Deckalgo has been pushed to v0.0.6 - Play free today, no registration required
Deckalgo Pre-Alpha · v0.0.6 update
TL;DR: The home page got a real visual pass, a bunch of combat and defense bugs were fixed, and the build is in a stable place to keep testing through pre-alpha.
Home page & visuals
The landing / home screen was overdue for polish. v0.0.6 gives it a cleaner, more modern layout:
- Full-width look — less cramped, better spacing, softer background gradients
- Glass-style panels — hero, stats, and live sections read more clearly
- Activity + site stats — side-by-side “bento” layout instead of a thin strip squeezed in the middle
- Trend charts — replaced weak bar visuals with clearer 14-day charts (visits, guest play, ranked matches)
- Leaderboards — card and player top lists use a cleaner row design with at-a-glance damage bars
- Logged-in home hub — same visual treatment when you’re signed in, with quick links to Play, Discover, Market, etc.
Leaderboards should also feel more honest now: top cards rank by how much they’ve actually fought, not just “who has 1 win and never lost.”
Combat & cards
Caster units (Fireball / spell cards)
Kitsune-style casters were basically firing their spell once and then doing nothing for the rest of the fight. Spells are now a one-time bonus on top of normal attacks — your unit keeps swinging for the whole match.
“When attacked” abilities
Cards that triggered every time they were hit were too strong. Those effects now fire once per battle, which matches how they’re described.
Card variety
Duplicate-looking pulls (same stats showing up back-to-back) should be much rarer. Necrotic and hybrid stat lines have more spread.
CPU opponents
Defense opponents were stale and repetitive (same name, odd ability text, predictable layouts). CPU decks refresh properly, pick from a rotating pool, and arrange units more sensibly — so idle defense and practice fights feel less broken.
Ability text
Misc wording fixes — e.g. death effects that grant Haste now say they buff adjacent allies, not a vague “applies Haste.”
Defense earnings (idle)
Defense was confusing: you could claim too early, swap decks too freely, and the UI had buttons that didn’t match what was actually happening.
How it works now (player-facing):
- Lock a grid to a defense slot → it earns for 24 hours
- While locked, you cannot replace it with a new deck
- When the timer ends → Claim Defense Earnings
- After you claim → the slot opens → lock a new grid
The Defense tab no longer shows misleading “selected slot” controls, and the claim button only appears when the window is actually done.
Deck building QoL
- Hand filters — filter your inventory hand by element, race, or archetype while building (Electric, Beast, etc.) without losing your place in the list
Stability & release
- Tagged as v0.0.6 across the app (badge, footer, pre-alpha banner)
- Static assets cache-bust correctly so UI updates actually show up after a refresh
- README and local run docs updated for how we actually playtest today
Where we’re at: Pre-alpha, local/private, still iterating — but this is the most stable slice so far for continued play, defense grinding, and feedback. If something still feels off in a fight or on the home page, we want to hear it.
What to try
- Hard-refresh the home page and skim the new layout + charts
- Lock a defense deck, wait for the window (or check the timer), claim, then lock something new
- Run a few fights with a caster or Fireball unit and confirm they keep attacking after the spell
- Filter your hand while building and queue a ranked match
Thanks for testing — more tweaks coming as pre-alpha continues.
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