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Gwent: The Witcher Card game - standalone Gwent game - now with Rogue Mage standalone expansion

Absinthe

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Jan 6, 2012
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4,062
Played the beta nearly every day, from November 2016 until it ended in late 2018. Was utterly hooked. Tried very hard to like Homecoming, but haven't touched it since March 2019.

These are the things that dismayed me:
  1. Loss of identity. It didn't really look or feel like Gwent any more, so it lost most of its charm. It went from being an upbeat tavern card game, to having a semi-realistic battlefield with awkward leader puppets next to the cards. It doesn't even look like the minigame from TW3 any more. It was so different that CDPR even removed the iconic Gwent music from the game.
  2. The obligatory deck size was doubled, trainer cards were removed, and you could only have 2 version of bronze card (instead of 3). So instead of building consistent decks and reliably drawing nearly all your cards, decks felt incoherent and there was much more randomness.
  3. I think the removal of the siege row wasn't done for gameplay reasons, but to optimize Gwent for mobile devices. This limited our gameplay options, especially since CDPR also restricted how many cards could be placed on a row (from endless, to 9).
  4. CDPR restricted how many non-unit cards you could use in your deck. This hampered innovation in deck building, and felt like a ham-fisted 'solution' to pure non-unit decks.
  5. The game felt much more casual in general. In beta I struggled to reach the top rank (21), didn't always make it. But in Homecoming I easily cruised to the new top rank (1) early in each season. Maybe because so many veteran players had abandoned the game.
  6. All the archetypes I'd known and loved were deleted and replaced by what I perceived to be very simplified alternatives.
  7. Some card art and voice lines were being altered to make them more family friendly (to please Chinese censors perhaps). It detracted from the 'Witcher feel', which has always had mature content and adult language.
  8. I felt like CDPR lied to us about Homecoming. They said they'd bring the game back to the roots (after the Midwinter RNG fiasco etc.), instead they radically changed it into something else. I think they went all-in on Thronebreaker and only left a skeleton crew working on Gwent.
There was also an expansion after I quit the game. My most anticipated faction (Temple / Eternal Fire) was introduced, but as an archetype within a Novigrad thief guild faction. :argh:

Has Gwent improved in any significant way since then? Any reason to give it another shot? I demoralized myself just writing this, but I guess it's worth asking. If at least a few of the points above aren't valid any longer, perhaps I'll convince myself to give it a go.
I'd like to point out the following:

On #2, not only did RNG increase drastically and consistency suffer horribly (mostly because devs seemed to enjoy the Hearthstone RNG-heavy gameplay, even though if Gwent players wanted Hearthstone they'd be playing Hearthstone, not Gwent), but they also removed tutor cards, Reconnaissance, First Light, deck-thinning tools, etc. Witcher trio became an iconic staple in Homecoming simply because it granted you tempo and deckthinning.

On #3, yep, it was done for mobile. And the scumbags had the temerity to lie and claim that Gwent wasn't going to go mobile (like everyone knew they obviously were building up to) until they declared the mobile release anyway. This was their idea of handling fallout. As for the row restriction, it existed in pre-HC Gwent too, but the row reduction made it much more awkward to deal with, and you usually wouldn't because then you would end up playing into things like Geralt: Igni, Skellige Storm, and various effects that hit a whole row. But HC Gwent not only reduced rows to 2 but created modal abilities that require you to play cards in specific rows for the effect you want.

#4 was obviously a fucking horrible band-aid solution to the early HC artifact+spell decks that would use Epidemic and the like to blow up enemy units all the time, showing how much the game had deteriorated.

#5 is absolutely true. It was deliberately made to be more casual because the HC devs were Hearthstone-loving tools who no doubt loved these sorts of changes because it made the game so much more fun for them now that you no longer had to worry as much about getting stomped by skilled players when you put everyone at the mercy of shitty RNG and lower the skill ceiling massively.

