v0.4.10
(Dec 29, 2025)
Major update (Network version 00410)
+ Quick Battle: Experimental release for CPU battles only
+ If a card changes due to petrification or other reasons, it will not attack that turn
+ Changed CPU opponents in Regular Battle to use someone's battle data
+ Reduced matchmaking time with CPU in Regular Battle
+ Deck editing is now selectable from the post-battle menu
+ Board confirmation is now selectable from the post-battle menu
+ Changed halved damage from rounding down to rounding up (reverted to v0.4.7 specification)
+ Changed display of stacked status ailments from icons to numbers
+ Balance adjustments
+ Miscellaneous fixes and improvements
# Balance Adjustments
+ Paladin ability added: Advances if a front-row ally takes damage.
# About Quick Battle
We have experimentally introduced a new mode.
+ Hides opponent's hand and board to reduce the amount of information to process.
+ Improves tempo by making the placement turn simultaneous.
These are the aims.
Depending on the reception, we are considering making this the casual "Regular Battle" and keeping the current rules for a more serious "Ranked Battle."
It is currently CPU-only, but we would appreciate your feedback if you try it out.
v0.4.9
(Dec 8, 2025)
Major update (Network version 00409)
+ Improved battle processing speed
+ Feature to fight ghost data from battle history
+ Card reward for defeating the Shopkeeper (If already cleared, win again for card reward)
+ Fixed issue where Axe Strike damage was not calculated correctly against enemies with damage resistance
+ Fixed issue where explosion occurred even when sealed
+ Fixed issue where "Support" was displayed for sealed allies
+ Fixed issue where attacking from the very back occurred when blowing away an opponent with "Second Move"
+ Fixed issue where flattened sides (from moving out of summon board) could not be placed with normal flat sides
+ Fixed issue where HP was displayed on Tornado
+ Auto Deck function (Experimental introduction in deck edit screen. Randomly adds connectable pieces based on a few pieces until reaching 30.)
+ Balance adjustments
+ Miscellaneous fixes and improvements
# Balance Adjustments
+ Spear specification change: Attribute Pierce => Pierce X targets
+ Long Spear (Piercing attack to 3 columns) holders: Athena, Pikeman, Merman
+ Athena: White spike => Normal spike
+ Goblin Spearman: Normal spike -1
# Notice Regarding Full Release
Unfortunately, due to the current situation including wishlist numbers, the release of the Steam full version is currently difficult. Major reasons include that the player base is a critical factor for the quality of an online game, and there is a discrepancy in the business model with the planned mobile version. While these issues would be acceptable if a certain level of success could be expected, we have judged that the risk is too high to proceed with the release at the current scale.
We are currently preparing for the release of the mobile version. This is planned to be provided as free-to-play. We sincerely apologize to everyone waiting for the Steam full version and hope for your understanding.
We plan to continue using this demo version for adjustments and experiments on the fundamental parts of the system that would be difficult after a formal release. We would appreciate your feedback.
"Summoner's Pieces" has finally reached the stage where the foundation is ready, and we expect updates focusing on expanding the fun, such as introducing new pieces, to increase from here. We hope you continue to look forward to it.
v0.4.8
(Nov 13, 2025)
Major update (Network version 00408)
+ Irregularized turn distribution
+ Vital Strike (formerly Instant Death) rule changes
+ Status/ability name changes (Instant Death => Vital Strike, Magic Instant Death => Vital Magic, Instant Death Attack/Magic => Lethal Attack/Magic)
+ Status ailment stacking (Poison, Decay, Seal)
+ Cost++, Magic Weakness, Vital Magic now trigger even when sealed or stunned
+ Abilities with 2+ limited uses now display dialog when exhausted
+ Regeneration and other healing abilities now process after poison and other turn-end damage effects
+ Measures to address server login failures
+ Fixed issue where controller could manipulate hand during replay
+ Replay stop button
+ Fixed issue where defeated enemies' status ailment displays remained on battlefield
+ Fixed issue where cursor control became impossible when search took cursor in controller mode
+ Fixes to heart rendering for life
+ Improved deck loading speed
+ Balance adjustments
+ Miscellaneous fixes and improvements
# About Status Ailment Stacking (Poison, Decay, Seal)
+ Poison damage changed from 2 to 1. Increases by 1 with each stack (max +++ for 4 levels)
+ Decay has no stacking method currently, but follows same rules as poison
+ Seal can stack seal turn count (max 5 turns)
## How behavior changes
+ Poison Strike and other poison-inflicting abilities now trigger even on already-poisoned targets
# About Vital Strike (formerly Instant Death) Rule Changes
Previously simulated with damage x99 etc., but now implemented through proper logic.
