Tabletop Simulator

Tabletop Simulator

Hidden Realm (Completed Prototype)
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Update: 29 Sep, 2022 @ 10:44am

v4.6 Content & Balance update

This update sees the introduction of two new fighters and a few minor balance updates. Unfotunately, because Steam considers Google document links potentially harmful, there will be no specific update notes linked.


New Fighter - Isabel, Beyond Space & Time
Using her ability to warp space and time, Isabel strikes her foes at every angle imaginable and rarely spends a moment idle. One of the most difficult characters in terms of execution, recommended for players who want to make the most of field positioning.


New Fighter - Jigoku, the Rhapsody of War
An ancient being who reveres combat in all of its forms, Jigoku unleashes great power on all who oppose him, even at his own expense. Utilizes a straightforward if dangerous playstyle that is suited for players who like to take big risks for big rewards.


Balance/clarity changes
A small number of minor balance changes have been made to the cardpools that the new characters draw from, as well as a couple of changes to the text for certain cards in an effort to improve clarity. Pre-existing fighters have received compensation changes when necessary.

The first big highlight here is that Sakan's special action Poach has undergone a slight rework in its modal activated ability, with the first mode now temporarily suspending the selected card from your opponent's discard pile and allowing you to link the card from suspension, instead of simply selecting a card from their discard pile and letting you link that card from their discard pile until end of turn.
This quality of life change is to ensure that you don't accidentally make the opponent shuffle the card you wanted to use back into their deck while milling them. Now, milling your opponent too hard and causing an unfortunately-timed deckout won't spoil this effect anymore.

The second highlight is an overhaul to the Dark keyword Shadow, which now lets you select a keyword from cards in your discard pile and cards that are suspended under your control, instead of from cards in both player's discard piles.
This is to reduce the potential edge cases that can occur in certain matchups, as well as add a bit more reward to Dark's current suspension archetype.

Update: 20 Jul, 2022 @ 10:07am

Minor update that fixes a few important Typos I missed

Update: 18 Jul, 2022 @ 2:37pm

Update: 18 Jul, 2022 @ 2:06pm

v4.5 Content & Balance update

This update sees the introduction of two new fighters, a few minor balance updates and a reworked deckbuilding suite. Unfotunately, because Steam considers Google document links potentially harmful, there will be no specific update notes linked.


New Fighter - Hido of the Phoenix Sect
Hailing from the Phoenix Temple in the north, Hido takes Light's lifegain archetype and turns it on its head, promoting a unique damage over time playstyle that can be slightly tricky to pilot. His unique resource, Phoenix counters, provides him with the ability to Revive from the clutches of defeat.



New Fighter - Anji, the Dark Oracle
Anji is the quintessential zoner, weaving her moves between her projectiles and keeping her opponents as far away as possible. Her straightforward playstyle and plentiful energy generation makes her the perfect introduction to new players interested in the zoner archetype.


Balance changes
various minor balance changes have been made to the cardpools that the new characters draw from. Pre-existing fighters have received compensation changes when necessary

Reworked Deckbuilding tools
the previous mod's deckbuilding tools left much to be desired, consisting of a single pouch with one copy of every card in it. Players who were not careful ran the risk of accidentally deleting a card permanently from the session.
A board has been introduced with a bottomless pouch for every previous pack

Update: 13 Jun, 2022 @ 8:56am

  • Various minor changes/typo fixes to the Rulesheet (nothing that affects gameplay).

  • Added a d20 bag (in case players prefer tracking stuff with dice instead of counters)

  • Added an easter egg (it's hidden somewhere on the table. Enjoy an extra roster of playable characters, if you can find them!)

Update: 27 May, 2022 @ 9:55am

v4.4 Content Update
This update brings two new characters, alongside some balance changes, just in time for Combo Breaker! not that i'm doing anything specific at combo breaker, just a nice thematic coincidence.


New Character - Reven, the Soaring Striker
Always on the hunt for criminals, Reven sweeps through his opponents and his deck, setting up with Light's Topdeck manipulation and paying off with Wind’s self-discard synergies. Recommended for newer players who wish to delve into the self-milling archetype.


