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Steam News10 April 20262mo ago

Avatars matter!

A new feature is a little bonus given by every god. Now the god you pick at the start of your game makes a difference other than just the avatar image.

Full notes

Full Fight for Olympus update

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What changed

1 fix1 addition0 changes0 removals
  • Gameplay
  • Balance
addedA new feature is a little bonus given by every god. Now the god you pick at the start of your game makes a difference other than just the avatar image. Although players will have their favorites and put them in different tiers in terms of powel level, I attemped to make them all reasonably balanced. The gods do not help you throughout the game but only give you a kickstart early to help your strategy just a little bit. Because I still want players to experiment with as much different deck builds as possible, I did not want to peg players into a particular design. Without further ado, here they are: Steam post image Some minor fixes have been added as well, such as prolonging the popup messages for Retaliate and Fortify. Steam post image
fixedThe Fire and Lightning Automaton cards were not only fixed, they are now stronger. A basic card design principle I used is you should get a base 3/3 without Trample for 2 Mana. The idea with the tweak to these automatons is that, while it can be easy to generate a huge hand and Trample is very powerful, the automatons are still relatively weak for their deploy cost if you don't have other cards in hand or only Constructs. The bonus to only Power or Health balances them further as it's not super strong. In case you would focus your deck heavily on either card type (Unit or Sorcery) they can be very powerful.

Fight for Olympus changes

addedA new feature is a little bonus given by every god. Now the god you pick at the start of your game makes a difference other than just the avatar image. Although players will have their favorites and put them in different tiers in terms of powel level, I attemped to make them all reasonably balanced. The gods do not help you throughout the game but only give you a kickstart early to help your strategy just a little bit. Because I still want players to experiment with as much different deck builds as possible, I did not want to peg players into a particular design. Without further ado, here they are: Steam post image Some minor fixes have been added as well, such as prolonging the popup messages for Retaliate and Fortify. Steam post image
fixedThe Fire and Lightning Automaton cards were not only fixed, they are now stronger. A basic card design principle I used is you should get a base 3/3 without Trample for 2 Mana. The idea with the tweak to these automatons is that, while it can be easy to generate a huge hand and Trample is very powerful, the automatons are still relatively weak for their deploy cost if you don't have other cards in hand or only Constructs. The bonus to only Power or Health balances them further as it's not super strong. In case you would focus your deck heavily on either card type (Unit or Sorcery) they can be very powerful.

A new feature is a little bonus given by every god. Now the god you pick at the start of your game makes a difference other than just the avatar image. Although players will have their favorites and put them in different tiers in terms of powel level, I attemped to make them all reasonably balanced. The gods do not help you throughout the game but only give you a kickstart early to help your strategy just a little bit. Because I still want players to experiment with as much different deck builds as possible, I did not want to peg players into a particular design. Without further ado, here they are: Steam post image Some minor fixes have been added as well, such as prolonging the popup messages for Retaliate and Fortify. Steam post image

The Fire and Lightning Automaton cards were not only fixed, they are now stronger. A basic card design principle I used is you should get a base 3/3 without Trample for 2 Mana. The idea with the tweak to these automatons is that, while it can be easy to generate a huge hand and Trample is very powerful, the automatons are still relatively weak for their deploy cost if you don't have other cards in hand or only Constructs. The bonus to only Power or Health balances them further as it's not super strong. In case you would focus your deck heavily on either card type (Unit or Sorcery) they can be very powerful.

Source

Steam News / 10 April 2026

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