Added condition "triggers when attack dealing 1+ damage succeeds."
## How behavior changes
+ Abilities that trigger "when taking X+ damage" will no longer activate (e.g. Death Scream).
+ Can be avoided via reflection or nullification. Reflection only returns received damage amount.
+ Previously meaningless support and resistance abilities now have significance.
# About "Cost++, Magic Weakness, Vital Magic trigger even when sealed or stunned"
This addresses feedback that "Statue not triggering magic damage x2 due to Spiky not activating when sealed." Both Spiky and Magic Weakness are passive abilities, and the line for whether they activate when sealed is ambiguous, but currently based on "not disadvantaging the side that applied the seal."
# Balance Adjustments
+ Horror, Exorcist, Death Vital Strike abilities changed to Lethal Attack/Magic (damage 4=>1).
+ Exorcist: Perfect Resistance (Black), Normal spike=>Light spike
+ Death connection: Dark spike=>Normal spike
+ Carbuncle Physical Reflection: Usage count 3 times => 5 times
+ Sigurd: Magic Resistance (Red)=>Perfect Resistance (Red), Light socket=>Normal socket.
+ Turtle: Life -2, Physical Resistance
+ Bat always has Poison Strike
+ Virus connection: Reverted to v0.4.6
# Issues reported but not reproduced
"Support" displays for front-row units unable to act due to stun etc.
(If this still occurs, we'd greatly appreciate detailed trigger conditions)
v0.4.7
(Oct 30, 2025)
Major update (Network version 00407)
+ Balance adjustments
+ Battle records page (with replay feature)
+ Confirmation prompt when leaving deck editor whether to apply changes to deck
+ Piece search functionality
+ Fixed issue where "Set as Player Deck" didn't update the "Current Deck" display at the top of the screen
+ Adjusted black attribute frame color to be brighter
+ Fixed Cupid's Arrow description incorrectly stating it's a magic attack
+ Fixed issue where Bomb could sometimes explode facing forward
+ Fixed bug where allies of the side triggering Area Attack abilities didn't activate Resistance/Nullification/Reflection
+ Fixed Knockback attacks still dealing damage to Spiky enemies
+ Petrification ability targets changed from "non-statue" to "non-stone" (Gargoyle Statue, Stone Wall, Nurikabe, Golem now excluded)
+ Gargoyle now becomes Gargoyle Statue when petrified
# About This Update
Thank you for your feedback and survey responses.
This update reflects many of your requests.
Since there are significant changes, please let us know if you notice any unusual behavior.
# Balance Adjustments
+ Lance attribute penetration damage +1
+ Archangel, Leviathan, Manticore, Dragon, Demon, Medusa: Life +1
+ Minotaur: Life -1
+ Dullahan: First Strike when outnumbered => First Strike (always)
+ King, Bat: Normal attack changed to Weak attack
+ Inferno: One normal spike changed to red spike, one flat changed to socket
+ Big Fire: One red spike changed to normal spike
+ Virus: One normal flat changed to normal spike
# About Piece Search Feature
You can now search by piece name and ability name in the deck editor.
Hidden feature: the following searches are also possible:
--
rarity:1
life:1
hp:4
type:deity
--
(rarity is rarity level, hp4 equals life1, type is race)
# Replies
>In the current game balance, the critical weakening of lances is the biggest problem. Perhaps it was intended as a buff, but it's clearly a nerf.
