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Hello Ironhoofs,
We're so excited to bring you patch 1.1, packed with tons of bonus content and features! All new enchantments and relics are unlocked without needing to level characters.
Trinket of Omni
Silver Scissor
Black Anvil
Magic Lamp (Warlock Exclusive)
Inferno G-10 Dagger (Event Exclusive)
Petri Flask (Druid Exclusive)
Static Recycler
Armour of Persistence
Bloody Coin
Rage Infinity Helmet (Warrior Exclusive)
Wild Sigil (Druid Exclusive)
Iceburst (Warlock Exclusive)
Chicken Drumstick (Warrior Exclusive)
Anchor is reworked now also adds bonus hand score that increases for every turn it stays in hand.
2 new Inferno levels (level 11 & 12) for the most hardcore players to challenge.
Win Streak: now tracks & displays win streak (streak only continues with same difficulty level)
We created a secrete event that only appears on Inferno difficulty to honor our favorite Influencer (can you guess who :p).
Shop Refresh: a new option in shops to pay gold to refresh & replenish all items on display.
Shortcuts key binds now configurable in Settings.
Slightly reduced all act1 enemies HP.
Reduced mining difficulty for the most expensive ore.
Hand cards sorting now automatically sort new cards until turned off.
UI now auto selects highest unlocked inferno level.
\ also discounts current shop.
\ now also heals.
Moved Floating Tome event to Act2, Treasure Map to Act1.
\ can now be obtained through shop or drops.
Moonwell event slightly more chance to appear, and if no bottomless flask won't appear.
Highest Inferno level unlocks now shared between all heroes.
Fixed bug where can still draw card when both draw & discard piles are empty.
No spending limit in Blackjack.
Buffed \ relic.
Enjoy new runs to discover the new content. And we really appreciate all your support, feedbacks and bug reports!
Cheers,
First Day Devs
Hello Ironhoofs,
Thank you all for the continued support, feedbacks and reports! Today's patch fixes several issues.
\'s self damage part will no longer receive damage bonus like Power and etc.
Fixed duplicated items in Log Book's relics section.
Fixed starting abilities not added to Log Book causing difficulty completing some achievements.
Improved \ relic's description to indicate the bonus only applies to abilities.
Fix rare cases of losing background music after restarting combat.
Fixed \ description gives wrong values.
Fixed some of Ignar's eyes' intent names missing.
Cheers,
First Day dev
Hello Ironhoofs, We tracked down more cases of choosing card (like Enlighten, Combat Roll etc.) sometimes failed to draw the selected cards. They are now fixed! Special thanks to steam users 'Daybreak', 'Hammer_time' and 'Azure' for reporting more details that helped us greatly. Cheers!
Critical bug fix
Fixed cards dynamically added during combat (usually by enemies) causing issues for drawing card effect (e.g. Enlighten, Hero's dance, Combat Roll, Twin suit and etc.). Thanks everyone from the community to share screenshots and logs that helped us debug!
Others
Choose card effect no longer shuffle discard pile to draw pile if draw pile is empty. This was added mistakenly yesterday as a wrong bug fix.
Fix Unstoppable achievement description inaccurate.
Hello Ironhoofs,
We're so thrilled that you all loved the game and really thankful for the positive reviews and great feedbacks! We've been working hard on a bigger patch that will add some new content like relics/enchantments, tons of QoLs, making crappy builds more viable and new ways to challenge the hardcore players. The patch will probably be ready in a few weeks. At the mean time we're closely monitoring the community and will hotfix whenever needed.
Bug Fixes & Adjustments
Fixed Druid's Outgrow ability not working.
Slightly reduced difficulty in fishing and mining.
Discard pile will be shuffled back to draw pile if player triggers any kind of choose & draw a card effect when the draw pile is empty. This fixes issues of occasionally there's no card to choose from when using abilities like Enlighten, Combat Roll etc.
Librael will leave after giving tutorial on Enchantment, avoiding her blocking some card candidates.
After beating Act 3, the end screen will use color to indicate whether a requirement has been fulfilled for entering Act 4.
Fixed fishing tutorial not reset after using 'Reset Tutorial' from Settings.
