0.7.30: Calvin, Emperor of the Floe, and cards cut from coloured card
0.7.30 is out on Steam, itch.io and the demo. Act 3 has a third boss: Calvin, Emperor of the Floe, a polar bear whose ice breaks up under the fight until one floe is left rocking on open sea. Every card is cut from coloured card now, 99 enemy units have been drawn again from scratch, and the full-art cards stand their subject up out of the picture. Two lords break into their second phase in a new way, the Steel Legion and the Slime Swarm each get a new card from a player's ideas, and Uncle Jim throws squirrels. This post also covers 0.7.27 to 0.7.29, which went out without notes: the Mac version runs far faster, and the Android version starts again.
Calvin, Emperor of the Floe
Act 3's bosses were Rex Mortifer and the Avatar of Winter. Calvin is the third. He is a polar bear in a crown that is too small for him, with a herring speared on the end of his harpoon, and his whole army is penguins.

His fight is played on ice instead of cardboard. Five long floes of sea ice run from your berg to his over a navy wool blanket, and as he loses health the ice breaks up.

At 60% he brings a paw down and the desk under the board cracks. The cutting mat breaks off the edge of the table in shards and tips into the sea. There was water under the desk all along.

From then on the ice calves. Every 6 seconds the edge piece carrying the most bodies breaks off, and his Ice Sawyers saw loose the piece they stand on every 8 seconds. An edge piece never takes more than part of a lane, so a path is always left and the lane bends round the gap. At 45%, 30% and 15% a whole side floe goes, outer floes first. The centre floe never breaks, so whatever you put in the middle lane lasts.
Every break is warned. The piece is outlined with a glowing crack and a paper countdown strip runs down over it: 3 seconds for an edge piece, 8 for a whole floe. The countdown runs in battle time, so it holds still while you plan your turn.

Anything standing on ice that breaks away is lost. It does not die, so On Death does not fire and nothing is left behind. Flying units lift off and settle on the nearest ice. Penguins dive off, swim, and climb back onto the ice 3 seconds later, because Calvin's power, Born Swimmers, is active from the start.
His host:
- Waddlers come six to a card and are mostly there to be in the way.
- Tobogganers belly-slide in with Charge 4.
- Herring Hurlers stand at the back and throw fish that skip on to a second target (Chain 1).
- Divers are Flankers. They surface deep in your half and go for your commander.
- Ice Sawyers join once the ice starts breaking, with Armor 1 and Ice Saw.
- Emperor's Guards are armoured Tanks with 24 health.
- The Huddle is 52 health of penguins with Cleave, and six Waddlers come out of it when it dies.

His spell is Belly Flop. A giant emperor penguin drops belly first out of the sky onto the biggest crowd for 6 damage and shoves everything outward. A unit shoved off the edge of the ice is lost to the sea like anything else. His crown volley, Fish Supper, throws four frozen herring at your commander for 3 each, and every defender standing near your commander blocks one.


Each phase break brings more of his host. Breakup, at 60%, sends two Divers up deep in your half. Calving Season, at 30%, puts two Emperor's Guards in every lane and gives every unit he has +1 attack. Nothing in his kit slows, stuns or freezes, so the pressure in his fight is the ground shrinking under your army.

When you bring him down, the last side floe goes, his palace falls into the sea behind him and the ice gives way under his feet. He comes back up out of the water as the Bear Beneath: huge and hunched, with a mane of berg ice and a gold glow in his crown. He takes hold of the far end of the last floe with 21 health, hits your whole army for 3, and puts The Huddle in every lane.

From there the last floe rocks like a seesaw, one full rock every 5.2 seconds. Units walking downhill move up to 30% faster and units walking uphill up to 30% slower, so the fight surges back and forth along it. The Bear Beneath's spell, Heave, hauls his end under: the floe tips toward your end for 4 seconds and deals 3 damage to your units on it.

Click open water and the sea ripples. Dolphins leap, and leap again if you click them, a narwhal surfaces, an orca fin circles, a beluga comes up for air, a seal sits on its pan of ice and a paper boat rides the ripples. Every piece of ice that falls in and every penguin that dives makes its own splash and wake.