#8, it wasn't that they lied about Homecoming. It was that they had no clue wtf they were doing, Thronebreaker spiraled into a bigger project than it was intended to be, and all the devs started trying to fix Midwinter Gwent with the same thinking that was used to create it, and ended up developing Midwinter On Steroids instead. The worst part of that was that they went back on their promises keep players in the loop on any upcoming changes, solicit their feedback, and try to avoid doing big sweeping changes again. What little information did get out (row reduction, provisioning system, only golds and 2x bronzes now) had feedback that was massively negative, and the response for the devs were "eh, players will always bitch. Don't worry. We're the pros. We know what we're doing. You'll love it when we're done." And lo and behold, people didn't love it. Those HC devs just shat up their own game and are now in the business of bleeding it for cash until it dies.​

You also missed changes like increasing the card draws for each round and inflicting hand size limits, which was deliberately done to further ruin tempo (provisioning system already shat on this) because now there was no value in things like passing early, dry passing, and trying to create extremely short rounds (because they would draw a lot of cards before each round anyway).

I also loved beta Gwent, and was hooked as all hell. Think I even finished a season in top 10k or something akin tot hat. Compare to hearthstone, which i still regulary play, I NEVER had the drive to get fucking legend, much less anything above. It truly was an intricate, and high skill game.

But, it was also sorta boring tbh. You had your deck, and its strategy, and the counterplays to 3 decks you are always going to ladder against, and thats pretty much it from the tactics department. Then, there was a decent amount of mind games, and truly, those were the moments the game shined. But, midngames using the same pieces gets boring (heck, why not just play chess if thats what you are in).
Well, some of us do enjoy playing Chess and Chess-like strategic games, but Chess does not have the room for mindgames and deckbuilding that Gwent does. I also just enjoyed changing decks to deal with what's going on in the current meta, making my own decks, or making unusual variations on decks. Most people for instance don't exactly bother doing strange things like Veterans where Crach pulls Ocvist. So it was easier for me to keep the game fresh because I would sit there and try to craft another fun deck that hasn't quite been meta. The potential for mindgames is also pretty deep (although it depends on your deck - there are some decks that demand very consistent setups to the point that your plays are mostly already decided for you). And there are decks that specialize in abusing the ability to control round length to win games.

I can never consider Hearthstone a good game. Like ever. But the amount of RNG insanity it has, makes for a lot of variety in gameplay, so it doesnt get dull fast. Can never imagine myself trying to be competitive in that game, cuz thats a sure road to insanity, but casually ranking to like d5, heck, even Legend these days, because they made it so easy, is a real, casual zen type of fun.
Never played Hearthstone tbh. Never appealed to me.

Ill give homoecomnig another try. I have all basic cards, and like, 90.000 dust, so eh, ill be extra fine. Game seems to be doing ok, so it has to have something going for it, right?
It's not doing okay. It's hemorrhaging players. They regularly advertise to people who left the game to try coming back now because they're sure to love the latest trash content update. The devs have no idea what they're doing anymore at this stage and are mostly just throwing out random ideas and doing intentional powercreep expansions to try to induce spending for more kegs. The store is also trying to sell overpriced garbage bundles to newcomers now because they need the money. They closed down the console editions because they were unprofitable. They caved and did a Steam release (which they said they'd never do) because they were that desperate for players. And I'm pretty sure people are still losing interest in this game and no longer spending money on it. Game's just dying and the ongoing strategy is to try to cash out and drag out its death as much as possible.
 
Last edited:
Vatnik Wumao
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Messages
19,369
Can't comment on the gameplay aspect since I haven't played much of their competitors besides a few games of Hearthstone a long, long time ago, but the only thing that I really like about Gwent is the style of the cards. Hearthstone is too cartoonish and goofy and (as far as I'm aware) others have just your typical generic fantasy style of drawing, usually with no style cohesion between the factions or even the cards.

I recall that there is also a Warhammer game of this type, but the art style was unimpressive.
 

Erikkolai

Learned
Joined
Aug 8, 2019
Messages
196
Yeah the card art has always been top notch. The Witcher setting and the card art are the top selling points. Too bad the gameplay is shite.

I was dismayed when they started making the card art more family friendly. Seems PG13 compared to what we see in the Witcher games.

Several cards were changed to not display nudity and gore. I guess to make Gwent more suitable for play on mobile devices in public places, or more suitable for the Chinese market.

They even removed this prestigious feature. :argh:

 

Zariusz

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Roche ending the great elven famine

353719687.jpg

Chinese censorship looks pretty funny
 
Last edited:
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By the way, the new episodic expansion (Thanedd Coup) gives the impression that they are going for the Living Card Game business model, doesn't it?
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Huh, they haven't given up on this: https://www.ign.com/articles/witcher-gwent-project-golden-nekker-new-game-2022-release-date

Witcher’s Gwent Getting a New Single-Player Standalone Game Later This Year - Exclusive
Project Golden Nekker is a brand new Witcher card game.