Hey Ironhoofs!
The game is finally here, and we hope you will have a lot of fun and be challenged! As a 2 person team, we gave it all to make this game the most fun and polished that we could. If you could leave a review and feedbacks that will mean a lot to us :)
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BUGS & BALANCE issues: If you see any bug or have any concern about game balance, please send us a report via our Discord and we'll hot patch ASAP.
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Thank you!
Hey Ironhoofs,
We have finalized the game release date for March 19! We're setting such date so you deckbuilder lovers have plenty of time to enjoy Slay the Spire 2 :ppp Now let's recap the full game content!
Adventure far beyond the Ancient Forest to face even fiercer foes in the Dark Prison and Shadow Flame Mountain, and eventually uncover the secret of this corrupted world.
Ironhoof (Warrior): Brutal strength and unwavering defense.
Felstorm (Warlock): Manipulate the elements to unleash destruction.
Ashclaw (Druid): A shapeshifter who adapts to any threat in combat.
10 Inferno Levels cranks up the combat difficulty in unique ways, pushing your build to its absolute limit and compete for the top spot on the Leaderboards.
Discover new relics, enchantments to alter your build and new events to change your fate.
A new Log Book feature allows you to track and collect them all!
See you all soon on March 19th!
Cheers!
Hello Ironhoofs,
We’ve been polishing the demo in preparation of Next Fest in February. We added tons of QoL features, visual and gameplay improvement!
The game now also supports French, German, Japanese, Korean, Polish and Portuguese (Brazil)!
Combat speed can now be adjusted in Settings (Normal, Fast and Mad Fast!).
Deck viewer now shows card suit distribution, enchantments distribution and can compactly show 52 cards in a single page, easier for inspection.
Added option to Concede.
Improved enemy intent icons.
Can scroll map with mouse middle click, right click or scroll wheel.
Dropped items show more detailed tooltips.
Hover over individual status/intent to only show its own tooltip.
Removed End Turn button delay, and the button can be clicked while abilities are happening.
Ironhoof character is highlighted when Rage is full.
Improved fishing game instruction and flow.
Reduced default master volume to 50%.
Leaner and less crowded suit graphics.
Better enchantment stamps visibility (added shiny animation, increased shadow, contrast)
More hand cards space to allow more spacing between cards.
Enhanced enemy death feedbacks with VFX, fade shader, and SFX.
Librael is animated.
Different floating text color for indirect damages.
Improved gain Power VFX, SFX.
Gold pile size varies depending on reward amount.
Bigger enemy dialogue boxes.
New Precision Slash VFX/SFX.
More feedback when cards are played.
Event screen more visual feedbacks, and more choice buttons feedbacks.
Improved enchantment choice visual and clarity on rarity.
Improved enchantment trigger VFX/SFX, and timing for better clarity.
Hero Exp and Level is shown in character selection screen.
Added VFX & SFX for Redfang's Claw relic.
New assets for main screen buttons.
New grenade VFX & SFX.
Fixed Black Jack scene artifact in 16:10 resolution.
Fixed enemy name sometimes stuck after killed.
Added 7 new relics.
Added 2 new relics to replace Sticky Glove and Self Defense sticks in starters.
Players can fish as many times as they want.
Player can choose to sacrifice HP to gain Gold when playing Black Jack.
Removed Perfect kill mechanic (too hard to construct since hand cards are discarded every turn) and updated related abilities and relics.
\ also increases rage gain.
Generated map will have at least 1 event node.
\ Rage gain reduced.
\ ability damage is reduced.
\ relic is redesigned.
\ ability requirement and effect changed.
\ ability requirement and effect changed.
Slightly increase relic & enchantment prices.
Fixed hand score display wrong sometimes with bonus relics.
Librael's gifts is now choose 1 from a consumable or enchantment pack.
\ rarity changed from common to rare.
\ increased number of uses.
\ ability is redesigned.
\ ability requirement and effect changed.
\ ability requirement and effect changed.
\ ability is redesigned.
\ relic is buffed.
\ is now \ with new VFX.
Increased Black Jack payout.