He has his own song, "Ice All the Way Down", a waltz for a ball held on the ice. In co-op each player gets three floes of their own and keeps their own middle one.
Cards cut from coloured card
Every card is now two plies of coloured card. The picture and the rules sit behind holes cut in the top ply, with the lighter ply showing round the edge of each hole. The name is on a folded paper banner whose tails tuck in behind the card. Nothing is clipped onto the banner any more: rarity reads from the stones at the foot of the card and from the banner's tint.

The colours are brighter too: orange for a summon, blue for a spell, green for a power and violet for a curse.


Full-art cards pop out
The game has 18 full-art cards, and until now 17 of them were flat paintings. Each of those has a newly drawn scene now, with its subject standing up out of it and over the top edge of the card. Uncle Jim's card already worked this way.

A summon's figure is the unit's own drawing from the field, so the card shows the unit you will get. Balor's card used to show a black devil that looked nothing like the little red one who came out. He has been redrawn as a pit lord, with bat wings thrown up, a crown of horns, a flaming greatsword and a burning whip, and his card shows that same figure climbing out of a fiery pit.


99 enemies drawn again
99 enemy units were still on drawings from August, and many of them were piles of small pieces that did not read at the size a unit stands on the field. Each one has been drawn again from scratch in flat paper, as one figure doing one clear thing. Four of the Brass Colossus's five works were variations on the same blocky brass robot. Now the Assembly Forge is a domed furnace with a crane arm, the Arc Coil a copper coil throwing sparks, and the Brass Sapper a goblin riding a bomb.




Two lords break differently
When Bill the Bull-Blooded reaches his second phase at half health, the camera pulls back to show the whole box. His war horn sounds, his backdrop card swells twice and bursts open in three bull-shaped holes, and 34 Gore Bulls and Blood Hounds pour out of them, across the mat, over the board and off the left of the table. Props standing in front of a hole are blown off the wall, and his card stays torn for the rest of the fight.


When Amanita, the Sporecrown, bursts at half health, her cap-stalk comes up out of the board, pale threads run down every road, and toadstools grow up along both sides of every lane: fly agarics, blue inkcaps, orange chanterelles, pink buttons, puffballs, and teal and lime caps that glow. They stay all fight, rocking and breathing, and now and then one puffs out spores. None grow in the middle of a road or on a summoning spot, and the ones nearest the camera stay low so they never hide a unit.

Both changes are for show. Neither phase's rules changed.
Two new cards from a player's ideas
Both of these came from ideas a player sent in.
Ironscale is a new Uncommon summon for the Steel Legion: an armoured war-lizard for 2 energy, with 24 health, 5 attack and Armor 1. It has Pounce 4, and every time it lands, every enemy near where it lands is Stunned for 3 seconds. Upgraded, it leaps further (Pounce 6) and Stuns for 4. Where it comes down, the road cracks and flaps of card tear up and slap back down.


Eater of Filth is a new Uncommon summon for the Slime Swarm: a slow, fat slime for 2 energy with 20 health and 3 attack, or 25 and 4 upgraded. Its Absorb Aura eats every stack of Poison and Contagion off the allies around it, your commander included, and it gains +1 attack and +1 max HP for each stack it eats, for the rest of the fight. There is no cap. In co-op it eats off your partner's units too.


Uncle Jim throws squirrels
Uncle Jim, the Legendary an event can give you, used to fight up close and breed squirrels. Now he stands at the back and throws them. Every 1.25 seconds a Squirrel flies down the lane and lands fighting, with 3 health, 3 attack and Pounce 3, and his squirrels' kills count as his. He talks now and then when one of them gets a kill, and usually has a last word when he falls.


Pieces fall flat
A unit cut down in a fight tips back off its feet, twisting as it goes, and falls flat on its back across the table with a slap and a small bounce before it is taken away. Before, it tipped sideways inside its own picture. A piece that changes direction turns round on its stand instead of flipping in a single frame.

