- Hotfix #4 - 17 April 2026
Another hotfix with two critical fixes and some layout changes to the research screen:0.9.5 - in case of a tie, fixed targeting rules (like min or max health) now always target the NEWEST card (meaning placed most recently on the board) among the tied cards. - fixed token spawn limit being one more than intended - changed layout of research screen to contain two columns of unlocked components for easier browsing - fixed "Start on Board" not positioning the card correctly at the start of battle - fixed description error of "select one enemy card" (it incorrectly stated it'd grant assassin on unique - that's not the case)
- Hotfix #3 - 10 April 2026
Another hotfix, this time trying to tackle some UI related issues:0.9.4 - additional component info is now always shown in deck-editor. No more need to press ALT. - added game / animation speed settings slider between 0.5 (slower), 1.0 (default) and 2.0 (very fast) - added effect icon to manual Activate popup to make clearer which ability will be activated.
- Hotfix #2 - 8 April 2026
The first two hotfix patches are now live to address some pressing issues. See below for the full changelog.0.9.3 - fixed fov / zoom issue on ultra-wide monitors - fixed token duplicates of stolen cards switching ownership on save/load - fixed a potential crash on the research screen (please get in touch if you experience it still) - fixed effect "Draw from reserve" not working correctly. - fixed cards sometimes being placed too far outside the playable area 0.9.2 - fixed Space Warp location: Now one random card is moved to a random location each turn. - fixed and rebalanced effect "Summon a token" - fixed damage sound not respecting to volume settings - fixed Commander research costing 12 but displaying costing 10 (now displays 12). - fixed a few Spanish and German translation errors.
- Hotfix 0.9.2 - 6 April 2026
Hotfix to add the missing location card for the 2nd battle (the beta location asking for you suggestions on discord was accidently left it - you are still welcome to provide suggestions though :) ).0.9.2- fixed Space Warp location: Now one random card is moved to a random location each turn.- fixed and rebalanced effect "Summon a token"- fixed damage sound not respecting to volume settings- fixed Commander research costing 12 but displaying costing 10 (now displays 12).- fixed a few Spanish and German translation errors.
- Card Coder is NOW available! - 6 April 2026
Get the full version of Card Coder now on Steam. Go crazy and build some awesome cards! If you want to get in touch and share your awesome creations, report a bug, provide feedback or chat about the game in general, don't hesitate to make a post here on the discussion forums or on the game's discord: https://discord.com/invite/2ZrdzkNeBPIf you enjoy the game, please tell your friends and consider writing a review here on Steam - that really helps us small indie devs.
- Update #10 - 18 March 2026
Another update in preparation for the full release of Card Coder on April 6th. Some changes affect only the full game, but I merged back all changes into the current demo as well. Below are the most important changes.0.9.1 - rebalanced cost of all cards - Added new effect: Restore one lost life for 30 coins - Added small info HUD when commander card is viewed fullscreen - Reduced effect "Deal 2 + x damage. Increase permanently for every 3 kills" to "Deal 2 + x damage. Increase permanently for every 4 kills" and it now passively applies "Decayed", causing the equipped card to 1 additional damage on hit. - Rebalanced condition "Pay 2 commander energy" to modify card with +0 energy instead of -1 energy and "Pay 1 commander energy" to +2 energy instead of +1 energy - Increased energy cost of "Deal 1 damage" by +1 if upgraded to Unique (because it then provides "Multistrike") - Starter decks…
- Card Coder Release on April 6th - 16 February 2026
The full version of Card Coder will be released on April 6th 2026 at 14:00 GMT / 10 a.m. EDT / 7 a.m. PDT on Steam. So mark you calendars and I hope to see you then!Update: Previously Card Coder was scheduled to release on March 13th. Because of the sudden StS2 release, it was slightly moved back to April 6th. I hope you understand.Here is a little sneak peak for the full game:Three commanders, each with a unique playstyle.Four different starter decks that can be customized completely and can be combined with any commander.Four different game modesRoguelite Run: Customize your starting deck during the run and progress through 17 battles of increasing difficulty.Daily Sealed: Each day there will be a unique sealed draft where players compete for a leaderboard highscore. Everyone will receive the same random selection of cards and components and must build the best possible deck without b…
- Demo Update #8 and road to release - 23 January 2026
The full version of Card Coder is almost ready. I took the time to merge back most changes into the current demo. I'd be grateful for any bug reports or feedback, so I can fix them in time for Next Fest in February and the full release in March. Below are the most important changes.v0.7.1 - new "Volcano" location for first fight - new "Wasteland" location for third fight - moved deployed upgrade from trigger "On Play Card" to condition "If this card's energy is
- LIVE at Comic Con Stuttgart - 26 November 2025
Thanks to everyone that played Card Coder at Comic Con! Below are some impressions of the event.Me giving a short pitch on stage.Someone playing Card Coder for the first time (the booth next to us was rated 18, that's why there is this ominous curtain).Me one the left and Daniel on the right, who was kind enough to help out at the booth (and wear THE shirt). This was on Sunday evening and I had already cut out the Card Coder banner at that point :)
- Demo Update #7 - 17 October 2025
While I'm currently mostly working on content and game modes for the full release of Card Coder, this update brings important balance changes and new QoL features to the demo version.v0.4.1 - rescaled rewards in Rogulite Run Mode to a fixed schedule: Clamp(15 + 7*StageNum, 15, 100). You can still earn a small bonus with combo kills each round. - fixed bug for "Hive Egg" enemy only targeting player cards instead of all cards - reworked GoldMine battle - fixed card draw status being applied twice - fixed "Destroy first target" to only destroy the first target - reworked upgrade chain of "Destroy first target". Unique now increases energy cost by +1 but allows destroying all targeted cards. - fixed bug where status on enemy cards would decay too fast - added shop and research filter widget to allow filtering and searching for specific component (by type and by text) - fixed bug where card…