IGN can reveal that The Witcher's Gwent is becoming a new, single-player, standalone game, codenamed Project Golden Nekker and set to launch in 2022.

Project Golden Nekker is currently in development within CD Projekt Red’s Gwent team and aims to provide a “captivating single-player experience” different to previous versions of the digital card game.

Project Golden Nekker will be a completely standalone game, and won’t require players to own any other versions of Gwent to get the full experience.




'The Barbarian' - Exclusive card art from Project Golden Nekker.

Gwent was a fan-favourite minigame included in The Witcher 3: Wild Hunt, but evolved into a standalone multiplayer game in 2016. In turn, Gwent got its own spin-off two years later with the excellent The Witcher Tales: Thronebreaker.

Project Golden Nekker will be something else entirely according to Gwent Comms Lead Paweł Burza: “It’s not another Witcher Tales [game] but something different,” he said. “We’re aiming to provide a captivating single-player for players who prefer it over competitive multiplayer Gwent.”

Although this is the first time we've learned that it's an entirely new game, CD Projekt Red has been quietly teasing the project for several months, dropping hints on Gwent streams and community podcasts.

In a developer update streamed during Gwent World Masters #3 in December – the game’s esports finals – Game Director Vladimir Tortsov said an official reveal for the game is coming soon.

He said: “We want to announce stuff that we’re working on when the time is right," continuing, “I’m really excited about this project coming together and I hope you like it as much as I do.”

Tortsov also revealed new concept art for the game to go alongside the handful of images already teased, all of which can be viewed in the gallery above, along with a new image of “The Barbarian” that IGN can reveal for the first time.

Four of the images – The Barbarian, The Golden Nekker, Living Fire, and Fire Elemental – are in the style of Gwent cards, meaning this could be a first look at some of the playable units in Project Golden Nekker. The other two appear to be environment art of some kind, featuring a library (with a lurking Golden Nekker), and a marketplace.

When The Witcher Tales: Thronebreaker released, new cards in the standalone game were also added to the multiplayer version of Gwent, meaning these new cards will likely be added to that game as well.

The 2022 Gwent roadmap has already revealed that new cards are due to be released in April, July, October, and December, and every Witcher game has been released in either May or October in the past.

This means that, assuming the cards appear in Gwent: The Witcher Card Game alongside the new standalone game, it’s very possible that Project Golden Nekker will release in October 2022.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.ign.com/articles/cd-projekt-no-plans-gwent-game-project-golden-nekker-consoles

CD Projekt: 'No Plans' for New Gwent Game to Come to Consoles
Project Golden Nekker sticks to PC and mobile.

CD Projekt Red is not planning to release its single-player Gwent spin-off, Project Golden Nekker, on consoles.

Gwent Comms lead Paweł Burza confirmed to IGN that the game will be available at launch on PC, iOS, and Android when it is released later this year.

Gwent was available on consoles from December 2018 to June 2020, while another spin-off, The Witcher Tales: Thronebreaker, is still available on PlayStation 4 and Xbox One.

But game director Vladimir Tortsov said on the latest This Week in Gwent - a weekly stream hosted by Burza - that there are currently no plans to bring this new game to consoles.

"With consoles, we left them for a reason," he said. "There was obviously some good about them otherwise it wouldn’t be released on consoles in the first place, but for live service games with frequent updates it was a really tough experience.

"Overall, since we’re not there, we’re not planning to bring any of our spin-offs to consoles at this point."

CD Projekt Red revealed the new spin-off, codenamed Project Golden Nekker, to IGN in January, saying it aims to provide a "captivating single-player experience" different to the mainline multiplayer version of Gwent.

While Thronebreaker is also a single-player spin-off, taking the form of an RPG where players battle using Gwent cards, Project Golden Nekker will be something else entirely – we just don't know what that is right now.

CD Projekt Red hasn't yet confirmed a release date for the game but all previous Witcher titles, including both Gwent games, have been released in either May or October, making the latter a likely candidate for Project Golden Nekker's release.