\ relic is redesigned.
\ enchantment is redesigned. Removed \.
\ relic is redesigned.
\ reduced recovered HP.
\ now reduces Elite encounter HP.
Slightly reduced some Act I elites and bosses damage.
Slightly increased health potion heal amount.
Fixed \ relic.
\ also copies the other enchantments on the card.
\ relic is redesigned.
Hey Ironhoofs,
We are so excited to announce that the full game will officially launch in March 2026. We are currently finalizing the exact day to ensure we have the smoothest launch. Stay tuned for the final date!
Here is a quick summary of content in the full game:
The demo was just the beginning. Adventure far beyond the Ancient Forest to face even fiercer foes in the Dark Prison and Shadow Flame Mountain, and eventually uncover the secret of this corrupted world.
Choose your hero and master three distinct combat styles.
Ironhoof (Warrior): Brutal strength and unwavering defense.
Felstorm (Warlock): Manipulate the elements to unleash destruction.
Ashclaw (Druid): A shapeshifter who adapts to any threat in combat.
The story is just the start. Once you’ve conquered the three acts, enter the End-Game Mode. Push your build to its absolute limit and compete for the top spot on the Leaderboards.
In addition to fishing and gambling, both available in the demo, we’re introducing a brand-new Mining activity, a new way to earn powerful items.
\ damage can now be blocked by Shield.
Fixed \ enchantment not working correctly towards Flush.
Increase mouse wheel scroll speed in deck pile viewers.
Used consumables will now reappear correctly if you exit the game during combat and load back in.
Enchantments that require targeting multiple cards can now be applied to fewer cards. For example, if an enchantment removes 3 cards from your deck, you may now choose 1 or 2 instead of being forced to select all 3.
Improved localization and corrected grammatical issues in various places.
Fixed a bug where the Red Card condition could be triggered by any card.
Fixed an issue where enchantments and their Plus versions could sometimes appear together in pack choices.
Fixed an issue where the \ counter was not displaying correctly in combat.
Hello Ironhoofs,
We’ve been hard at work on new content for the full game. Act III enemies and 2 new heroes are currently in development. At the same time, we’ve added fresh content to the demo as well!
You can now encounter 8 new events. Below are a few examples, try the new version to discover the rest.
Luna’s Mark
Luna wants to leave her mark on you. Suffer a little to receive a unique, powerful card enchantment.
Furbolg Fisherman
A friendly furbolg who sells his daily catch and a variety of other fish.
Hidden Shrine
A new puzzle event. Solve it to earn a powerful relic.
These enchantments help you manipulate suit distribution in your deck. For example:
Rune of Diamond – Convert the suits of 2 cards into Diamond.
An attack ability that deals more damage when you are hurt.
Changes & Bug Fixes
Updated ability level notation: “Lv.” is now replaced with “Plus” for clarity and consistency.
Rage Retainer relic: new icon + fixed a saving issue.
Endless Hand relic: removed the effect that discarded a random card.
Various tooltip fixes.
Hello Ironhoofs,
Today’s update introduces improvements to map progression and makes your choices more meaningful. Rest nodes previously carried too much weight: healing, learning abilities, fishing, gambling etc, leading to unclear tradeoffs. To fix this, we’ve added a new Training Node and revamped how Rest Nodes work.
(New) Training Node
Training Nodes let you learn a new ability and participate in an activity like Fishing or Blackjack. You’ll encounter two of these nodes on each map.
Rest Node Revamp Rest Nodes now offer a choice: heal for free, or take a gift from Librael. A guaranteed Rest Node has also been added before every Boss fight.
\ and \ now let you pick a card from the draw pile instead of drawing randomly.
\ now grants +15 Max HP when you choose to rest.
\ Enchantment returns with a new mechanic: convert 2 cards in hand into Jacks.
\ now grants extra Power if the drawn card is red.
Direwolf no longer attempts to summon pups when its squad is already full.
Fixed background issues at certain resolutions.
Fixed relics not being awarded in specific events when the consumable inventory is full.
Improved Fishing mechanics.
Slightly reduced beginner-zone enemy gold rewards.
