Fighting for Santientkind!

Today’s dev diary focuses on one of our core conflict resolution mechanics: the Card Battle.

If you’ve been following our progress, you’ll recognise this as our ‘old’ battleground.


Now, we’re not saying there was anything especially wrong with it, but… Once we implemented enough of the card game to actually test it out, we started having doubts. Apart from the visuals, the mechanics we used back then were—well, there’s no professional way to say this—they just didn’t feel or play right to us. So, we went back to the drawing board and reworked the entire battle system.

For those who played Thea games, the layout resembles T2.

In short, we returned to the idea of showing the hand on a ‘table’—or in this case, a Twin-HUD style display (a motif that will become common in the game). First off, it offered more clarity, more space to play with, and a better visualisation of the battlefield. And it also gave us the freedom to fully display the characters, rather than just showing their heads as we did before. The characters on the cards also have some animations, so visually, we feel this made a big difference.

In terms of the mechanics, the character and card placement is no longer fixed, but a tactical choice for the player. In the earlier version, the Main, Experts, and Minions were locked into their respective rows. Now, much like in Thea 2, you can play the cards however you like—and that choice matters, as the placement will determine who is attacked.

A wonderfully hand-crafted diagram of the important stuff…

So how does it work?

One notable difference from Thea 2 is that you now place a character on the table once—that’s their position in the fight. They come with their own damage and health stats and will attack enemies and take hits directly.

Then there are the cards in your hand. These aren’t characters but actions—boosters, debuffs or special attacks—that affect a chosen ally or enemy. They aren’t placed on the battlefield; instead, they target specific characters and apply their effects instantly.

For example, in the image above, we’re using booster cards. All three will affect our characters. The red markers on the cards at the bottom show that the selected Bio-stabiliser card can be applied to any of them, providing a healing buff. Alternatively, you could use a card that deals direct damage to an enemy, and so on.

One to rule them all

The main rule to remember in battle is that the Main—marked by the crown icon on the table—is the key character for both you and the enemy. If the Main on either side is defeated (i.e., their HP drops to 0), the battle ends immediately.

Characters removed from the table during combat do not automatically die. However, depending on their rank (e.g., Expert, Minion) and the severity of their wounds, there is a chance they may suffer critical injuries or even death.

Battles are resolved each round, from left to right. Characters attack opponents in the same column on the opposite row. If no such target is available, they will strike the enemy Main instead—so it’s wise to place cannon fodder in front of your Main to protect them!

Colours Matter

Finally, there are the Domains, each marked by a distinct colour in-game for quick reference. I won’t resist sharing a bit of flavour here.

The four Domains are:

  • Technology (Control)
  • Magic (Uncanny / Mystical)
  • Darkness (Destruction / Corruption)
  • Divine (Fate / Providence)

These Domains are intertwined—co-dependent yet in constant conflict:

Control seeks to stifle the Uncanny with its rigid rules. The Uncanny can enter the realm of Destruction and fight it. Destruction, with its corrupting force, can twist Fate. And Divine Fate, in turn, can subvert Control by invoking destiny. Thus, the cycle turns.

Domains play a key role in the game and have a direct impact on combat mechanics. As shown in the image above, each Domain is strong against one other and weak against another. Having a diverse mix of cards and/or characters in your deck may be a wise tactical choice, as facing an opposing Domain can prove particularly challenging.

The camping screen (WIP) shows one of our people is badly wounded and has a chance to develop a major wound, while our Main was lucky and will simply need time and resources to heal.

That’s it for now, folks! We hope this gives you a better sense of how battles and Domains work in Project Thea—and why mixing brains with brute force might just save your Main.

More exciting news coming your way soon™—including details on the first closed Beta tests for a demo! Stay tuned, and thanks for being part of the journey!

Why Project Thea?

In this dev diary, we’ll talk a little more about how Project Thea came to life, why it’s not Thea 3, and why we chose to go down the path of a spin-off. We’ll also explore some key differences and similarities between Project Thea and the previous Thea games.

The Inception

We began thinking about our own, new project a few years ago. As always, it all started with casual chats about where we wanted to go next. The initial idea was for a smaller game—a quick project. At the time, we knew almost immediately that it would be tied to Thea; it just felt like the right time to return to our roots. But, since we wanted a smaller scope and the opportunity to try new things that deviated from Thea, we also knew it wouldn’t be a direct continuation but rather a spin-off.

The genre, as always with our games, was the more complex part. We knew it was going to be story-rich. We knew we wanted to keep the survival tone with post-apocalyptic themes. We also had a clear idea that there would once again be a single settlement struggling to survive against the world’s difficulties. And, of course, the card battles—by now, we feel they’re our signature feature.

Continue reading

Project Thea Begins

While this isn’t the big reveal—that’s coming next month—it’s what I’d call a soft reveal, a nod to our loyal fans who deserve the first look at what we’re building.

First, the title: Project Thea. After much debate, we settled on a name that bridges the past and future. While this game takes bold steps away from the original Thea series, it remains deeply rooted in its world’s rich history and dark lore—a fresh start that honors its legacy.

In this first dev blog, I’ll give an overview of the game, so those outside our awesome Discord community (join us by clicking the icon on top of the page!) can catch up on what we’ve been working on.

The Genre

As always with Thea, this is a problematic topic to pin down! But here it goes, our short description – A dark strategy-survival RPG blending retro-futuristic urban fantasy with Slavic folklore. Rebuild your colony, explore the wastelands and engage in strategic card-based combat in this story-rich, roguelite adventure. Featuring branching narratives, character progression, single player or co-op for 2 players.

The Story

You awaken from magi-cryo sleep to a world in ruins. They call you one of the Alloy Twins, but your memories are shattered. Who is this twin of yours, and why do you not remember them? How did you end up in the cryo-pod? One thing is clear—the colony’s generator is failing, and you’re one of the few capable of retrieving the energy shards to keep it alive. Failure is not an option.

As you journey through this retro-futuristic urban-fantasy world, your choices will shape the story. From reimagined Slavic folklore creatures like Baba Yaga—now an entrepreneur running an ice cream van—to the Tooth Fairy pivoting to dentistry, and Woj-Tec 001, the cybernetic bear founder of UBear courier services, Project Thea is a world brimming with danger, humor, and mystery.

Your story is just beginning. Are you ready to uncover the secrets of Thea?

Continue reading

Secret Project Underway…

This post will be short and sweet, but our page was looking sad and empty and some folks could think we’re gone or something!

After the great work on MoM, we had no time to rest, as well, you know how it goes, no rest for the wicked! We are very much alive and well and working hard on a secret, secret project that we hope to reveal this year.

We can spill a few beans here to keep your appetites going. Our new game is going to be set in the universe of Thea, but with a twist. This new adventure is set centuries in the world’s future, an urban, post-apocalyptic world that will once more throw you into the many mysteries of the Slavic inspired myth and folklore.

An urban version of a czort, they’ve of course become lawyers now…
A fan favourite also returns, the Rusalka, looking all modern and ready to kick some butts when drowning fails…

To stay up to date with MuHa news, check out our Discord channel, we’re always there and happy to chat!

That’s all for now, stay tuned!