- Demo Update #6 - 5 October 2025
This update brings major balancing changes, fixes and some new content to the Card Coder Demo. Full changelog below.v0.4.0 - fixed card start zone not correctly being applied to player owned cards - fixed issue with secondary effect on some cards - stopped loot chests from dropping during enemy turn - rebalanced "select enemy with max energy" from 0 energy to -1 energy - rebalanced "when this card destroys another card" from -1 energy to -2 energy - rebalanced blank card with 2 effects to from base energy 1 to base energy 2 - added missing icons to "when a status is applied to this/allied/any other card" and rebalanced energy cost to 0 / +1 / +2 - enemy now always plays cards from left to right / oldest to newest (if mana cost permit). temporary cards are always played first. - holding alt reveals the enemy cards in hand and their topmost deck card - improved default keybinds for steamd…
- Demo Update #5 - 29 August 2025
The next balance patch along with some more drag & drop improvements. Full changelog below.v0.3.6: - rebalanced rarity bonus of most components: the new default upgrade chain now gives +1 health (uncommon), +3 health (rare), +6 health (legendary), +6 health and -1 energy (unique) - improved drag and drop accuracy / responsiveness - added new card artwork customization: you can now cycle through all ability icons from that card to use as the main artwork (not as pretty but very good for easy memorization of what the card does) - disabled blurbs for cards currently in discard or deck pile
- Hotfix 0.3.5 - 26 August 2025
Fixed being stuck at end of tutorial or end of roguelike run.
- Demo Update #4 - 25 August 2025
This update brings grid snapping for card placement. This should make dropping cards on the battlefield significantly easier and faster while still giving you lots of control over positioning. Full changelog below.v0.3.4: - added new conditions: - Sacrifice closest allied card (ignores Commander) - Discard the oldest / leftmost card in hand (ignores card to be played) - Discard the top card of your deck. - If enemy has at least 5 cards in hand (decreases with rarity) - If this card received damage this turn - If this card delt damage this turn - fixed effect "return to deck" not always preserving current shuffle ordering - added effect "deal damage per card in enemy hand" - added effect "destroy enemy card if health equal to or below 3 + X (increases with rarity) - fixed moving cards - added many new Unique Named Abilities (you have to discover them yourself, press F2) - changed shop to…
- Demo Update #3 - 20 August 2025
Small update with some balance changes. Full changelog below.v0.3.3: - You now gain 5 + CurrentLevelNumber coins as a consolidation prize if you lose a level and try again - When hovering an unslotted component or an owned card in the shop, its sale price is now displayed over the sell area - Fixed range / aoe indicator being stuck sometimes - Fixed "Deal 3 non-deadly damage" only dealing 1 instead of 3 damage - Added missing portraits to Inquisitor and Fibonacci Nuker
- Demo update #2 - 18 August 2025
This updated finally adds some background music to the game - chill space ambients to keep you in flow. Full changelog below.v0.3.2: - Rebalanced reward drops. You are now guaranteed one (scaling) money drop per battle. - Component rewards are now always of Unique rarity. - added background music - changed audio sliders to logarithmic scale - increased energy cost passive of "if this cards energy is less than X" from -2 to 0 - Fixed buggy resolution / aspect ratio / fov interaction. Now horizontal fov is fixed for AR 16:9 - Hid display of component modifiers (like -1 energy, +3 health) unless you are in the shop or research screen - Made battle start screen prettier - Removed battle start screen from tutorial - Rebalanced Necromancer from 2 damage reduction to just 1 damage reduction - Fixed effects "Draw a card" and "add 1 charge" not working when targeting non-board cards
- Demo updates recap - 14 August 2025
This is a short recap of the updates since the Card Coder Demo release last month. Thanks a lot for all the feedback and bug reports - keep 'em coming here, in the Discussion forums or the game's Discord. Going forward, I will post short news announcements here in sync with each update as well.v0.3.1: - fixed rare crash on ability mouse hover - changed depth-order of cards in hand. now energy cost is always visible at a glance. - loot boxes now always drop above your commander - prevented (most) visual clipping of cards in hand - fixed named abilities not displaying their passive stats / status effects in tooltip - removed condition "End this turn immediately". too many edge cases. - improved card draw animation - made commander health and energy orbs BIGGER (yes they look ridiculous now, but hey, at least they are more readable) - regular cards health / energy display is now tinted sub…
- New roguelike deckbuilder goes one step further by letting you design the cards - 27 July 2025
Have you ever played Hearthstone or Slay the Spire and thought to yourself, "If I'd made this card, I would have given it that ability instead?" If so, new roguelike deckbuilder Card Coder asks you to put that to the test. Forget simply making your decks; here you're constructing custom cards from scratch, combining effects, triggers, targets, and even selecting the name and artwork, to make something capable of overcoming your opponents. First teased in January, you can try an early demo right now on Steam, and it's already captured my attention. Read the rest of the story...
- Games Forged in Germany Fest - 24 July 2025
I'm happy to announce that both of my games were selected for the Games Forged in Germany Fest. To celebrate the occasion, JOY OF PROGRAMMING is 30% off and the Demo for my upcoming card-building roguelike Card Coder is being released today! Be sure to check out both games and the other titles featured in the fest!https://store.steampowered.com/sale/Games-Forged-in-Germany