- Early Access is Available NOW! - 8 November 2022
Hello, sinners! We are proud to share with you the Early Access version of Nadir! You can finally try out all the hell circles that we prepared, with dozens of new enemies, cards, and Damneds. You are also getting access to a second playable character - Vlad Tepesh! Start your journey now, and join us on the further development of Nadir! On the occasion of the Early Access release, we have a brand-new trailer for you that will show you a sneak peek of the awesome stuff you can already find in the game. And there are some things to envy! If you already unleashed your wrath in the Demo or the Prologue, or even if you are completely new to the game and decide to try it, we hope you'll like Nadir and will look forward to the extension of existing and upcoming new features! As sloth is not our trait, we already have prepared a Roadmap with our focus for the next weeks: To tickle your greed,…
- The last Prologue update before the game release! - 29 October 2022
Greetings, Sinners! We have updated our free-to-play Prologue - which brings a lot of polishing touches, new features, and unlocking a lot of additional free stuff! The game is growing with content and we're able to give you some more of it, to let you taste the game. Please find the details below, and have fun! Additionally, we are happy to announce that Nadir: A Grimdark Deckbuilder will be released on November 8th. Save the date! Changelog - Prologue 29.10.22 Charges System To finally polish the battle mechanic we introduced the “Charges” system to the Enemy Cards. With this change, the enemy reaction does not happen immediately after we play the card, but only after all of the charges have been filled. The goal is to give you more room to maneuver and build some combos before being hit. It also allowed us to create more variety in monsters. New Tutorial Battles Since combat changed…
- Halloween in Nadir! - 24 October 2022
Greetings, everyone! Autumn leaves cover the roads leading to hell. Nights are darker and lengthy, allowing the Filth to crawl out and disturb the land of the living. All those abominations you can meet on your way down are coming from the depths. But in the depths, there are still a few heroes who fight to ward off the ghosts of the forgotten. In Nadir's Prologue, we are joining the celebration of Halloween with an introduction to a special in-game event. Our game is already fitting the topic of this holiday pretty well, but we have gone the extra mile to wink at you with some specials. Those who are seeing our game for the first time - Welcome! Nadir is an upcoming grimdark roguelike deck-builder with a twist: the cost to play a card is an enemy reaction you can predict. It’s a riddle that’s both an intense exchange of punches and a careful tactical match. Rise in power, slay demons a…
- Update! Work in Progress insight and hotfixes - 4 October 2022
Hello, everyone! A new update for Nadir’s Prologue just went live. We polished some of the systems in the game and introduced a few bug fixes to found and reported issues. Thank you for playing the new build and sharing your feedback and reports via our official Discord! We are happy to continue our work on the game, and we have prepared a neat work-in-progress insight to show you some more improvements we prepared thanks to your feedback, and tell you more about how we are planning to shape our game core. Today, you are getting the first insight into the Charges mechanic. We’re glad that you like the idea of controlling your opponent in our game, and we received very positive feedback about it. Yet there are still some aspects of this system that could be improved to introduce more tactical layers to it and make your gameplay even more interesting and rewarding. We are also addressing…
- Double Cards Crafting Update is Live! - 15 September 2022
The biggest update of Nadir’s Prologue is already here! We’ve spent a lot of time and effort to bring you, what we believe to be the best version of our game! A lot has changed so let’s take a look at all of the new and updated features: Double Cards The highlight of this update, double cards bring a lot of new features with them. But let’s take a closer look at the cards themselves. From now on each card is divided into two parts: blue and red, each with its own unique effects. When you play the card on the blue enemy card, the blue part of the card will activate. Play the same card on the red Enemy Card, and the red effect will activate instead. Why did we do it? Cards in 2 separate colors may seem ok, but they generated a lot of problems the longer you were playing. The task of keeping your deck in balance was put on you, players, which was less than ideal. Also, other mechanics like…
- Double Cards on beta branch Live Now! - 9 September 2022
The long-awaited update for Nadir is available for testing! We have an early version available for you on our beta test branch. If you are interested in helping us polish this update, before it goes live officially, hop in, please! How to access the beta branch: 1. Find Nadir: Prologue in your Steam Library. Right-click it and choose Properties. 2. A new window will pop up. Click on the BETAS tab on left. 3. From the dropdown menu choose betatest - Beta test branch. 4. The game should start updating for you now. Please leave your feedback on our official Discord! We will drop a few updates to this branch before it goes live officially, so keep an eye on them. If you find some bugs, glitches, etc, please report them on the #🐞bugs-here channel. All your feedback is welcome on the #🖤demo-feedback channel. If you don't understand something and need help, there's always the #❓ask-questions…
- Video Devlog - Double Cards & Cards Crafting! - 23 August 2022
Hello Sinners! In the most recent update, we have presented a roadmap telling you what features you can expect in the near future to be added to Nadir! Today, we are explaining further the Double Cards feature, and showing the possibility to craft your own cards! Check the video below, and be sure to add the game to your Wishlist! https://store.steampowered.com/app/1535100/Nadir_A_Grimdark_Deckbuilder/
- Prologue Update Roadmap - 18 August 2022
Hello Sinners! It’s been almost 5 months since the release of the free Prologue to Nadir! Over this time, you amazed us with your reception of the game – we’re heading towards 90% of positive reviews! We used your priceless feedback to improve the Prologue by releasing 2 updates so far: New Enemies Abilities Damnation Update Now we’re working on another update, much bigger and groundbreaking than the previous ones… and we have a roadmap for you! The upcoming update will introduce: Double Cards Unique for a deck building game, each card you play has 2 sides with totally different effects – they’re applied by playing them on either the blue or red ability of your enemy. Sounds tricky? It is, and gives so many tactical opportunities! Cards Crafting For everyone tired of boring loot: you craft all the cards by combining 2 halves together! Extended Progression With each run you’ll unlock new…
- Work In Progress Insight - Double Cards! - 29 July 2022
Prepare for trouble… and make it double! Full image We present you with a WIP insight into our upcoming feature - Double Cards! Two different outcomes are enclosed in a single card. Playing a Double Card on a Profanum (Red) Stella will give you a red card effect, and playing the same card on Sacrum (blue) Stella will trigger a blue card effect! Simple as that! Join our Discord, see Double Cards in action, and let us know what you think about them!
