Arx Arcana: Dungeon Royale is live! Play now at

Arx Arcana: Dungeon Royale is now live and playable from your web browser at or

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Will you play as Piro the wizard who shoots exploding fireballs, Boris the warrior who swings his trusty axe or Kadira the archer who shoots arrows from afar?

Pick an ability to bring with you into battle such as the hidden mine, the exploding barrel, long shot or the rats' nest and start playing against hundreds of players.

Once a round starts, pick your starting location and search for crates and abilities to pick up. Plant turrets, spawn monsters to defeat your enemies. But watch out for the advancing noxious fog.

Rounds last only a few minutes so you can go ahead and take that bathroom break or make that cup of tea.

Be the last mage standing to win!

Announcing Arx Arcana: Last Mage Standing

We are excited to announce our newest game, Arx Arcana: Last Mage Standing. In this 2D fantasy battle royale, you cast spells, build traps and fight to survive against a hundred other players.


In Arx Arcana, you battle by casting spells, summoning monsters, building castle walls, traps and rubber duckies. Be the last mage standing to win.

  • Choose from a variety of characters with unique attacks
  • Explore the map to gather abilities, resources, and potions
  • Build turrets, traps and monsters to defeat your opponents
  • Survive the longest while avoiding the poisonous fog to win
  • Fast-paced 5 minute rounds so you can take that bathroom break
  • Level up to unlock new spells, traps and weapons

In addition to the solo battle royale mode, expect to see duos and quads as well as other fun game modes to mix things up. Some of the game modes we have been working on:

  • Hold the Gold Mode where you must collect and hold 50 gold to win the round
  • Team versus Team Mode where you defend your team's castle and must attack the opposing team's castle to win

Arx Arcana will be launching on the web in early 2019 with more platforms to come later. We are looking for playtesters to help us refine and balance the game. To learn more about the game and sign up to be an alpha playtester, head over to

The Conflict of Faith Update

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A soldier’s death sets in motion events which may lead to the end of an age…

Age of Rivals’ next content update is here, featuring 18 new cards, new story/challenge levels, and several gameplay improvements.  Read on for details.

The Conflict of Faith Campaign

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The second campaign includes 6 new story/challenge levels vs. custom decks for Ziana, Theophilos and Nairi.  Beating these levels will unlock 3 of the new cards.  

New Cards

The remaining 15 new cards can be obtained by spending coins.  All 18 new cards:

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  • Barduk’s Bonewall - You bring the bodies and Barduk will build you the wall.
  • Royal Academy - See the Moneylender for a student loan.
  • Standard Bearer - Don’t mess with the mascot.
  • Martyr - Sometimes death is only the beginning.
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  • Martial Law - Culture smulture...just attack!
  • Acid Spitters - The sworn enemies of The Undying.
  • Exotic Trinkets - Shells, beads, and the occasional dragon egg.
  • Princess of Thieves - Her leadership will bring the underworld out of the shadows.
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  • The Sentinels - No shenanigans on their watch.
  • Eternal Gardens - A whole grove of giving trees.
  • Faithless Bannermen - Your earliest allies are not always your most reliable allies.
  • Exotic Expedition - Riches beyond compare...if they ever make it back.
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  • Smoke and Mirrors - It’s not a’s an illusion!
  • Monolith - A mysterious construction for anyone confused by the damage splitting rules.
  • Stone Table - Broken - When the table cracks, death itself begins working backwards.
  • Scavengers - Waste not, want not.
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  • Sacred Relic - An artifact that should never have been uncovered.
  • Open Borders - Keep the big door open...everyone will come around.

Card Rebalancing

  • Graverobber Baron can now only steal a maximum of 2 coins per turn instead of 2 coins per Ruins drawn
  • Sun’s Sisters now gives bonus culture based on ruined card’s attack, and cost increased by 1
  • War Drums ability reprogrammed to work more reliably
  • Myrmidons cost reduced by 1
  • Conquistadors attack increased by 1
  • Assacani attack reduced by 1

Gameplay Changes

  • Both players are guaranteed to draw at least one Economic card during every draft in Round 1
  • Guaranteed cards will no longer ever show up in the very first draft
  • Early phase guaranteed cards may now draw during any draft in Round 1 (instead of just the first 2 drafts)

This update also includes several bug fixes.  I hope you enjoy the new content!

