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Although we made Artifact Classic and Artifact Foundry free alongside our announcements about those games last week and put them both on the same store page, the button to install or play Artifact Foundry didn't work (it incorrectly installed or launched Classic). This has been remedied and now anyone should be able to install either or both versions, and a final patch for Artifact Foundry has been released.
Artifact Classic and Artifact Foundry are two versions of the digital card game originally named Artifact, developed through a collaboration between Valve and renowned designer Richard Garfield. Artifact was designed as a deeply strategic card game, but without the limits of a conventional physical board. After a highly polarizing and ultimately disappointing initial release in November, 2018, a small team at Valve reworked the game into what would become Artifact Foundry, and the original game was renamed to Artifact Classic. Artifact Foundry was designed to address as many complaints about the original game as possible, while maintaining its strategic depth.
Artifact, the Dota 2 card game, shipped in November of 2018. Despite good initial sales, our player count fell off pretty dramatically. This warranted a shift from the service/update development model we'd planned to a full reevaluation of the game's mechanics and economy. It's now been about a year and a half since the current Artifact team began work on a reboot in earnest. While we're reasonably satisfied we accomplished most of our game-side goals, we haven't managed to get the active player numbers to a level that justifies further development at this time. As such, we've made the tough decision to stop development on the Artifact 2.0 Beta. However, we recognize that both versions of Artifact still have players and still have value to the community. For this reason, we're opening both games up to make them available for free to everyone. Final releases of both Artifact Classic and Artifact 2.0 Beta (renamed Artifact Foundry) are now available. Technically Artifact Foundry remains an unfinished product, but most of what's missing is polish and art - the core gameplay is all there. While both games will remain playable, we dont plan to ship any further gameplay updates. Here's an overview of our final changes to Artifact Classic:
This patch is a part of a larger update to both Artifact Classic and Artifact Foundry (formerly Artifact Beta 2.0). See the full announcement here and an explanation of Artifact Classic vs Artifact Foundry here. Economy
Weve sent out the first round of invites! All invited players should immediately see Artifact Beta 2.0 on their accounts. We will keep you updated on additional invites (no timeline yet!), and will continue to work to support more people.
Our localization team is hard at work and non-English languages will become available over the course of the Beta.
Our first two areas of focus are Usability and Bugs. Feedback on other topics is welcome, but fixing these types of issues will let us grow the beta more quickly. There is an in-game tool to report any issues, and you can use the feedback email for anything that requires a discussion.
Have Fun!
We are happy to announce that we are moving to the next phase of the Beta!
The Beta for the original game started too late and was too short. Weve decided to approach things a bit differently this time around by gradually inviting people to join us while we are still Under Construction.
Welcome back to another round of shop talk! After our last blog post we received a lot of email which made it clear that people still had questions about the specific functioning of the new shop. A lack of clarity in our previous discussion also caused some confusion. Let's start by trying to clear up some misconceptions, then we'll give some more details on the new shop's current implementation, and finally show some updated cards.
Before we get into the blog, we wanted to share the results of last weeks poll. Arc Warden was the front-runner right out of the gate his lead seemed insurmountable. Slow and steady, though, Nyx started to creep up. Then, right before were going to close the poll, he almost overtook the front spot. In the end it was close enough that we figured why not add both!
Now on to the shop!
Feedback about the shop has been a bit more scattered compared to other parts of the game and the suggestions have ranged far, from tiny tweaks to a huge Dota-scale item shop with item recipes. We've found we also have a mixed mind about the shop. We liked some parts and had other parts we thought needed improvement. There are some side effects of the original implementation that pushed optimal item-deck building into a narrow space.
It's a topic that we think would be good to delve into together. Let's break down what we did and didn't like, the goals we should have for the new version, and talk about the design trying to accomplish those goals. Remember to email us at ArtifactBetaFeedback@Valvesoftware.com to contribute to the discussion.
What we didn't like:
This week we wanted to talk a bit more about the heroes in Artifact. These have been viewed as one of the strengths in the original game, but also as one of the missed opportunities. The most common concerns we hear are about underwhelming signature cards, lack of abilities, or heroes that fictionally dont fit with their kit.
Our philosophy this time around is different, so wed like to go over some of the factors we use when evaluating hero designs.
This one came in hot so please forgive any gram badder, who would have guessed that doing all this remotely would be so hard? Anyway, lets get to it!
Initiative
The initiative rules haven't changed much, but the implications are different due to the round being shared across lanes. Players still take turns performing actions until both players pass in a row, and then you go to combat. This sequence continues across rounds, so while you can't control initiative across lanes you can still do so across rounds. There are more rounds per game, although each round is shorter. And "Get Initiative" spells still exist, although they have been renamed to "Quick."