New Character - Dre'j, the Gem Tyrant
A cold and ruthless general, Dre’j specializes in discarding the cards in his opponent’s hand, creating an unrelenting army of Thralls to overwhelm his foes. Recommended for experienced players looking for a very unorthodox, discard-centric playstyle.

Update: 22 Mar, 2022 @ 3:16pm

v4.3 Content Update
This update brings two new characters, alongside some very minor balance changes.


New Character - Shizuka, the Venomweaver
Stalking her targets from the shadows, Shizuka is a master assassin that slowly chips away at her opponent's energy and health with her potent venom. A good entry point for players seeking a control-oriented playstyle.


New Character - Bao, the Unyielding
Bao is the master of stone, combining Earth’s condition-stacking with Light’s lifegain synergies to create an impenetrable defensive wall and leaving his foes struggling to break through. His simple playstyle makes him quite forgiving to learn and ideal for beginners.


Light Changes
Light sees a minor redistribution of its Heal impacts across the board. This should reduce the amount of life recovered from stray hits, while keeping the amount when building up for a Consecrate roughly the same.

Update: 9 Jan, 2022 @ 4:46pm

v4.2 Content Update
This update brings two new characters, alongside some very minor balance changes.


New Character - Kage of the Twin Shadows
With the powers of the Twin Shadows at his side, Kage darts around the field to create ambiguous approaches. His discard pile synergies and risky suspend mechanics make him a good stepping stone for newer players who want to take their skill to the next level.


New Character - Xuě, The Frost Warden
A Fierce warrior from the north, Xuě upholds the law with a combination of Water's energy tax effects and Light's lifegain/denial playstyle. A perfect option for control-oriented players who want to leave their foes asking for permission with every move they take.

Update: 21 Dec, 2021 @ 9:41am

Hotfix to v4.1

Fixed two minor but important issues that could have impacted gameplay

133 Avalanche
• fixed a typo where its Glaciate ability still read as costing 4 energy (instead of the 3 energy that the cost of all Glaciate abilities has been reduced to)


222 Supreme Friction
• Increased (A) ability cost to 3 from 2 (An intended change that I accidentally didn't implement. Oops)

Update: 19 Oct, 2021 @ 10:37pm

v4.1 Gameplay update

This update brings a swath of balance changes to nearly every Fighter, special and Burst action in the game.

This update is primarily a follow-up to the big v4 update, making sure the fighters are tweaked to play well with all the updated elemental actions. A few of the fighters didn’t end up meshing as well with the new actions as I originally intended, which necessitated a decent amount of changes. However, I believe that the changes made in v4 will be healthier for the game in the long run, so rather than reversions (mostly), this time around i’ll be giving the Fighters the spotlight, with many of them getting new spice. Characters with significant updates will get some context explaining my reasoning down below.

System Changes
Two small but important changes to the main system are occurring this time around: Knockdown impacts getting a slightly higher cost to circumvent, and players who lost outcomes getting to discard a card from their hand during loss compensation, in addition to getting Initiative.
The knockdown cost increase is to make knockdowns a harder choice between giving up resources or effectively losing the next outcome. The reality is that it will never be a real choice (since you’ll definitely want to circumvent the knockdown each time if possible). But at least now, that choice will come with a much steeper consequence. Additionally, considering how much energy goes flying around, the slightly higher cost means that players will be left without enough energy a bit more often
The other change is quite simple; being forced to only get one draw after losing an outcome can feel awful when you have a mediocre hand, so now players will get a chance to refresh their options a bit more after each loss and hopefully get more opportunity for a comeback

Tatsuyo Rework
Tatsuyo was one of two characters hit really hard by the update, leaving them in a much worse spot than I ever hope to leave a character in the future, without many solid combo pieces and no resources to do anything meaningful. This update sees major overhauls to nearly every aspect in an effort to improve his gameplay.
First up, Tatsuyo’s trigger initiative now gives him both fury and energy, giving him the resources he needs to sling actions and initiative left and right.
Second, X-slash is getting buffed to be a much higher moment of power, letting him set up his deck more effectively for the perfect lethal combo
Next, Rancor is getting shifted to be a Dodge instead of an Attack, opening up his deckbuilding options and giving him a more reliable tool to position mid-combo
Finally, Kaminaga Teachings has been reworked into a powerful re-usable combo amplifier, letting Tatsuyo live out his dreams of being a true unga bunga powerhouse