Some of the cards set to feature in the game were already released into the multiplayer Gwent earlier this month, including the Golden Nekker itself, with future card drops set to arrive in July, October, and December.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.ign.com/articles/witcher-gwent-rogue-mage-golden-nekker-cd-projekt-red

CD Projekt Red Announces Gwent: Rogue Mage, a Single-Player Deckbuilding Roguelike - Exclusive​

A Witcher prequel card game is out tomorrow.​


IGN can reveal that The Witcher developer CD Projekt Red will release Gwent: Rogue Mage - a single-player deckbuilding roguelike - tomorrow, July 7, for PC, iOS, and Anrdoid.

Previously known as Project Golden Nekker, Rogue Mage is branded as a Gwent expansion, and retains the card game's core mechanics, but will be sold separately from the multiplayer original. The standard version will be available for $9.99, while a premium edition – which comes with in-game skins, cosmetics, and card packs for the multiplayer game – will cost $19.99.

"Rogue Mage came out of us noticing that years after The Witcher 3's release, there are a significant number of players who want a more PvE experience from Gwent," said game director Vladimir Tortsov.

"While Gwent multiplayer is a fantastic game for those who are looking for a great PvP multiplayer experience, we perfectly understand that many Witcher players loved the original mini-game of Gwent for totally different reasons. With Rogue Mage we aim to give this audience a reason to play modern-day Gwent in the format they prefer."

We've had the chance to play Rogue Mage ahead of its release date, and it definitely feels reminiscent of The Witcher 3 version of Gwent, though obviously set amid a roguelike format. Much like the original, players will use Witcher world characters like Dandelion, Zoltan, and Yennefer, but Rogue Mage uses cards from the multiplayer version of Gwent. While this means the mechanics are a bit more complex, cards are presented in simpler packages that aren't nearly as daunting as logging into the multiplayer version for the first time.

Players only start with around a dozen cards in their deck, and each deck focuses on an easy to understand main theme. The first deck focuses on a boosting mechanic, for example, meaning players know that every card in it will generally either boost another or do something cool when booster itself. There are four decks in total, though players also choose between three key cards to build around in each deck.

More cards can be added by exploring the map, but these usually arrive one at a time meaning there's not an overwhelming amount of information presented at once. Players earn experience during each run, and levelling up increases the pool (and power) of cards available to the player on their next run.

Tortsov estimated it will take players more than 30 hours to collect and do everything in the game (and Rogue Mage includes an extensive set of achievements to unlock too), though gameplay loops are split into shorter bursts that can take up to around an hour.

Gwent: Rogue Mage follows the mage Alzur as he attempts to create the very first Witcher
Gwent: Rogue Mage follows the mage Alzur as he attempts to create the very first Witcher

The roguelike mechanics mean players enter the map and progress through their chosen path before either overcoming the final boss or being defeated along the way. Some runs can therefore be over in a few minutes if an enemy proves too strong – for those seeking this sort of challenge, Rogue Mage also includes dozens of difficulty modifiers to make it as relaxing or relentless as players like.

The story of Rogue Mage takes place hundreds of years before Geralt was born, with players taking on the role of the mage Alzur as he attempts to create the first ever witcher. Moving around a procedurally generated map, the player participates in Gwent battles, confronts moral dilemmas akin to those in The Witcher series, and interacts with Places of Power and other locations to bolster their collection of cards.

Rogue Mage doesn't feature the in-depth story that fans of the Witcher games, books, or TV show might expect, however, as Tortsov explained the development team prioritised gameplay over narrative. "While we have a story to tell about Alzur's obsession to create the first witcher, we do not treat this expansion as an official addition to The Witcher lore," he said.

"Our goal with Rogue Mage's story is to give players enough context on who Alzur is, what is his motivation, and the general setting of the world he lives in. We hope that players will get enough immersion to complement the gameplay-first formula, but we do not expect the story to be the main reason for players to appreciate this release."

CD Projekt Red decided to release Rogue Mage as a separate package to multiplayer Gwent due to its size, with the project growing considerably since it was first suggested in late 2019. "Instead of chopping the campaign into multiple pieces and using microtransactions to let players progress between chapters, we decided to make it a straightforward buy-to-play title," Tortsov said.

The decision to release Rogue Mage as a standalone was also made so that it could be fully playable without an internet connection. While it does feature some online-only features such as leaderboards and cross-save progression, the overall experience is built for offline, single-player use.

