Devlog #47: changing card combat in Journey
Five builds instead of a random card pool: the first step of the big Journey rework.
The latest version didn’t reveal any unexpected issues that would force emergency fixes, so the team has already moved on to the next patch. And now we’re returning to Journey.
We haven’t given this mode a major pass in quite a while, and over time it has become much clearer where card combat needs better readability. We want the cards to be easier to understand, both visually and mechanically, and the mode to be more comfortable to play. This is our current direction, not a promise that the whole rework will land in the very next patch.
Cards and builds
Our first focus is the card pool itself. Instead of the current mix of unrelated cards, we want to move to a set of shared cards and five builds, each with its own playstyle:
- Blood Magic: turn your own health into a resource that empowers spells.
- Berserker: grow stronger at the cost of taking more damage. This build introduces Rage, which you have to gain and drop at the right moments so the risk actually pays off.
- Summoner: summon a minion and control it with cards.
- Poisoner: damage over time, weakening the enemy and surviving while the poison does its work.
- Chain: lots of cheap or free cards, card draw, cost changes and effects that depend on how many cards you’ve played.
What’s your favourite playstyle? Maybe you have ideas for other builds? Tell us on Discord.