Update: To Grind or not to Grind

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The short version of this post is that our newest update (3.8) increases coin rewards in all game modes by 30% and adds coin rewards for losing to all game modes (even Normal AI and Friend games).  Now you can gain access to all the content even faster!  We also fixed some bugs.  Read on if you're curious about why we even have card packs in the game.  

So one of the more controversial aspects of our game (from a player feedback perspective) has been the fact that you have to unlock all the cards and playable characters (rivals) over time.  Some players don't like that a premium boardgame does not come with all the content available upfront.  Others appreciate that the game grows more complex and varied over time and that there are long-term goals to work towards.  

Even when I was debating whether or not Age of Rivals should be a premium or free-to-play game, I was reluctant to have all the content available from day one.  I knew from early play-testing that that would have been overwhelming, and that the starter deck of 71 cards made for a good game.  And I thought it would be fun for the game to evolve over time, encouraging players to adapt to the changing deck and to try new strategies as they gained new cards.  Also, I had too much fun watching my 5 and 7 year old daughters opening cards packs.  "Daddy, I unlocked Arsenia!".  It was (and still is) too priceless.  

Most games (premium or not) do this.  As you progress, you gain new skills and and weapons and encounter new challenges.  The metaphor varies from genre to genre.  Sometimes it's leveling up, sometimes it's getting to a new world, sometimes you earn a new seed packet to counter a new type of zombie.  And the paces varies as well.  Sometimes it's steady and linear, and sometimes it's fast at first but then slows down to something more tedious.

And that's where Age of Rivals runs into problems.  Our metaphor is the dreaded card pack.  And it's normal to assume that card packs equal a slow and tedious grind.  Many CCGs these days are free-to-play with card packs, and it takes forever to unlock everything.  

Our original metaphor long ago was a linear progression of unlocking cards one by one as you won games.  But we switched to the more easily recognizable card pack system so we could release a free-to-play version of the game on Kongregate.  And when we switched back to premium for Steam/iOS/Android, we decided to keep it.  (The whole premium vs free-to-play thing can be a future blog post).

Maybe this was a bad idea, but by then it was fully developed and we didn't really want to redo it.  The important thing was that we changed the pace of content unlocking to linear by eliminating redundant drops.  You never get a card you don't need, so you're unlocking content as quickly on day 30 as you did on day 1.  

But while the pace was pleasingly linear, it was definitely still too slow overall.  We still had one foot in free-to-play-economy land.  Our early Steam players gave us some great feedback, and so we quickly doubled the coin rewards, added rewards for more game modes, and added unlimited missions.  

Today we're going the rest of the way.  We're speeding up the pace again by increasing coin rewards in all modes and (more importantly) adding rewards for loss in all modes.  Everyone should now be able to earn all the Level 3 Rivals and all cards after a pretty reasonable number of games.

Hope you all like the new update.  As always, keep the feedback coming!  

Age of Rivals Launches on Mobile and Adds an Offline Mode

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Well, one week into mobile and we've already got a feature update!  Now you can play most of the game offline without even registering an account.  I've also fixed the screen rotation issue, made the first 10 missions dismissable (once every 24 hours), and added better handling of failed network saves.  All of these also apply to the Steam version (except auto-rotate, although that would be funny).   

Don't forget that today is the last day of our launch week discounts for iOS and Android!  I also think today is the last day of the Steam Summer Sale discount.  So now is the time!

Offline mode support combined with automatic syncing across multiple devices and platforms is a bit tricky, so I added a new FAQ with more details, which I will also flesh out with other topics of interest.  

Every new platform has brought new fans and new kinds of feedback to Age of Rivals.  And since this is my (me personally, not Roboto Games) first mobile launch as an indie, it has been a fantastic learning experience for me.  Trust me, I will never launch a premium mobile game again without auto-rotate and offline support.  :)

Many thanks to the Touch Arcade community for providing excellent feedback, conversation and even volunteer testing.  