- Damnation Update - 9 June 2022
Sinners! The time has come for you to revisit the cursed city of Nadir once again. Out of the depths of Hell, raises the updated and extended Prologue of our hellish deck builder! For those who haven't had a chance to play our game yet – In Nadir, you will embark on a roguelike adventure influenced by Dante's Divine Comedy. You’ll face powerful demons, build your deck, and progress the Deadly Sins as they cut their way through Hell. Using Sacrum and Profanum energy, plan both your and the enemy's moves, for every action you take feeds your opponent and can turn the tide. Thanks to the feedback of our community, which is constantly growing – what pleases our hearts – we introduced some mechanics changes and new features, along with greatly improved the game visuals and atmosphere. There is a lot to show you, so… …keep reading to learn that your wait was not in vain! Soulshards and how to…
- Get ready for the updated Prologue! - 6 June 2022
Sinners! Brace yourself, as the wait is coming to an end. Very soon, you’ll be able to walk the cursed streets and halls of Nadir in an updated and extended Prologue of our hellish deck builder. Today we offer you an exciting sneak peek of what’s to come. Introducing Soulshards In the form of a new currency comes a new mechanic – Soulshards. These valuable pieces of your defeated foes are granted with each won battle. With various distinct uses, such as developing your character, creating or upgrading Damneds, or playing cards during battle, without activating enemy retaliation, Soulshards force you to choose wisely. Will you use them to safely get out of a spicy pickle or risk dying and unlock new powerful abilities later? Develop your Character! The newest update brings the first iteration of the Character Development system, which allows you to upgrade your character abilities. As te…
- Devlog #12 – Character progression - 23 May 2022
Welcome back, Sinners! You seem to have grown a little since the last time we met. Perfect! Today, we are here to talk just about that. No card left behind! You know the feeling when every few encounters, your once powerful attack instead of beheading your foes, now just tickles them? Or when your supposedly mighty set of armor gets shredded, as if it was a mere cardboard box? Yeah, that’s the one. Fun, right? Our goal was simple. We wanted to avoid even touching card upgrades. You see, card upgrades work insularly. No matter how many upgrades we hammer into them, basic cards feel like a burden later in the game. They require our attention and worse, our resources to stay in play. That’s why in Nadir no card is meant to be obsolete. We want you to feel your entire deck progress as you slash your way down into the depths of Hell. What kind of black magic is that you ask? Character Progre…
- Devlog #11 – everything OP! - 9 May 2022
Sinners! Last week we started a little tour around Circles of Wrath and its lovely denizens. Time for the second round! Chain effect The horny (as in: corneous) fella below is the Acolyte of Wrath. Ace up his sleeve is the Chain effect. What it does, you ask? Well, usually when you throw a card on a stela, the stela launches its written effect or two and turns around, indicating the turn is over (nomen omen). But if the written effect is the Chain, a neighboring stela is now triggered as well – it launches its written effect or two and turns around. The what now? It’s TWO stelas that hit me at once? Is that even legal? Oh, yes, I’m afraid so. That’s a lively example of a lovely design concept called Everything OP. Everything OP The oldest design concept in the world comes from the oldest game: chess. Chess philosophy assumes all elements to be like a math equation: simple, elegant, and…
- Devlog #10 – new demons! - 2 May 2022
Greetings, fellow Sinners! This week we’ll have a little detour from the grand systems and mechanics diary to give you a quick look at the new pack of monsters we’re currently implementing into the game. Circles of Wrath After the Prologue, some of you were asking us, will there be some more “proper” demons in Hell, with horns and spikes, and all? The answer is: well, duh! So I want to show you a little sneak peek of the Wrath circles of hell, where more “standard” echelons of the underworld army reside. And also, some nice new game concepts are introduced. Let’s take Imp Outrider for example. He’s known for a bit unorthodox walking habits. It’s a relatively weak creature for this part of Hell but has a twist: multistrike. A series of weak yet numerous attacks in a single turn of a stela. Paper-Rock-Scissors This is where little Paper-Rock-Scissors philosophy can unfold. Some monsters s…
- Devlog #9 – Deck Binding, 2nd approach - 25 April 2022
We start here where we left off in the previous devlog. We had a working paper prototype with a simple action-reaction loop. Now was the time to start implementing it. At that point in development, we still worked within a classic turn-based scheme. You have a hand-drawn at the start, you play the cards on either you or the enemy, the stelas turn around until you feel you’re done or out of cards, you end the turn and the rest of your hand is discarded. Now the demon responds with three actions you just set up and your turn begins again. Also, at this time you couldn’t choose the stelas directly, it was automatically assumed to be the leftmost of the matching color. No reaction from the monster when playing a card. And that critical hit; somehow it’s still in the game. Change one thing, forced to change 10 other things We quickly realized we can’t just repaint the wall from white to pink…