Mana
There is now a single Mana pool that starts at 3 and increases by 1 per turn. Some cards and abilities are crosslane, but in general cards only affect the lane that theyre being cast from and you need a hero in lane to cast a card of their color.
Mana costs have been reduced for low-end and mid-tier cards, but high-end cards remain expensive. If you want to blow up a lane it might be the only thing you do in a round. Balance in the original game with these high impact spells was tricky you had some decks that went from casting zero big spells to a big spell in every lane.
Initiative + Mana = Harmony?
Each action costs at least 1 mana, so without things like a refresh from CM, you can no longer delay turns for free - you need to weigh the costs of waiting to respond VS saving enough mana for your high impact spells.
The combination of one shared mana pool and adding a mana cost for all actions has taken some of the weight from the initiative system in the original game. The initiative system was something that experienced players enjoyed immensely, but had a steep learning curve for new players and had some really negative side effects if it caught you off guard.
Some players ignored initiative. Other players felt that controlling initiative was the main strategic concern, so we don't think this is a change that should be taken lightly. This disconnect may be responsible for the communication breakdown we see playing out in the community.
We think that the current system gets to a similar place where the actions you take, and the order you take them are both very important without the big downsides of the learning cliff and the resulting struggles with lockout.
New Defaults
Weve been trying to move away the very technically-worded cards from the past. They were always very accurate, but sometimes it felt like you needed to be a programmer to work out what actually was going to happen.
Cards and abilities will affect a lane unless stated otherwise. Any verb (stun, disarm, etc) lasts until the end of the round unless another duration is set. All cards with persistent effects are labeled as an enchantments, and last until dispelled. All permanent modifications are labeled as such.
Arrows point forward by default but can be modified temporarily. At the end of the turn, or if you move the unit, its arrows reset.
Keyword Changes
Armor
Armor in the old game caused some issues early in development we ended up doubling all stat values to compensate for how dramatic the impact of a single point of armor was. It also added a lot of math when you had multiple damage sources. Now each point of armor can block one point of damage and is refreshed at the beginning of the round.
Cleave/Siege
These used to be dependent on the unit being blocked to function. Now they are active all of the time.
Feeble
Feeble is new to the game, but we wanted to talk about it anyway so we could show off one of the basic hero reworks! Each unit attacking a feeble unit will deal excess damage to the tower instead. For example, if Debbi (4/3) is blocked by a unit (1/3), and uses "No Accident" leaving it with 1 remaining health, 3 damage will be dealt to the tower and her passive ability will trigger.
Card Unlocks
All players will unlock cards playing in any mode. The pace should be such that players are excited by getting fun cards to play with, but arent overwhelmed when they see too many new cards being played by an opponent.
Players that are new to the game, enjoy casual play, like to learn by doing instead of reading, or just enjoy a sense of progression would start in general matchmaking. They can grow their card pools while matching against opponents with a similar number of card unlocks, giving them a controlled environment to learn in. Hero Draft even pulls from the combined set of cards that you and your opponent have unlocked to keep things extra fair. Eventually these players can switch to Ranked mode and automated tournaments if they want to experience a more competitive environment.
There will also be the option to jump right in to scrimmages and custom tournaments, these will let players set rules or allow any card sets they see fit. All players will probably enjoy these from time to time, but advanced players can start playing these immediately.
Your Feedback
After our call for suggestions about how to improve the game, we were overwhelmed by the responses, both in the quantity (it took us a week to catch up on reading them all and they're still coming!) and also the quality. The community took the task seriously and wrote in with a wide range of suggestions, from gameplay changes and features through to feedback on localization and possible founder benefits. We aren't able to respond individually to every submission, but we were able to compile a list of promising ideas from the community and get a sense of where people most wanted the team to spend their attention. Luckily that lined up well with the teams internal plans. Here's a taste of some of the things people asked for, and our current plans.
Progression
The most popular request outside of gameplay changes was for more robust progression systems. People wanted to feel like their time spent with the game was being rewarded, and also wanted a better measure of their competitive strength so they could see themselves improving. We would like people to be able to feel a sense of progression in the game through unlocking cards and other collectables in the normal course of play, without being forced to spend money, but we're still experimenting with different reward structures.
For competitive play, we are working on a design similar to the Underlords ranked system, which we hope will provide people with goals to aim for, a clear path to get there, and a meaningful way to measure yourself against other players. We're also thinking through ways we might be able to connect these systems with Artifact's robust tournament support.
