Summonent - a digital TCG how you have always wanted it
Summonent - a digital TCG how you have always wanted it
We want to create a truly free to play digital Trading Card Game for PC, Mac and Linux, with actuall trading in it.
We want to create a truly free to play digital Trading Card Game for PC, Mac and Linux, with actuall trading in it. Read more
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Who we are
We are Tuna Dragon Studios, a bunch of crazy folks whose dream it is to release the best and most fun trading card game imaginable. All of us have been playing video games and trading card games since their childhood. We started with Yu-Gi-Oh, went over to the ever so famous Pokémon TCG and settled with Magic: The Gathering and sometimes even a game of Hearthstone. Now we want to build a card game, which in our eyes combines the best elements of these games.
Tuna Dragon Studios consists of Julian Hofer, Daniel Pastollnigg and Fabian Pagger. We are currently attending a higher technical college and we are primarly focused on programming and we love it and guess what we love too? Correct. Games! This is the reason why we want to make our own. We have been playing for a long time but now we want to create.
What is Summonent?
Summonent is an online digital trading card game where you take the role of a powerful summoner which can summon beings from different worlds and even different universes. Summoners are powerful wizards who not only use the traditional spells, but also summon creatures, use their weapon or even enchant themselves to become stronger. However, to use such spells, the summoner must have cards with which he can channel them. Each of these spells requires different amounts of mana to make it work, so there are those who need a lot of mana and are therefore stronger and those who need less and are weaker.
We decided to go with the basic attack and defense theme from games like Hearthstone and Shadowverse, but all creatures can enter a defense mode where they may not attack but defend your hero’s life points from all incoming attacks.
Furthermore, we have a mana system where you choose from one of five options at the beginning of each turn. Four of which will give you an additional mana crystal to play more powerful creatures and one to draw an additional card.
One other thing we wanted to have from our favorite games are field enchantments. These are cards you play that have an effect on the whole board! It may benefit only yourself, or your opponent maybe even harm both of you.
Here are some very WIP gameplay scenes with server running in background!
The last thing I want to mention are fusions. We want to have contact-fusions like in Yu-Gi-Oh where you have two cards out in order to summon a more powerful creature from your fusion-stash!
These are only a few things we want to do with our TCG and we will always be on the lookout for more awesome things to include!
The Different Races
Bunnies are a mass faction buffing each other. Their gameplay mechanic is to flood the board as quickly as possible and keep the control over it all game long.
Dragons are powerful ancient beings that have a high cost but also a come with a high reward. They can trigger effects depending on the number of dragons on board, in the hand or in the deck.
Cultists are smaller and not so powerful cards but they play with your life. For example, a cultist may take 5 life points from the player to get + 2 / + 2 or sacrifice another cultists to become stronger themselves.
The ancients are powerful creatures which aren’t from this world, maybe not even from this universe. Those mighty beings are summoned by a pack of cultists, which will give their lives for those creatures.
Tribeless cards are cards that are not part of a faction, they can be very different from each other. So a tribeless card can be a simple pawn, or a mighty elf magician. We may introduce additional tribes later in the game and may even change some cards, but there will always be a legacy version of a card.
Our goal is to build a card game where you don't have to invest a penny and can be as competitive as every other player. We want to have a fair experience for everyone therefor you will never get a card in exchange for your money.
Another very important aspect to us is trading. We want players to have the feel of a traditional card game and don't want to lock them behind some stupid second currency system. Furthermore we want to offer an auction house where you can sell your cards for in-game currency!
We also plan on doing expansions every few months. In these expansions there will be new cards and new PvE encounters.
In all of our expansions we want the community to be able to have influence, we are determined to create a game for the people who are playing it and want to make it perfect for you.
"And how do they finance themselves?", you may ask yourself. We plan on selling lots of cosmetic customization options to you. You will be able to completely change the look of your hero, your portrait frame, your mana, your board and your cards.
We mentioned expansions above and with them there will also be a bunch of new cosmetic objects for all of you to aquire.
We have a few reasons to why we choose Kickstarter as a backing platform.
First, the "All or Nothing" rule. We set ourselves this goal because we know this is the minimum with what we can launch our game. If it succeeds we are good to go and have enough money to finance sounds, servers and art.
Secondly, the size. Kickstarter is the biggest and most famous platform and we think with it we can reach the largest amount of people.
And lastly, can we have another card game. Are people interested in the product or are we just trying to push something on a saturated market? We want to be sure that we are doing the right thing.
What we need the money for
We are a team of programmers who aren't skilled artists. Therefore, we need all the money to buy assets for the game and finance the servers at launch. We've already found a team with which we want to work with but they also need something to live from.
So, we've planned that we will do a closed alpha in September. In this closed alpha there will be lots of testing and gameplay plus balance changes. After that is done we will take all the feedback we've got and change the game. In a second beta test phase in December we will invite a lot more people. In this phase we will do mostly stress testing for the servers and see if something breaks. When beta is done we will fix the last bugs and change the last numbers and maybe make some final additions before we release in January. Post-Release we will first fix bugs that we didn't discover during beta and then we will focus on the next expansion. One Expansion will include around 130 cards and some new PvE encounters. During this phase, we may introduce one or two new cards, to keep the meta fresh and shake up the game a little bit.
Risks and challenges
There are a few risks that you have to calculate for when developing a game and I just want to delve in the most obvious one, which is not being able to finish in time. We set ourselves the goal to have our first alpha tests in September of 2018 and we are determinated to make it thous far but there could always be some unexpected events which hinder us on working or maybe we just don't feel like it is ready for you. The most important thing for us is to provide a nice and smooth experience for our backers. Nothing can really stop us from releasing the most awesome TCG ever for you guys.Learn about accountability on Kickstarter
- (30 days)