Many thanks to David Neumann of Stately Play and iOS Board Games for being an early supporter of the game and helping us get our first round of beta testers almost a full year ago when it was just a web game on this web site. 

Also thank you to mrbaconpants for creating and moderating an Age of Rivals subreddit and to Lycentia for starting an Age of Rivals wiki.

Some other recent coverage:

  • "...there's a depth here that other games of the same length can't emulate" - Pocket Gamer - 8/10 Silver Award Winner

  • "Gameplay is fast, very fun, and requires both an overall strategy and turn-by-turn tactics to prevail." - Pocket Tactics

And thank you to everyone else who's provided feedback, bug reports and encouragement on this long road.  Especially Curt and Mathilde of Roboto Games who are always willing to help me tackle the really tough problems.  

There is still much to do, so keep an eye out for future updates!

Age of Rivals Goes Mobile

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Age of Rivals launches on Android and iOS on Thursday, June 22!


Just like the Dragoons of old, Age of Rivals is going mobile.  We finally have a firm date for our mobile/tablet launches: June 22.  We've been quietly beta testing for the past few weeks to make sure everything looks stable, and now we're ready to go!

Launch Sale

In celebration of these launches, we've reached out to our Moneylenders and convinced them that for the first week the game will be on sale for $.99.  Make sure to grab it and take advantage of this launch discount!

Includes All Content

Just like the Steam edition, these mobile versions will be premium versions of the game with no in-app purchases.  This means that all content unlocks at a linear pace, and you never get duplicate cards you don't need.  As long as you keep playing, you will regularly receive new cards and rivals until you unlock everything.  Remember that as long as you play vs. Anyone or vs. the Hard computer, you earn coins even when you lose the game.  That is certainly a Good (Trade) Deal!  (Sorry, had to do it!) 

We hope you enjoy being able to play from the convenience of your phone or tablet!  We'll post the links to the stores on Thursday when the game goes live.  Thanks!


Update: Balance Changes and More

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Today's medium-sized update aims to address a few player-requested issues before we officially launch on mobile.  This also includes our second round of card balance tweaks.  We analyzed game data and read all the comments on both Kongregate and Steam forums before deciding which cards to change.  

The biggest source of controversy recently has been Graverobber Baron.  We agonized over this one, but ultimately we decided to leave it unchanged.  There were good arguments on both sides, but we were more swayed by the players who wanted to keep it as-is.  We think this card plays an interesting and somewhat unique role in the overall composition of the game.  The game benefits from having dramatic late game cards that can turn the tide in big ways, and GB is not really one of the more OP ones.  It has almost exactly a 50% win rate, which is lower than several other cards.  But we still might change our minds in the future, so keep letting us know what you think.  

Balance changes:

  • Warmonger -1 attack

  • Silencers -1 culture

  • Patrons -1 gold cost

  • Arms Dealers -1 armor, +1 attack, -1 gold cost

  • Brilliant Tactic -1 gold cost (now free)

  • Blind Bolt Throwers -1 base attack (ability unchanged)

Other changes requested by players:

  • Friend games no longer have a turn timer.

  • You will now hear an audio warning during timed games when you only have 5 seconds left. This will only happen if you have Sound Effects turned on.

  • The Normal AI is now a little easier. The Hard AI is still the same.

We hope you enjoy these changes!  Our next big update will be to get this game onto mobile finally.  

Public Monthly Leaderboards

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Age of Rivals players have always been able to see their monthly rankings in a limited way in-game.  We show you your Tier, and the top 100 players can see their exact rank.

Now we're making historical top 100 lists publicly available to all players on our website.  You can see them at


Update: UX Improvements

Today's update brings more player-requested improvements to the game, mostly involving tooltips.  

1) We now highlight buffed stats in green and debuffed stats in red. If you mouseover these stats, the TOOLTIPS will show you where the buffs/debuffs came from and whether or not they are temporary. This should make it much easier to figure out why a stat changed.

2) The tooltip for a card's gold cost will now show you what the original cost of the card was before it got discounted.

3) The tooltip for resources will now tell you which type of card that resource is most helpful for.

