copy of the goblin in the hand, and the captured goblins are then played back onto the field

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.

An Ascension 10 second throne against the Elder Treant: his bar is 60, against 26 in his own act, and down to 43, his extra break has closed mire over all three lanes, and a grown treant and his strengthened units stand with him

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 Compendium open on its Ascensions tab: on the left page a pop-up mountain of cut-paper ridges climbs from a signpost in the meadow to two snowy summits, with gilt flags on summits 1 to 3, a teal pennant and a red map pin on summit 4, and pencil-sketched flags on 5 to 10; on the right page the ten rungs are slips of card, rungs 1 to 3 stamped Conquered, rung 4 marked Next climb and rungs 5 to 10 locked

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.

A blue paper ribbon folds open over the road, its cut-paper letters unfold from balls into Your Turn, it gathers up again, and then a red ribbon does the same for Enemy Turn

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.

The title screen arrives: the wordmark fades in on its chains and the signpost grows up out of the road board by board, Continue first, then New Game, Daily March, Co-op, Compendium and Quit
The title screen's menu is a signpost cut from card standing on the road under the Cardboard Conquest wordmark, Continue on the big top board, with a small knight standee on the New Game board and the Join the Discord slip in the corner

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.

An event page as a taped sheet on the mat beside a cornered cut-paper print: Knucklebones with a Goblin, its story under a blue banner and its three options as tabbed paper slips carrying their costs
Uncle Jim's Send-off as a taped sheet under a green banner beside papercraft Uncle Jim and his squirrel tail, with his line in pencil and four gifts on slips: The Heavy Stash, Walking-around Money, Trim the Fat and Deep Clean

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.

Three relics come up on ruled index cards in the treasure vault, their names unfolding; the Homespun Scarf is picked, its pin is pulled out leaving a hole in the card, and the scarf flies up into the relic bar while the card burns

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.

After an elite fight the spoils of war stand in a pop-up spread, a suit of armour with a shield either side of a taped writ listing gold, a potion, a card and a relic, a chest of treasure in one corner and a crown on a cushion in the other, with the fight's feedback ballot as five paper slips at the foot of the sheet

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 rebuilt shop: the Merchant's blue banner over the stall, a Cards slip taped above four cards and a fifth lying face down, Relics and Potions slips over two relics on index cards and two flasks, the craft-stick fire under Burn a Card with a card going in, the squirrel asleep on the counter, and Leave the Shop on a red ribbon pinned to the counter's front
The same shop on a 20:9 phone screen: the banner hangs over the merchant himself and the stall fills the extra width at a larger size

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.

The pack draft in a striped paper pavilion in a meadow: two chosen packs sit in the roof slots, three new pack offers stand under the open front, and the commander waits on his stand at the left

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.

With three packs locked in, a paper sunburst opens behind the commander in the pavilion, between two marching standards flying the player's blue, with March on below

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.

In the paper pavilion the three pack crests strike into the commander with confetti, he charges the camera and presses his outline up through the screen, the camera pulls back to show it is a printed paper banner on two dowels, and he bursts through it onto Uncle Jim's land as Jim walks on

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.

The warlord wheel is a corrugated cardboard platter cut as a cog, with a grey chipboard pinion and crank meshing at its right edge, standing in a paper country of hills, tents and bunting; the Mummy stands at the front with his relic on a ruled index card
Spin the wheel turns the cardboard platter through the whole roster and it slows to a stop on the Ninja, whose name plate, relic card and starter cards swap in

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.

Switcheroo: a blue paper portal swirls open under our squad and an orange one under the enemy squad on the next road, both groups drop into the holes and come up out of the other one, then each marches off down the road it landed on

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.

Colossal Stomp lands: the aim ring marks the enemy squad, a giant's bare cut-card foot in a green trouser leg tied off with rope comes down on the road, clods and paper dust fly out from under the sole, and it lifts away to leave splats behind

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.

Verdy B. Queen's Pollen Choke: a pink pop-up flower springs up on the road, pumps a cloud of scalloped gold card out over the soldiers standing there, and the billows turn edge-on and vanish

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.

Meteor Storm over a clash on the middle road: meteors streak in and burst as cut-paper flame stars, leaving scorched paper craters on the lanes inside a ring of little flames while the two armies fight at its edge

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.

Three undead with Undying take a killing blow one after another: each topples over, a paper gravestone stands up behind it and cracks in two, and its ghost is reeled back down into the body, which stands up again on one hit point

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.