Numachi Changes
Numachi has always been a very volatile character from the beginning, either petering out immediately or getting to 160+ damage throughout the course of a game. This is mainly due to how effectively Setsudan Ha lets him churn through his deck for his best combo pieces. For this reason, Setsudan ha is getting nerfed so that its Flow effect only scales with half value.
To compensate, Vine latch has been overhauled into being a combo extender with Quick Strike, giving him more leeway when going for a risky discard play

Magnus Rework
Magnus was the other character that ended up in a horrible spot after the changes, mainly due to the fact that he could no longer abuse the cards in thunder’s other archetype as easily and could no longer rely on the crutch that was Overwhelm’s absurd damage. He does have a very fun playstyle though (when it works), going for very small, high-damage combos. This update aims to preserve that playstyle, while giving him more options and more reliability to set up.
First, Magnus now receives reduced heat overall when moving around, making it a more demanding resource and no longer as abusable with high amounts of stamina. His activated ability has also been updated, letting you discard more cards and in turn compensating for his low base hand size.
Next, Vent has been given a Combo impact, making it a more flexible tool.
Next, Overdrive has been overhauled to have Mixup, along with the Emergency Protocol condition being applied on a flip trigger instead of a Win ability. This should allow Magnus to set up more effectively in less turns. Additionally, its attribute has been shifted to a Block instead of a Dodge, giving him access to more of Thunder’s powerful combo starters.
Finally, Emergency protocol has been reworked, with its tutor and combo impact actives being scrapped. Instead, the condition now has a trigger that lets it renew itself when above 10 heat, making it require much less maintenance. Additionally, it has gained a new activated ability that lets you resolve Win abilities on linked actions, giving you an opportunity to perform setups mid-combo or turn cards with Starter into powerful combo extenders

Atlas and Temujin
These characters have received minor changes and are in a balanced place. However, their gameplay is currently verging on unhealthy (with atlas being a bit too volatile and temujin having a pitiful early game to compensate for his disgusting DoT damage late game). I plan to revisit these characters in future and will be keeping an eye on them for now (atlas will likely naturally get rebalanced as I introduce new light/dark characters and tweak those cardpools)

Earth Changes
I wanted to highlight one small but important change I’m making in the earth cardpool; mainly that I'm swapping Punch Through and Tremor’s effects with each other. Tremor mixing up into a grapple makes little sense when projectiles and grapples already win against similar cards and, more importantly, both lose to attacks. Punch through is the far more appropriate candidate for such a mixup tool, while the recursion effect will make Tremor a more appealing option for those who can deal with the wonky range.

Fire Changes
The DoT and Condition archetype still relies a bit too much on jank after the update for my taste, so I’m giving them another revision. The main change to note is the revamped Combustion, whose damage scales on the number of conditions enemies have with excessive duration rather than scaling strictly on duration counters. It will no longer be as broken in extreme cases, while retaining the same playstyle of “stacking duration on opposing conditions matters”

Thunder Changes
The Thunder rework from the last update definitely went in the right direction, but didn’t quite hit the mark in my opinion. This is especially true for the Initiative synergy cards, which ended up in a messy spot after the update. Some Initiative-centric cards will be getting changed, including a partial reversion to the old Feedback Loop, along with a way to circumvent the Initiative locks present in the archetype by paying an energy cost. This should make them feel less annoying for the player on the receiving end, while also opening possible synergies with water’s tax archetype (Ice/initiative El, anyone?)
Some smaller but worthwhile changes are Pummel getting to receive the combo impact on link as well as on flip, as well as the Charged Up condition getting significant buffs such as reducing the cost of affected cards that already have Mixup. This should turn them into much more reasonable tools for mixup-heavy deckbrews