These improvements should make it even easier to learn the game and the relationships between the various cards and elements.  This is live on both Kongregate and Steam.  Thanks!

Age of Rivals Launches on Steam March 14

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It's been a long road, but we're finally on the verge of bringing Age of Rivals to a second platform: Steam!  The game officially made it through Greenlight on February 16, and we've been preparing for launch ever since.  

The release date is March 14 (Pi Day!).  You can check out our Store Page now and add the game to your Wishlist.  You can also check out our Community Hub.

We will be having an initial launch sale of 10% off.  And as we mentioned before, if you've been playing on Kongregate, you may be eligible for a free Steam copy and we can also copy your account over if you want.  Details here.

This is good news for all our players since the game will support cross-platform play.  We're excited to welcome a new group of players to the Age of Rivals community!  

Age of Rivals on Steam Greenlight and New Trailer

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Help Age of Rivals get on Steam by voting for the game to get through Greenlight

The Steam edition of the game is a little different than the Kongregate version:

  • No in-app purchases in this edition. All cards and characters unlock at a fast pace just by playing the game.

  • Challenge yourself with bonus DLC single-player content (pre-included in this edition)

(If you have spent $10 or more in the Kongregate version of the game, please email to receive a free copy of the Steam version when it launches.) Thanks in advance for your help!

New Trailer

Learn how to run a great civilization in 10 easy steps with our new trailer. 

Age of Rivals Featured on Kongregate

Age of Rivals was featured on the front page in the Hot New Games section for the past 2 weeks. We are so thankful to our Kongregate users who have responded very positively to the game and rated it a 4.2 out of 5 with over 100,000 plays. It's been wonderful seeing so many people in the chat and so much activity in the forums.

Three Guaranteed Cards are Greater Than One

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Today's update brings some small but often requested changes to the game.  

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One of the more common feature requests in Age of Rivals is for slightly more control over strategy by way of more deck-building.  However we also often hear that players like that there is less deck-building in this game, and that they would prefer it stay this way.  

We are also aware that most players don't even get to fully try out the current level of deck-building, because most players never get to the point where they can Guarantee more than one card.  Playing with 3 Guaranteed cards feels pretty different than playing with just 1 (we think).

So before we make any changes, we want to allow more players to play the game as intended.  To that end, we have reduced the number of Rival Cards you have to get to unlock the 2nd and 3rd slots on every rival.  It used to be 2/10/25, and now it is 2/5/10.  This means that many of you will likely have more slots unlocked the next time you load up the game.

Another frequent request is to be able to earn coins by playing the computer.  So we have also added a reward for beating the computer, including Easy, Hard and Campaign games.  It's not as much as for beating a human (and you get nothing for losing), but it's something.

Finally, we have removed the intro Friend Mission, because many players have a hard time completing it.  If you already have it in your Mission List, it will be dismissible.  

Thanks for all the feedback!  We hope these changes improve everyone's experience.  We have also been working on bringing Age of Rivals to more platforms.  More news on that soon!


Age of Rivals Kongregate Launch

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We are now fully launched on our first real platform: Kongregate!  Check out the full version of the game at

This officially marks the end of our web beta phase.  Thank you to everyone who participated and helped us get to this point.  The game is much more fun thanks to all your feedback.  

If you'd like to move your account from our website to a Kongregate account, email us at and tell us your old account name and your new account name.


AoR Update: Ranking, Alliances and Campaigns

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Today’s update brings three big new features to the game as well as several smaller improvements, many requested directly by players.  Here’s a roundup of the most important changes:

Empire Rank - Stats are now being tracked for all “Vs Anyone” games, and players can earn up to 1000 Science each month based on how high they rank.  This is our first take on tournament-style play, and we will continue to improve it over time.  You can see your stats in the Empire view (Rank VIII is the lowest and Rank I is the highest).

Empire Alliances - Players can now form Alliances with up to 10 members, and each member can earn bonus coins every day based on how active the Alliance is.  Over time, we will expand what Alliances are used for (let us know your ideas), but for now it’s a great way to earn coins faster and find friends in the community.  Every member in the Alliance gets 10 coins for each member that won a game (Vs Anyone) the previous day (up to 100 coins per day).

