Changelog - July 8th 2018

Energy Changes Starting Max Energy is 2 down from 3. Developer Notes: Due to the changing of Sun cycles, Energy needed to change as well. Lowering the starting max from 3 to 2, makes decisions matter more in the beginning.

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Changelog - July 2nd 2018

Sun Changes Changed how the Sun cycle works. Each player chooses 1 Sun at the beginning of the game. After each round, the suns will cycle between the 2 chosen suns and the Prime Sun. Developer notes: The reason for this change was to simplify sun rotations and provide some predictability during gameplay. Prime Sun changes: Instead of landing on the Prime Sun, gaining 1 Max Energy, then moving on to the next Sun; landing on the Prime Sun gives players 1 Max Energy, 1 Focus and has a Sun ability.

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Changelog - June 29th 2018

Card Changes Reworked a majority of the Club cards. Keywords added to increase faction identity and cut down on text on the cards. Each faction has at least 1 keyword associated with them: Shield : This Connection must be attacked first Allied : If you play or have played the same faction card this turn, the ability activates Recruit : Activate this when you buy the card from the Club Detain : Trash cards in the Club.

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Find us at Gencon 2018!

We’ll be showcasing Vectra City at the First Exposure Playtest Hall during Gencon 2018! This will be our first big chance to get Vectra City infront of a broad audience of gamers and non-gamers alike. This event will provide valuable feedback toward the development of the game. We hope to see you see you there! Look for our banner!

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Changelog - May 10th 2018

Changelog for version .55 Card Changes Runner - Energy cost lowered from 1 to 0. This is a massive change to the game. Due to the playtests at Protospiel Indy, I received a lot of feedback for Runners in particular. They are meant to be bad cards to filter that you want to filter out of your deck. However, they are proving much too restrictive. Once you start buying cards and you start drawing those cards, you simply don’t have enough Energy to play them; thus they are always a dead card in your hand.

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