It was indeed intended as a buff. Single-attribute decks lower puzzle difficulty, so we thought countermeasures should be built into basic abilities.
After implementation, it didn't work out as well, possibly due to:
・Changing lances to attribute penetration already suppresses single-attribute decks
・High adoption rate of neutral attribute
・Takes time to acquire pieces, not enough variety to build single-attribute
・Large units aren't particularly threatening in the current meta
・Multi-attribute decks are preferred for flexible responses
This time, we've increased lance attribute penetration damage by +1 as a start.
## Considerations
・One direction could be creating abilities that "strengthen when multiple of the same attribute are lined up" to promote single-attribute decks in certain situations.
・The suggestion in feedback to "include neutral in attribute penetration targets" is brilliant, but I'm concerned it might increase explanation complexity—still considering it.
・We could expand the meaning of [Penetration] to include multi-row penetration, attribute penetration, ability penetration, race penetration, etc. Previously I wanted to unify it to avoid confusion, but penetration has great gameplay potential in formation-based games and makes it easier to create new pieces, so I'm now thinking it might be viable.
・Depending on the situation, we might need to increase not just lance but also magic penetration damage by +1 to match.
--
>Bow/Longbow performance is too high, making strategy monotonous
Bows were originally designed to attack with the bow even in face-to-face combat, but we changed to the current system because it was confusing whether it's a direct or ranged attack (like whether they take damage from Spiky or not).
Changing from multi-row penetration to attribute penetration might also have made dealing with ranged attacks more difficult.
Currently there aren't many counters to ranged attacks, so we're thinking of designing pieces with countermeasures.
From your comment, it seems your impression is "bows are strong, but catapults and charge types aren't as much"—I'd like to know how others feel.
--
>About Bat: when attacking an enemy that's already poisoned, it dealt 1 damage instead of 0.5.
Against already-poisoned opponents, normal attack triggers instead of poison attack. This is confusing, so we changed it to trigger weak attack, but I think the correct approach would be to trigger poison attack even against already-poisoned opponents.
Eventually I want to allow poison and seal to stack, and implement that at the same time, but currently there are many opinions that "poison is too strong," which is challenging.
If stacking is to be allowed, perhaps we could make normal poison damage the same as Decay and restore Virus's original summoning cost.
...Game balance still needs work, so please continue to share your opinions freely.
v0.4.6
(Oct 21, 2025)
Major update (Network version 00406)
+ Added survey (appears when pressing Quit on the title screen)
+ Tutorial adjustments
+ Adjusted matchmaking logic
+ Added warning icon to pieces that get removed when the summoning platform slides
+ Fixed ability activation dialogs sometimes closing immediately and becoming hard to read
+ Addressed network-related issues
+ Fixed Mandragora not triggering its ability after taking Axe Strike+
+ Updated Club behavior (now triggers when you attack before the opposing enemy; still triggers during the second turn if the opponent uses Act Second)
+ Balance adjustments
+ Miscellaneous fixes and improvements
[Balance]
+ Super Heal: effect reduced from Life 3 to Life 2
+ Ballista: changed one standard 凹 connection to flat
v0.4.5
(Oct 16, 2025)
+ Tutorial fixes
+ Adjusted matchmaking logic
+ Miscellaneous fixes and improvements
v0.4.4
(Oct 16, 2025)
Major update (Network version 00404)
+ Tutorial fixes
+ Adjusted matchmaking logic
+ Addressed network-related issues
+ Kept certain abilities (like Urchin Spines) disabled while sealed; only status ailments trigger
+ Fixed Axe Strike damage not being recorded when reflected or nullified
+ Fixed status ailment descriptions not displaying
+ Simplified the activation presentation for "Do Nothing" and "Act Second"
+ Miscellaneous fixes and improvements
v0.4.3
(Oct 14, 2025)
+ Fix for freezes at the start of battle
+ Anonymous feedback form
+ Added translations
+ Miscellaneous fixes and improvements
[Review Request (Oct 12, 2025)]
Steam Next Fest runs from October 13.