Updated Main Menu buttons.
Cursor will change to sword icon when hovers over enemies.
Hello Ironhoofs!
We’ve received a large amount of feedback since the demo launch, and it’s been extremely helpful in reshaping the core mechanics of Heroes of Magic & Cards. This update focuses on addressing two major themes: stronger synergy between decks and abilities, and increasing turn-to-turn pacing and excitement. Version 0.2.1 introduces a broad set of improvements to card flow, abilities, enchantments, and overall combat dynamics.
All hand cards are now discarded at end of turn.
Draw +1 card per turn for every learned ability (increasing total card flow as you progress).
These changes significantly increase card flow and add more surprise and decision-making each turn.
Abilities now have a Uses counter, visible in the ability shortcut bar. The goal is to make each turn to have more interesting choices and flexibility.
Added new abilities to help players build powerful hands that are otherwise unlikely to occur by chance (e.g., 3-of-a-kind, straights) and interact more directly with poker enchantments.
New abilities:
\ - Add 2 Ace with \ to the draw pile.
\ - Exchange a card for a new one.
\ - Create a card of the same rank in hand.
\ - Rank up a card in hand.
Updated abilities:
\ and \ now include card-draw components.
New Enchantment
\ – The enchanted card remains in your hand (it is not discarded at end of turn).
Reworked Enchantments
\ – Now adds 2 copies of the card to your draw pile.
\ – Bonus hand score now scales with your current Rage.
\ – Removed the drawback of taking 25% extra damage while this card is in hand.
Removed Enchantments
Removed due to providing generic combat effects rather than interesting poker-hand interactions:
\
\
\
\
You can now open the full map at any time by clicking the map icon in the top-right corner of the screen.
Elite and Boss enemies now drop 2 enchantment packs.
Fixed hover issues on enemy intents and statuses.
Improved visuals for the Event encounter scene.
Great Web Weaver, Thugs, The Golden Burrower, and The Stoneborn now apply their enchantments to cards in the draw pile instead of the hand.
Adjusted activation patterns for several Warrior abilities.
Boars and Gnolls now apply a negative status for their stealing effect instead of performing a direct action.
The Golden Burrower during burrow stage is now damageable (with 75% damage reduction) instead of being untargetable.
Damage dealt while under Rage Infusion no longer generates Rage.
The guaranteed rest node before the Boss has been moved earlier so players can learn a new ability sooner.
Random rest nodes are removed.
Fixed several description typos.
Fixed multiple localization issues.
Updated many relic effects to match the new card-draw rules.
\ now adds +1 Use to all abilities this turn.
Maps will now generate with slightly more paths.
Temporarily removed relics that alter ability activation requirements.
Hello,
We’re First Day, a two-person dev team behind Heroes of Magic & Cards. The demo launched two days ago, but we were so busy coding a huge update and totally forgot to post an announcement! :)
We hope you’re enjoying the demo. Please share any bugs you find, and even more importantly, tell us what kind of experience you want from the game, your feedback helps us shape Heroes into the most fun poker deckbuilder it can be!
Happy smashing! 🃏💥
Hello Ironhoofs!
Thank you all for trying the demo and exploring the Ancient Forest with Librael! We’ve got a huge update packed with new features to make your adventure even more exciting!
In addition to fishing, you can now play Blackjack with Librael to earn some extra gold (or lose it, of course). Keep an eye on the map to see which campsites offer Blackjack versus fishing.
Hero Selection Screen - you deserve to know who you're before starting the game :)
Pick a starting deck - Unlock more powerful decks beyond the standard 52-card deck.
Enchantment Plus(+) - All enchantments now have a rarer “Plus” version to discover.
Iceburst - A new enchantment that deals damage to multiple enemies.
Overgrow - A new enchantment that grows stronger the longer you hold the card.
Additional starter relics have been added for you to discover and power up your runs!
Updated Bloodmaw (Elite enemy) mechanic.
Updated Treant (normal enemy) mechanic.
Various bug fixes.
Various balance updates.
Act I is now slightly more challenging overall.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Heroes of Magic & Cards, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Heroes of Magic & Cards statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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