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Steam News24 January 20265mo ago

Phase Two

The Ground Breaking Hello, I'm Danny Judas. I am pleased (and a little nervous) to announce that the Steam playtest is now available for all to experiment with.

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Full Collect Call update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions2 changes0 removals
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addedThe Ground BreakingHello , I'm Danny Judas. I am pleased (and a little nervous) to announce that the Steam playtest is now available for all to experiment with. It took a bit longer than I hoped to get to this point, but all-in-all I am excited that it didn't take nearly as long as it could have.
changedPhase Two TestingRight now the curious among you will have an opportunity to play with the project while it is still extremely stripped back. Right now the most complete part of the game is the core combat loop. It is feeling fairly refined* and I think is comfortably representative of my vision for battles in Collect Call. I doubt it will change much from this point beyond improved presentation and readability.
changedPhase Two TestingHere is what this playtest has in store for it in the near future:
addedPhase Two TestingSecond full rework of Feng Shui items and interactions. Feng Shui is extremely underdeveloped in the current iteration of the game and is primarily used to determine what type and number of cards you add to your deck as you play. I would like it to remain a subtle system, but it needs to be more impactful than it is.
addedPhase Two TestingTutorialization cleanup. The game is fairly left-field for games in its genre, so better onboarding for new players is a very important facet of development.

The Ground Breaking

Hello, I'm Danny Judas. I am pleased (and a little nervous) to announce that the Steam playtest is now available for all to experiment with. It took a bit longer than I hoped to get to this point, but all-in-all I am excited that it didn't take nearly as long as it could have.

Once again, I'll reiterate that the important part of this for me is just to show that I am working on something and that it is playable. This is still extremely early in development and many things you will encounter are not simply unfinished, but entirely prototypical.

Now that the test is going fully live, allow me to explain some of the purpose and thought behind it.

Phase Two Testing

It's inevitable that many people will play this version of the game and find it to be extremely undercooked. That is definitely true and there is still a long way to go with the game. The main purpose of this playtest, beyond proof of life, is to get feedback and criticism on the game's core systems leading up to a more polished demo release sometime in the Summer. So, if you're hoping for a very polished experience you might want to simply observe until that release comes around.

Right now the curious among you will have an opportunity to play with the project while it is still extremely stripped back. Right now the most complete part of the game is the core combat loop. It is feeling fairly refined* and I think is comfortably representative of my vision for battles in Collect Call. I doubt it will change much from this point beyond improved presentation and readability.

The next part may be a bit hard to follow without having played the game first, so if you're planning on trying it out you may want to come back after having given it a whirl.

Here is what this playtest has in store for it in the near future:

  1. Perform at least partial visual passes on all remaining screens and enemy types. This is a bit backwards for how games are usually developed, so it might be something I switch back and forth between as I try to hit other milestones. But the general idea is that the actual content in the game won't change too much from here until the demo. Visual design is extremely time consuming for me compared to mechanics work so tackling it first might save me some crunch near the end.

  2. Improve immediacy of 'targeted cards.' This sentence won't make any sense to you if you haven't played the game, but once you do you'll probably notice it immediately. The long and short of it is to reduce the number of clicks and forethought required to play certain cards.

  3. Second full rework of Feng Shui items and interactions. Feng Shui is extremely underdeveloped in the current iteration of the game and is primarily used to determine what type and number of cards you add to your deck as you play. I would like it to remain a subtle system, but it needs to be more impactful than it is.

  4. Tutorialization cleanup. The game is fairly left-field for games in its genre, so better onboarding for new players is a very important facet of development.

  5. Card collection expansion and theming. The vast majority of cards currently in the game were designed back in 2017 without respect to deckbuilding rules. The original proof-of-concept for Collect Call did not even feature card suits and was vastly more primitive than this

Source

Steam News / 24 January 2026

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