Quality of Life Features
Tracking your competitive rank is just one aspect of giving people the tools to improve at the game. We're also fleshing out player profiles, letting people track statistics about the games they've played, view match histories, and watch replays.
Additionally, we're looking at frequently requested quality of life and social features, such as chat history, the ability to spectate friends, access to more game modes when challenging friends, and saving templates for tournament settings.
Also in this odds and ends category is feedback that we got from many non-English speaking communities (sometimes read via machine translation!) that they would like to see a different approach to localizing hero names, preferring a transliteration of the English name, rather than literal translations of their names. We'll be talking to our localization team about this.
Single Player
A lot of you recognized the potential for telling stories about the DOTA world through Artifact and loved what we'd already done through comics and flavor text. We are doubling down on that effort through a single-player campaign which will both teach new players the game and continue the story that began with A Call To Arms. Tying in to our progressions systems, we want people to feel rewarded no matter which way they choose to play the game, whether it be in competitive play or the campaign.
Looking forward to your thoughts!
I have some good news, some more good news, and some bad news. The good news is that after our previous post, we received a deluge of emails. More good news - its high quality feedback that people have clearly spent a lot of time thinking about. The bad news? Were slow readers, so its taking us a bit more time than we thought to thoroughly comb through all of your emails. But we are a determined bunch!
Now enough chit-chat, lets dive in:
One of the first heavy RNG components that players faced was the initial board setup. The Flop, as it used to be called, would randomly deploy the first set of heroes and lane creeps. Lets take an in-depth look at how deployment has changed.
Board Layout
The board still has 3 lanes, but each lane is exactly 5 slots. The slots also have a fixed position, so adding units on either end of the lane doesnt shift the positions of any units. There are some rules for deploying on top of units if the lane gets too full or if theres just something in your way, which youll find at the end of this post.
Lane Creep Deployment
Before each round, a melee creep is deployed into the leftmost empty space in each lane.
Hero Deployment, First round
Heroes are deployed in three stages in the first round.
Lets take a step by step look using this match-up.
Step 1, Mid - Both players choose one of their first three heroes. They can choose to deploy them in one of the three middle spots in the lane. The heroes and their deploy locations are simultaneously revealed.
Wed like Treant to survive a few rounds to build up a creep advantage in a lane. Treant would make a juicy target if we put him in the off lane, and we have a chance that we might be unopposed in mid. Treants passive aura can affect the whole lane from the center position so our opponent might play center mid just to prevent that advantage. We might get lucky depending on where our opponent deploys.
We are going to play our tree to the mid position.
Looks like our opponent saw through our plans!
Step 2, Off lane - Each player chooses their second hero (one player deploys to the first lane, the other to the third lane). The hero and their deploy locations are simultaneously revealed. This hero will be the most vulnerable since the enemy will be able to respond with full knowledge.
We dont mind if Wraith King matches up against any of these enemies. So we can safely put him in our off lane. Bristle is nice to play in the second slot of any lane since you might get some free creep kills with Quill Spray. He can also take a hit so we would expect our opponent to play him now.
We are going to play our Wraith King in the fourth position.
Lets see what our opponent chose.
Step 3, Safe lane Players now deploy their last hero into their safe lane (the lane their opponent deployed into in the previous round). You have full information about what you are facing now, so you can deploy your final hero to the most beneficial of the three available spots.
Mirana is a good choice to put in the safe lane for better Sacred Arrow positioning and so she doesnt get killed. Because we deployed bounty last we are guaranteed we can take advantage of his track ability. Hopefully we get some cards to save him, but we are fine with the trade.
We are going to play our bounty hunter to attack their Bristleback.
Lets see where Mirana went.
Not the best, but I think we ended up in a good spot!
Hero Deployment, Subsequent rounds
You still get an additional hero to deploy in the 2nd and 3rd rounds plus any hero that returns from the fountain. Later deployments have no restrictions on where heroes can be deployed.
Additional placement rules
When the members of the team decided to reboot Artifact we all did it for different reasons. Some of us loved the original game and wanted to see it thrive. Some of us liked the freeing sense of creativity you can have with a card game. Some of us love trying to figure out how something is broken and see it fixed. There was one unifying reason for all of us - we thought that there was something special in the game, and with hard work we could bring it to light. Thanks for the feedback over the last two weeks, it's been great seeing how many of you share those feelings.
There is one class of concerns raised that we wanted to address specifically. Those from the founding players of Artifact - the people who played extensively and built a collection in the original game. There are some great ideas floating around for things we could add, and they mesh well with our own. We want to make sure that there are some incredibly cool and special things that we deliver to our founders, but we aren't ready to implement them yet.