It will likely be the only solo Witcher experience fans of the franchise can enjoy for a while, as the upcoming mainline game only entered pre-production in May. CD Projekt Red has been tight-lipped about it otherwise, besides saying it's being made in Unreal Engine 5 and that its game director - who was the previous director of Gwent - has promised there won't be crunch on his watch.

Fans have otherwise tried to figure out what the single teaser image could mean, with some thinking that the School of the Lynx medallion hints at Ciri being the protagonist. There will be plenty of time to speculate, of course, even up until and likely beyond the third season of the Witcher Netflix series being released.
 

Perkel

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After nearly 10 years they relaized that people liked Gwent because of single player progression rather than game design.
Maybe in next 10 they will realize that gwent was good because it was just side game for other game rather than being good on its own.
 

Rahdulan

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header_586x192.jpg


Well, I suppose it was too much to hope for more Thronebreaker. Out today.
Hundreds of years before Geralt and the other witchers roamed the Continent, the Conjunction of Spheres brought endless ranks of monsters into the world. Humanity desperately needed a way to fight back the onslaught to survive.

Follow the journey of a young and ambitious mage, Alzur, and his companion Lily, who embark on a dangerous quest to create a living weapon that will eradicate the monster threat once and for all.

GWENT: Rogue Mage is a first single-player expansion to GWENT: The Witcher Card Game. It combines the best elements of roguelike, deckbuilding, and strategy games with the unique mechanics of GWENT card battles.

 
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Codex Year of the Donut
Looks like they got rid of the major reasons to play Thronebreaker(good art/decent writing), don't see much of a reason to play this.
 

Absinthe

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Jan 6, 2012
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Not sure there's a good reason for anyone to play this. Looks like the Gwent team trying to justify its existence with another product launch and much like Thronebreaker, it looks like they were wishing they weren't developing a card game. Steam reviews are low and apparently they decided to make a roguelike game with no story elements that's pretty easy with very limited deckbuilding potential, and therefore is quite dull. GOG reviews are also low.
 

Rahdulan

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Adios.
https://www.gamesindustry.biz/cd-projekt-red-will-lay-off-remaining-30-members-of-gwent-team

CD Projekt Red will lay off remaining 30 members of Gwent team​

Staff will be dismissed between now and the end of the year as development winds down on The Witcher's spin-off

CD Projekt Red is laying off 30 people as it prepares to end development of Witcher spin-off Gwent.

The studio announced in a blog post dated May 24, 2023 that it is proceeding with plans for Project GWENTfinitiy, an initiative that will enable fans to continue playing the card-battling game with the active support of the development team.

As preparations for this transition have continued, the number of staff required has diminished with some of the team members moved to other projects.

Only 30 people are now working on the game. By the end of 2023, these people will "part ways with CD Projekt Red."

"It’s never easy to say goodbye," the company wrote. "And even though decisions like this are unavoidable and a natural result of the transition, we’d like to express our sincere thanks for all the contributions these team members have made to Gwent — just like the community, you helped make the game what it is today."

The news follows layoffs at The Molasses Flood, another CD Projekt studio. 29 people were dismissed from that studio due to changes in the project it was working on, a game codenamed Sirius.

The layoffs came less than two years after CD Projekt acquired the studio.

CD Projekt Red also reset Project Sirius and financially wrote off the development costs – over $7 million – earlier this year.

On Monday, the company released its latest financial results, showing that while net sales were down 20% to €37.2 million, profits remained flat at €14.8 million.
 

cvv

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Enjoy the Revolution! Another revolution around the sun that is.
Cheap knock-off of Heartstone always end up bankrupt.
a) Gwent is nowhere near a knockoff of Hearthstone
b) looks WAY more expensive than HS; in fact Hearthstone may be the cheapest, most mobile looking card game on the market
c) even Hearthstone's playerbase shrank to a fraction of what it used to be a few years ago
d) most card games seems to have gone to the crapper, nobody gives a shit about cards anymore

But yeah. A good post bro.
 
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It was a foregone conclusion since after the infamous winter update (the dumbing down of the game for mobile and consoles). Also, the fact that they had a limited lore pool to draw from meant that the expansions' themes would get stale sooner rather than later. It was nice while it lasted, but to be honest I hadn't played a game in the last two years or so.

They still playtested the expansions more than, say, FFG in their living card games, but then again, "greater than zero" doesn't make for a great standard.
 

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