
We considered it, certainly, but it was something we quickly realised was beyond the scope of the current project. These scenarios are designed to get players out of their comfort zone and explore the entire card library while still allowing them to develop their own strategies and playstyles.ĭid you ever consider adding any form of multiplayer to the game and if so, why didn't it make the cut? Players might have to raise as much gold as they can before the final level or avoid encounters where they fight soldiers.
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Instead of simply structuring the game around a series of boss battles, we've split the game up into separate adventures, each with their own story and deckbuilding objective. Our challenge board is going to get players thinking about their adventure deck composition a lot earlier this time around. Their inclusion makes combat more bombastic and dynamic, but they're also able to introduce new narrative choices in encounter cards and tip the odds in your favour in games of chance.īeside the companions, which new feature do you think will be more important for the title's gameplay? Each companion is able to influence the game in unique ways, so they give players a big, interesting decision to make each time they tackle a challenge. We've got four companions in the game at the moment, though only three of them have been revealed so far. Can you tell us how this improves the game? How many companions are there in total, anyway? One of the big new features of Hand of Fate 2 is the companion system. The player will be forced to navigate this treacherous world of conflict and oppression on their way to defeating the new owner of the Game of Life and Death. The world has moved on in those one hundred years an expansionist, militaristic empire has come to power and magic is being suppressed. The Dealer has been deposed and depowered, and has enlisted a new hero to be the instrument of his revenge.

Hand of Fate 2 kicks off one hundred years after the conclusion of the first game. That's going pretty well so far!Ĭan you tell us briefly how the plot will lead into Hand of Fate 2? We want to make the best HoF game we possibly can, and we want to make sure anyone who loved HoF will be amazed by HoF2. That hasn't really changed the pressure for HoF2 though - our goal is pretty simple. We knew that building a game that combined deck building with action gaming would work really well for that specific niche, but we've been delighted to see it reach a broader audience. We set out to make a game for a specific niche group of people. Were you expecting this kind of success and does this add considerable pressure to Hand of Fate 2's development? The first game was downloaded over 2.2 million times.
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That's one of the reasons we wanted to work on a sequel, to make the Hand of Fate game we knew how to make, now that we'd made a Hand of Fate. The hybrid nature of the game meant we had a lot of exciting new gameplay ideas but few prior examples to learn from. We were looking at ways to make it clearer when we hit upon cards. Our earlier mobile title, Heroes' Call, had a lot of randomization in it, but it was mostly invisible to the player. The core conceit of generating dungeons from pre-selected cards came out of our exploration of new ways to randomize content while still proving player agency and transparency. How did you get the idea for such a game and how complex was it to make it work? That said, there’s almost no chance you’ll ever be fully prepared unless you’re playing on repeat.Hand of Fate is certainly an original blend of multiple genres. You’re limited, however, in what you can carry.

For instance, different weapons you find bring different move sets, and each has its own pros and cons.


Successfully, Hand of Fate 2 capitalizes on the card-collecting aspect by motivating players to collect them all. Finding the best combination of armor and weaponry only intensified my itch to fight, and the variety intensified my desire to explore every map. Furthermore, weapons, armor, and gear factor significantly into the outcome of battles. “Successfully, Hand of Fate 2 capitalizes on the card-collecting aspect by motivating players to collect them all”Īs for combat design, it is simple yet intuitive, taking a few cues from Warner Bros games like Shadow of Mordor and the Arkham series-only minus the realism that comes with a huge budget. Thankfully, animations are original and built by the Defiant team. The visuals do their job of illustrating a colorful world, at least when innocents aren’t dying from plague, raids, or other catastrophes. As soon as you drop into a fight, there’s a healthy dose of environmental and Fantasy spectacle. It’s hands-on and where most of your skill will be channeled. Combat is practically a breather between the onslaughts of text.