We mentioned in our previous post that we were focusing on gameplay first. That wasnt just a random choice - We wanted to make sure the game had a strong foundation to build upon. It's not going to look polished because we're going to be changing things a lot during this process based on feedback and data. It's really important to us that we take your ideas for how to improve the game into account, so please email them to ArtifactBetaFeedback@valvesoftware.com. We are going to read all of them.
With all that said, lets look at some of the fun stuff to come! Also, speaking of things that arent finished yet, check out this sweet placeholder art. ;)
Mirana
This week we wanted to talk about the Artifact Beta 2.0, what it will include, and when it will happen.
Weve been focusing on gameplay changes first. The biggest change is zooming out to allow players access to all three lanes at once. The majority of effects still work on individual lanes so they still maintain their identity, but its less likely that a player will get shut out in the same way they used to.
Weve also focused on making the game easier to pick up. We arent selling cards, so you wont face an opponent with a stacked deck. Weve also added a new draft mode, Hero Draft, that gives you a taste of constructing decks without all the pressure.
The beta will exist as a new executable and access will be granted to individual accounts. When we are ready to send out invites we will let you know the process.
Heres the current road-map:
[olist]
First off, we wanted to say thanks for all of your tweets, emails and posts. The continued interest in Artifact has been encouraging, and we sincerely appreciate all of the feedback!
You might notice some changes soon we are starting tests on our systems and infrastructure. This shouldnt impact live Artifact but we wanted to give you a heads up.
Expect more news after the launch of Half-Life: Alyx!
When we launched Artifact, we expected it would be the beginning of a long journey, that it would lay the foundation for years to come. Our plan was to immediately dive into our normal strategy of shipping a series of updates driven by the dialogue community members were having with each other and with us.
Obviously, things didn't turn out how we hoped. Artifact represents the largest discrepancy between our expectations for how one of our games would be received and the actual outcome. But we don't think that players misunderstand our game, or that they're playing it wrong. Artifact now represents an opportunity for us to improve our craft and use that knowledge to build better games.
Since launch, we've been looking carefully at how players interact with the game as well as gathering feedback. It has become clear that there are deep-rooted issues with the game and that our original update strategy of releasing new features and cards would be insufficient to address them. Instead, we believe the correct course of action is to take larger steps, to re-examine the decisions we've made along the way regarding game design, the economy, the social experience of playing, and more.
So what does this mean?
Moving forward, we'll be heads-down focusing on addressing these larger issues instead of shipping updates. While we expect this process of experimentation and development to take a significant amount of time, were excited to tackle this challenge and will get back to you as soon as we are ready.
- Fix Mac clients not being able to connect to Artifact network. - Removed 60 seconds to surrender notification. - Fixed AI taking a few extra seconds to play when you pass.
Today's Build Your Legend Update focuses on skill rating, account leveling, and card balance.
Today's Artifact 1.1 Update focuses on social features: a chat wheel, in / post-game chat, and brand new automated tournaments. Additionally, we've added leaderboard support to the Call to Arms gauntlet along two new decks: a damage-focused mono blue deck and an all-aggro all-the-time mono black deck.
There are many other features in the update, as well as a ton of bug-fixes. Check out the patch notes and the update page for more details.
This is the first major update of many for Artifact. While finishing this update we've also been working hard on the next update, that we expect to ship next week and which is focused on a skill-based progression system.
We've had an exciting few days watching everyone finally get their hands on Artifact. Alongside the strategic depth it's also been great seeing people explore the many modes of play. One of our goals in building Artifact was to capture some of the social energy and fun of playing games around the kitchen table with friends, and to bring those experiences online.
Today we want to do a guided tour of some features that bring us closer to that goal: matchmaking through Steam Group Chats and user-hosted tournaments.
https://www.youtube.com/watch?v=ZnVuzZYdwIQ
We're proud to launch Artifact and its first set Call to Arms. We also have a new comic and a trailer to get you started. This is the first of many adventures and stories in the world of Dota and we are excited to start this journey with you.
Artifact is coming to Steam in just two days! In the meantime, we're happy to launch the first in a new series of Artifact comics, called Prelude. Artifact is more than just a Dota card game it is a shared universe with a storyline that will deepen the history, expand the world, and change the fates of the heroes of both games.
We'll also be releasing a second comic called Call to Arms on launch day, which sets the stage for a series of events that will transform the world of Dota forever. Don't forget to come back and check it out.
We're also updating the beta, once this afternoon's stress tests have completed.
Pre-loading will be available tonight!
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