In the Mimic's fight the Mimicry arena badge lifts off the top bar with a cut-paper star and a spray of offcuts, hangs a Mimicry tag on a thread that swings to rest, then the tag lets go and flutters off

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.

Rex Mortifer brings his staff down in his opening taunt: the board tears open in a cold blue star, a torn teal stain lies at his feet, and two little ghosts are drawn up out of it into the cage on his staff head

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.

Rex Mortifer's health bar empties, the kill lens dives, a crowned warlord charges in, and Rex catches her by the throat under the line "I died long ago. It did not take." and throws her back down the road
  • 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.

Four taunts in a two by two grid: the Fire Devil's flame-cut note burns in and away to char reading "Burn, little embers... burn!", the Slime Lord's goo note splats down and melts reading "More bodies for the ooze!", the Mimic's note is a mouth with teeth and a tongue for a tail, and the Frost Yeti's ice note shatters into shards reading "The cold takes all who wander here."
Four more taunts in a two by two grid: Rex Mortifer's line unrolls on a scroll between two rollers, the Broodmother's note is lowered on silk with a spider on it, Verdy B. Queen's is a honeycomb cell with bees, and Silvertongue's is a receipt that flips in and out reading "No no, don't fight, just sign here, and here, and... welcome aboard!"
A close look at the Fire Devil's note burning in from his head, hanging with horns and embers round it, then burning away

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.

Four players' warlord arms reach in over the pack draft from the top and bottom edges, each in its own sleeve, press together, and each fist rips its own piece of the paper away, leaving Uncle Jim's land behind it

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.

Pressing Co-op: the title screen folds up into a fan, scissors cut a doll from the stack, and four joined paper dolls open across the War Council's table, hop down the line and run off as the council's cards and banner land

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.

The Sleeping Hoard: four warlords with baskets on their heads step along a plank balanced on a rock spire, catching coins that fall from the dragon's ledge
The plank bangs down on the rock, the dragon swings its head down over the ledge, and cut-paper fire sweeps the gorge as the warlords hop off the plank
The Sleeping Hoard's result page, The Hoard Runs Thin, with a relic card, 20 gold and the line "The party caught 80 between 4 warlords"

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.

Pass the Parcel: a card is laid on brown paper, wrapped, tied with red string and tagged, then a parcel tagged You is opened to show Praetorians, and the page turns to the record
Pass the Parcel's record page, A Fair Exchange, showing the card given to the next seat and the card received from the seat before

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.

On a phone-shaped screen the hovered Spear Line card lifts to reading size over the field with its Armor 1 and Spearwall 8 notes beside it, and the battle's feedback button in the top corner is a half-written note with its quill
The intro's throne page at a phone's 20:9 shape: a viking, a king and a boxer before a cut-paper sunburst and an empty cardboard throne, captioned "Will you fight for imagination? Strength? Hope?"

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.

Nine new drawings, each beside the drawing it had in 0.7.22: Flame Adepts, Dire Wolves, Bone Gatherers, Garroters, Murmuring Scribes and the Venom Stinger, which used to wear their base card's picture, then the Sanguine Thrall, the InvestiGator and the Adventurer's new cap

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.

The Poison-Seller's Cart theft: an arm creeps out from behind a barrel towards her stall, holds on through two glances while she keeps stirring, freezes as she turns, then the bottle comes away clean
A greedy arm never lets go of the bottle, she turns from her cauldron, and her hand closes on the wrist across the cart

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

Twelve of the 94 new event result pictures in a grid, each a cut-paper figure: the Chained Colossus with a saw at his feet, the duelist riding off from the Last Duel at Sundown, a grinning One-Armed Bandit, the Blood God's two-mouthed beast at its wheel, the Charmwright quenching a charm in a bucket of blood, three young trolls holding out a pot of coins, the Vanity Wheel's showman, ghosts rising from the Unquiet Grave, the War Archive's annotated book, the Wheel of Seasons, the Zodiac of Beasts' ox, and the Alchemist's Carousel
  • 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.
Uncle Jim's coin of fate as a punched chipboard token, tumbling from his gold face side through its edge to the grey squirrel-tail side

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.

Between the Eras, the Eternal picks a relic from another era: Big Boss Hat lifts out of the list to reading size under a Take this relic? banner, with a crimson Take it ribbon and a smaller blue Choose another ribbon

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.