- Devlog #8: Deck Binding, the first approach - 18 April 2022
Greetings, fellow Sinners! Designing Nadir's unique fight mechanic was a real pickle, as previous devlogs might tell you. The last time we visited the wretched designer’s room, there was a brilliant-at-first-sight-but-not-really Threat Counter feature flushed down the toilet. The pickle Now what? At this stage we’re pretty depressed about our design skills, throwing away every original idea we had, looking at a game that barely stood up to the description of an intense demon slay. Or so we thought until one snowy afternoon… It was just one of the series of conversations on how to make Threat Counter work, but we suddenly went into a heated argument on the very basics of the game. Should we give up and just make another Slay the Spire or Hearthstone clone? Should it even have to be a card game? The Great Brainstorm “All right, calm down everyone, I got this”, I said… no, I didn’t, I’m no…
- Devlog #7 – Threat Counter a.k.a. "Fail Faster" - 11 April 2022
Hello sinners! As you might remember from the previous devlog episode our initial idea to shake the canon of the genre was Threat Counter. In a nutshell, it was mana in reverse: you could spend as many points as you want, but the more you spent, the more powerful attack or skill the enemy will launch in response. It sounded both a simple enough alternative for the mana and something that would give the player interesting control over the game situation. As we were struggling with the multiple characters idea, the Threat Counter seemed to work well enough albeit a bit clumsy, so we thought all it needs is a bit of good old polish. Iteration hell Oh boy, it was no polish. It was a mayhem of crunching prototypes. The idea was simple: the harder you hit, the more Threat points the enemy gathers to hit you back. Every iteration sounded better than it worked. The problem was always the same:…
- Prologue Updated with New Enemies’ Abilities, WIP Sneak Peek & New Keyart! - 7 April 2022
Fellow Sinners! Following your feedback, we have updated the Prologue. We focused on improving the variability of the enemies' abilities to bring even more variety into the condensed experience of your journey through Hell. We also made a bunch of Quality of Life improvements, as listed below. And we hope you'll love our new keyart as much as we do! Gameplay improvements: The enemies got a number of new abilities: Panic: All buffs on the character’s cards are reduced to 0 until the next Redraw Intimidation: All debuffs on the character’s cards are reduced to 0 until the next Redraw Encircle: All Armor on the character’s cards are reduced to 0 until the next Redraw Anathema: Eliminate the character’s highest buff Grace: Eliminate the enemy's highest debuff Quality of life: Tutorials have been updated and expanded with additional information boxes Battle scene was beautified once again En…
- Devlog #6 – Multiple characters - 4 April 2022
Greetings, fellow Sinners! When we sat down with Nadir, we wanted to shake the genre a little. We thought single-player deck-builders are a bit stiff genre, especially when it comes to battles: you have mana, you play cards until you run out of mana and/or cards, then the enemy punches back, repeat. We asked ourselves: how can we make that fresh and different? Making the difference: Threat Counter We decided: no mana. What if the cost of your actions would be paid by the size of the enemy's reaction? As in a duel, the ground you take or leave gives the enemy his space to act upon. Every blow and cover blocks the opponent somewhere but opens your defense elsewhere. A very neat idea! A completely new approach to the very core loop of a card battle. Well, easier said than done. By the time we saw the finish line on the horizon, the studio’s bucket of designers' tears and sweat was beginnin…
- Devlog #5 – Deck-builder with a twist - 30 March 2022
Hello Sinners! Nadir is a rogue-like deck builder where you journey through the underworld city of Nadir as a Sinner who serves one of the Deadly Sins, in your quest to rule over the halls of Hell…or simply work as an amusement for the everlasting Sins. These guys are like gods, so, naturally, they’re pretty bored after spending eternity in Hell and a bit of fun is always welcome. You’ll find yourself playing as some of the legendary figures from our history, like Jeanne d’Arc, Hernán Cortés, or Rasputin, each serving a different Sin. That is all great, you might say, but what really makes Nadir different from a vastly populated deck-builder genre, besides the visual style and mood? Great question! In Nadir, we replaced the classic mana with the Deck Binding mechanic: a unique risk-management system we’re really proud of! Once the battle starts, you must plan both your and the enemy's m…