Campaigns - Our first Campaign is here!  Campaigns are custom single-player levels that players can master to earn new unique never-before-seen cards.  They are designed to be challenging but fun, and may require several tries (with different guaranteed cards) to win.  This first campaign rewards Lorenzo, Xiong and Soraya rival cards (2 each) plus 3 new Epic cards.

More Missions - A new mission will appear every 12 hours now instead of every 24 hours.  So that means two missions per day instead of just one.  Just like before, missions will accumulate even while you’re away (up to 3) so if you only play once per day, you will still get two new missions when you return to the game.

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Fast Mode - For advanced players who want faster games, we’ve added a “Fast Mode” button in-game next to the menu button.  This will speed up all animation in the game, but is currently only enabled for single player games (Vs Computer and Campaign games).  We’ll possibly add it as a matchmaking feature too if it is popular.

Shop Specials - We will be trying out various special deals in the shop (Kongregate users only).  Right now every player can get a bundle of 25 card packs for only 50 Kreds.  

Epic Card Drop Rate - We’ve made it a little easier to get epic cards in card packs.

Rule Change - Multiple guaranteed cards of the same phase will now try to draw on different turns instead of always drawing on the same turn.  

Updated Art - Lots of new art throughout the whole game.

Rival Stories - Character backstories in the Rivals view for most rivals.

Card Fixes - Multiple card tweaks and fixes.  One notable change is that “Maracena Dancer” and “Another Horseman” can no longer be drafted by the other player.  They will now get replaced if passed.

Hope you enjoy the new stuff!  Let us know what you think!

An Update on the AoR Beta

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Our plan for releasing AoR has changed a little since our last update.  We are currently running two beta programs in parallel: you can play the game either on our website ( or on if you are a (premium) Kong+ user.  The only in-game difference is that Kongregate users have the ability to spend Kreds in addition to coins to purchase card packs.  Kongregate also provides forums and chat alongside the game.  Otherwise the two games are identical, and it’s possible for users on one site to play games vs. users on the other.

Theophilos prefers to chat with his enemies on Nairi prefers the quiet solitude of

Theophilos prefers to chat with his enemies on Nairi prefers the quiet solitude of

Sometime soon we will move out of beta and launch on the free part of Kongregate.  We may keep the game running on our own website as well, but if we don’t, we will provide a way to transfer your data/progress to a Kongregate account (if you have a Kong+ account and want to transfer now, email us).  We are not planning on resetting data again, so no one in either beta will lose any progress.  

We are still planning a mobile (iOS + Android) launch as well, but not until after we are launched and running smoothly on Kongregate.  

Currently, we are working on 3 big upcoming features for AoR:

Monthly stats and tournament - This is a way to see how good you are relative to other players and to earn rewards for your rank.

Alliances - This is a way to join together with other players and earn cooperative rewards.

Campaigns - These are solo (vs the computer) levels that you can play through to earn brand new unique rare and epic cards.  The first campaign will feature 6 levels, with more to follow on a regular basis.  

So far the beta program has been fantastic, and we’re having a lot of fun talking to users and getting feedback.  As long as you all keep playing, we’ll keep trying to make the game better!  Thanks!

Age of Rivals Update: Missions

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Our next major update is ready, and it introduces the concept of your Empire.  Over time, we will expand upon this concept, but the part that we are releasing first is Missions.  Missions are daily goals that you can complete for rewards such as coins and rival cards.  By completing missions, you will be able to unlock cards and rival slots more easily than before.

The good news is that Missions make it easier to earn rewards for more varied play styles.  Based on which Missions you get, you can earn rewards for playing vs. the Computer or vs. your friends.  Several Missions also reward rival cards directly, so it’s easier to unlock rival slots now.  

However, to balance the increased rewards you can gain through Missions, we have adjusted the coins that are rewarded through playing games.  Now you earn 15 coins for a win, 10 coins for a tie, and 5 coins for a loss.  This sounds like bad news, but as we mentioned before, we are in beta and we will have to adjust the game economy from time to time.  The old rewards were temporarily high to make up for the fact that other features weren’t ready yet, but now it’s time to bring them back down to the amounts we originally planned.  Also know that we are planning even more ways to earn rewards in the next few updates, through features such as Alliances and Campaigns (more info on them soon).  