Lane fronts and lord powers
Some lords cast a front that sweeps down the lanes and hits a set number of units before it stops: Fire Front, Caustic Tide, Whiteout, The Roots Reach, The Tide Comes In, Stampede and Keening Wail. Point at one and its card shows with a cut-paper slip under it, the number of units it has left in big cut figures over a chain of paper dolls, one per charge. Each time it hits a unit, a doll folds flat and the number balls up and opens out as the next one down.

An enemy lord's power used to be a square cream box in the top right corner. Now it is a paper slip with the power's punched counter laid on the end, the same counter your own Powers wear. It folds away under the counter and pulls out when you point at it.

Pack commanders in the Compendium
Each pack's commander, the warlord built from that pack's own body parts, now stands in a card-sized cut-paper scene as the first card of the pack's shelf in the Compendium. Paper arrows at his sides turn him round on his base through his three looks, Battleworn, Gilded and Ascendant. A look you have not earned yet stands as a black cut-out with a padlock on it behind a sheet of vellum. Stepping onto a look you own wears it for your next draft.

The galaxy, cut from paper
The galaxy at the far end of the long zoom is cut as layered paper now: each strip of an arm narrower and paler than the one under it, pink clouds along the arms where stars are being born, and a core of stacked hand-cut discs. The red map pin is gone. The sun is a small gold star that stays the same size on screen however far out you are.

Mac
A Mac player came back after three months, found the game unplayable, and wrote in to say so. On an M4 MacBook Air the warlord muster ran at 3 to 5 frames a second and a first-floor fight at 6 to 9. 0.7.27 and 0.7.28 fixed it:
- Macs draw without 2D edge smoothing (MSAA). On Metal it was costing nearly the whole frame: without it, the warlord muster went from 216 milliseconds a frame to 12.
- On every computer, the game watches its own frame rate. If a scene stays slow, it switches off edge smoothing, then the desk lamp's lights, then the warlords' cast shadows, one at a time, and keeps a change only if it was what was slowing the frame. On that MacBook Air the menus now run at 60 and a fight at 50 to 60.
- The game window sits below the menu bar and the camera notch. It had been losing its top edge under them, more than half the run header.
- The Mac download from itch.io opens after you unzip it in Finder. Before, the app lost its permission to run on the way out of the zip. Steam and the itch app were never affected.
- On a big screen, cards and pick screens can grow larger. On a 1920x1080 screen, a pick of three cards now fills about 62% of the width instead of 49%.
Android
The Android version of 0.7.26 to 0.7.28 closed on the loading screen every time it launched. 0.7.29 fixed that. Since then:
- On a phone, every word in the interface is at least a readable size, and every button is big enough for a thumb. Uncle Jim's sheets and event pages take the full width of the screen.
- The hand is dealt bigger and lower on a phone, with names readable while the cards sit there, and a tap lifts the card you can see under your finger.
- End Turn, the speed controls and the Deck and Discard piles are thumb-sized.
- Long sessions no longer run the phone out of memory. Before, every fight left a little more memory in use, until the phone closed the game.
- If the game does crash on a phone, the next launch sends a report of where it stopped, so it can be found and fixed.
- The long zoom out past the desk is a desktop feature for now.



Two settings were reset
- Auto-play cards is off for everyone, once, on every platform. It is meant to stay off unless you choose it, and it had been found on in settings where nobody remembered turning it on. If you had turned it on yourself, turn it back on in Settings.
- Auto End Turn is back on for every profile (since 0.7.28). The switch to on by default in August only reached brand-new profiles. Anything you set from now on sticks.
Smaller changes
- A quick double tap or click on a slow device could take a reward twice, such as two relics from one treasure room. Every screen that hands out a reward now answers one tap: the treasure room, the shop, the campfire, card picks, relic picks, event choices, Jim's Junk Drawer, the Eternal's shelves and the brazier.
- Uncle Jim's tip over your hand: "Got it" now closes the tip instead of picking up the card under it.
- The fire in the shop recommends burning one of your warlord's own opening cards before a pack's Starter.
- Nobody pops up on the main menu's signpost until every board has been hung.
This post went out to players on Steam and itch.io on 20 October 2026, and is kept here. Comments and questions are read on either of those, in the Discord, or through the quill in game.