The event spotlights upcoming titles and gives many players a chance to try their demos.
Our game will be taking part as well.
For a little-known project, it's a rare window to reach players.
Because our game relies heavily on an active player base, getting it into more hands now directly shapes its future.
If you've already played the demo, we'd be grateful if you could leave a review on the Steam Store page.
Crossing the 10-review mark adds tags such as "Positive", making it easier for new users to discover the game.
Review counts are also believed to influence how the store surfaces the title.
To everyone who has already reviewed the game—thank you again for the support.
v0.4.2
(Oct 9, 2025)
Major update (Network version 00402)
+ Online Battle renamed to Regular Battle
+ Regular Battle defeat rewards (up to 25 coins based on match length)
+ First Regular Battle win awards 10x the reward
+ Removed CPU Battle victory rewards
+ Added three sample decks (expanded starter pieces)
+ Shorter turn timers
+ Battle speed adjustment option
+ Overall faster game tempo
+ Matchmaking wait mini-game
+ Added "Next Battle" to the post-shopkeeper battle menu
+ Deck name limit increased from 10 to 20 characters
+ Balance adjustments
+ Misc fixes and improvements
[Balance adjustments]
+ Wizard ranged spell now Water instead of Fire (no stat changes)
+ Troll's club limited to a single swing
+ Dragon Breath: one red spike changed to a neutral slot
[Reply (Oct 11, 2025)]
>Mail client doesn't launch on Windows
We think it may be a file association issue with the PC mail client,
but on devices like Steam Deck there's no way to launch it, so we're planning to offer Google Form submissions instead.
>Regeneration on Troll failed after being poisoned remotely by the Ghost Mushroom.
We'll adjust the processing order so damage effects resolve first, then healing effects.
>Stun didn't trigger when attacking the opponent's Turtle first during the second turn.
(It's unintuitive for new players, and from my experience the Turtle is quite strong, so having counterplay would help.)
We agree it should trigger when it effectively becomes the earlier attack. It's a tricky spot, but we'll look into it.
>Urchin spikes still triggered while sealed. (Meanwhile, Ballista retreat didn't trigger. Unsure where the line is.)
We followed the intuition that a sealed Urchin would still hurt if you punched it, but the distinction is unclear, so we're considering disabling all abilities while sealed.
>A Cat Sith in the second row took Axe Strike damage, reflected 0.5 damage, and the third row also took 0.5.
Damage reduced to 0 by the reflection wasn't accounted for before being passed back. It's unintended, so we'll fix it.
>Would like a use for extra pieces beyond the fourth slot
It's difficult to address right away, but we'd like to provide some option in the future.
v0.4.1
(Oct 5, 2025)
+ Page launched
+ Tutorial updates
+ Shopkeeper voice volume increased
+ Fixed life layer rendering glitch inside text
+ Misc fixes and improvements
[Known issue]
Matchmaking is slow. Root causes include features and design. We will prioritize fixes.
(* Repeated instant surrenders/disconnects may lead to bans.)
[Help wanted]
・If you enjoyed it, please leave a Steam demo review. Even a short comment helps.
・Report bugs/balance/requests via in-game mail or Steam Community. Or use the site form anonymously.
・Try Friend Battle with your friends.
・Sharing on social media, streaming, and videos are welcome.
[Apology Notice] (7:00 AM JST)
Due to an oversight, the English and Chinese versions of the news mistakenly included information about a reward plan that had been considered but was not implemented in this version.
We sincerely apologize for the confusion this may have caused.
v0.4.0
(Aug 30, 2025)
+ Steam demo
v0.3.0-0.3.5
(Aug 2, 2025 - Aug 30, 2025)
+ itch.io DEMO
v0.2.0
(Apr 30, 2025 - May 12, 2025)
+ Limited trial 2
v0.1.0
(Dec 26, 2024 - Jan 1, 2025)
+ Limited trial 1
v0.0.0
(Mar 23, 2023)
+ Development started