Development Roadmap
Last updated
Last updated
We took all of the feedback alongside our own wish list and sat down with our developers to hash out an order of operations on development in order to get ready for beta. For the record, the development team has been expanded which we believe will allow us to do more concurrently and do more faster.
We bucketed everything into the following groups:
We’re enhancing the game’s core interface and experience with improvements to navigation flow, button placements, and access to in-game info. The goal is a smoother, more immersive feel, with intuitive controls, faster transitions, and a polished aesthetic that welcomes new players and keeps seasoned players engaged.
We see auto-matchmaking as a must-have. While it’s cool in its own way to have everyone group up in channels and is good for banter and conversation and hanging out, if you want to play a game, a quick start & auto match is required.
In our survey results we saw 24% of players had not played a game of this type before AND 38% read the FAQ gitbook we published (39% skimmed it and 23% skipped it altogether because, of course, degens can’t read). If people are going to come into the game and be made comfortable and feel knowledgeable about what they’re doing, we need a quickie tutorial for sure.
A one player version against an AI bot is a great way for someone to familiarize themselves with a game at their own pace – and also without the chance of finding themselves matched up against a real pro - so we see this as something we want to implement to create greater accessibility to the game and the mechanics within.
This was a HUGE ask for the survey responders and is a HUGE must for these types of games. We’re approaching the game with a desire to focus on three major pillars: mechanics; deck-building and rewards.
If unfamiliar with what an ELO or ELO rating is, it is a widely used method for calculating the relative skill level of a player. The game has been configured to calculate and track the ELO of all players starting with the games played during the alpha testing period. We intend to continue to calculate this rating for each player, auto-matchmaking will consider ELO when pairing players and we are also going to create an additional set of badges and achievements around an individual player’s ELO.
This is the least glamorous of the bunch, but the most essential: ramping up our analytics and logs to capture crashes and issues without collecting tickets in Discord and also being able to focus on retention analytics so when we open the game to a much wider beta audience we are able to collect measurable data to keep improving where we need to.
The next version of the game will have a Battle Pass component where the more a player plays, the more they will advance on a rewards track that will enhance their gaming experience. We want to give people all kinds of cool shit when they play the game. This includes cards they don’t already have, cosmetics, emojis, and also $MEGA.
The second highest ask from the survey participants was for the opportunity to achieve monumental glory. You want to be champions. We know you all are champions already, but trophies, prizes and acclaim are nice, too.
Equipping will be a little different and even more versatile than originally planned.
For the tournaments and even for fun casual play, streaming, etc, we want to have a spectator mode where people can watch along with a game but not have visibility to any one player’s hand.