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!

Bookmark the permalink.

Comments are closed.