Today’s update also includes art improvements in the game screen.  And finally, we have made several bug fixes related to several cards: Silencers, Master Thief, Bastion, Briliant Tactician, cards with blocking effects, and more.

As always, we want to hear what you think.  Thanks for playing!

Age of Rivals Launching on Kongregate soon

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Age of Rivals, our 2-player competitive civilization-building card game, will be coming out of beta and launching on Kongregate in early November. In preparation for the launch, we have just released a major new update. Check out and play the latest update here!

Age of Rivals' new Main Menu screen

Age of Rivals' new Main Menu screen

We added many exciting things to the game including new Rival Leaders which let you bring in up to 3 specific cards with you, card packs as a way to unlock new cards and leaders, emotes so you can share how you feel with your opponent and more! (See the game page for more details.) We feel the new changes add a lot to the game and we hope you will agree.

Rival Leaders allow you to bring up to 3 cards with you ( art is not final )

Rival Leaders allow you to bring up to 3 cards with you (art is not final)

When we switch the game to Kongregate, we will be ending our beta period and removing our beta page from this site. We want to thank you, our existing players, for all your invaluable feedback and we will be giving you a gift for having participated in our beta testing.

How to get your beta player exclusive gift:

  1. Log in to (or create) a Kongregate account to play the game (your existing Age of Rivals beta account will no longer work).
  2. Write in to and give us both your old username and your Kongregate ID and we will grant you a gift in the form of card packs in the Kongregate version of the game.

Until the launch in early November, this page is still the way to play Age of Rivals. Don't forget to follow us on Twitter or Facebook (@ageofrivals) or join our newsletter to be notified of changes.

Three Swipes Selected for the Google Play Indie Games Festival

You know that game Three Swipes we’re making? No? Well now you do! And you should also be aware that Three Swipes has been selected for Google's Indie Games Festival!

OK, so you're still thinking "Meh, I only play Candy Crush, I don’t need to play any other games”. Well smarty pants, let us ask you how many games have been selected to be one of only 30 indie games across all indie game developers' submissions in the US in Canada by the smart folks at Google for the Google Indie Games Festival? Sure, you're probably thinking "30" and, surprise surprise, you're right.

Ah, but then we ask you how many casual puzzle games were selected. And you might be thinking "30", but then you'd be WRONG! How many are there? Well you'll need to go and count for yourself.

In any case, we're super happy to be working with the folks at Google, and looking forward to launching ThreeSwipes in the coming months.

So, if you like your puzzle games involving icebergs and cute sea animals then you should absolutely check out our trailer below:

Now that you’re done (and obviously impressed) you should sign up to our mailing list to get into the beta. After that, you should register for the Google Indie Games Festival in San Francisco and come vote for us. Then you should throw confetti in the air. That’s not too much to ask right?

P.S. You see those buttons down there that say "Like" and "Share" you should hit those. Magic monkeys will appear.

P.P.S. Confetti not included in this blog post.

P.P.P.S. Magic monkeys may or may not appear.

Age of Rivals Public Beta

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We are happy to announce that our 2 player strategy game, Age of Rivals, is starting an open beta-testing phase! You can play it here!

What is Age of Rivals?
It's a 2 player strategy game set in ancient times about the rivalry between two rulers. Each player simultaneously drafts cards to form their city and attempt to score the most points, while also participating in occasional combat and using plenty of fun card effects to turn the tide of the game.

Each player drafts 16 cards simultaneously while trying to balance economy, military, culture and defense. The goal is outwit your oppponent and counter their strategy with a better one of your own. Each card has a special effect and unique stats which leads to lots of gameplay variety and unpredictability.

  • 15 minutes per game
  • 2 player synchronous multiplayer or solo vs. computer
  • 200 cards at launch, with more to come
  • Card Drafting, Deck Building
  • Civilization-themed

We're about 6 months into the development of this game, and we're excited to get some feedback and keep making it better. Stay tuned for more updates!