Foundry is the first ever arsenal-builder card game. It's built for competitive players and promises an all new card game experience. Foundry is a project built by a solo-developer out of love for card games, allowing me to promise that you can earn an entire collection for free and there will be ZERO pay-to-win! Foundry is now available in Closed Beta for play-testers.
So, welcome to Foundry, play-tester! But remember, this site is just for you; no sharing - yet!
12/02/25
Welcome Visionaries, to Foundry 0.8.0 - First Impressions! This is a MASSIVE patch with fundamental changes to gameplay and the official start of Foundry Closed Beta. As such, I recommend all players go through the new in-game Tutorial. In addition, First Impressions brings QoL improvements, new VFX, and SEVEN new Heroes. We also are inviting our first group of Android play-testers (hi!) so go easy on our new friends 😉. PVP servers are online! Join the Community on Discord, Reddit, and Youtube. Forward the Foundry!
Patch Notes Video:
NOTE: User Data will be reset with this update to onboard new players. If you have decks you'd like to keep, make sure to export them!
Imperial: Exhaust an enemy. Swap me.
Frontier: Swap me with a Hero in Hand. Steal 1 from the Hero across from me.
Ascendant: Swap me and the enemy across from me with the highest Influence cards in hand.
Reveal: I become a Copy of the enemy across from me. I keep my Influence.
Special: Amplify Swap: Steal 1 from the Hero across from me.
Hero: Timeless Chronicler (4), Scholar:
Imperial: Grant an ally 2 Knowledge.
Frontier: Consume my Knowledge to grant an ally twice it.
Ascendant: Consume 1 Knowledge to Salvage. Rebound.
Reveal: Refill the Prosperity Relic Slot with a 'Final Orrery' (Adds a Round 4 to the game)
Special: Pulse: Gain 1 Knowledge.
Hero: Ace Navigator Telles (1), Intuit:
Imperial: Next: If all Relics add to 21 or less, Gain ALL of them.
Frontier: Next: If you have the highest Influence Hero in hand, discard your foe's highest.
Ascendant: Next: Grant an Ally +7. Allegiance: +2.
Reveal: Add all your Heroes' Predicted Relics to your hand.
Imperial: Grant an ally +2 for each card you know in your foe's hand.
Frontier: Grant an ally +4 for each extra card in your hand compared to your foe.
Ascendant: If you know ALL your foe's cards, Copy one into your hand.
Reveal: Grant me Influence equal to your highest Influence ally.
Hero: Officer Dorne (0), Loyalist:
Imperial: Grant all allies in Era Imperial +5.
Frontier: Phase a Hero to Era Imperial.
Ascendant: Grant allies in Eras you Control +5.
Reveal: Gain all Era Rewards you won this game.
Hero: Sibyl Kaal (9), Cultist:
Imperial: Transmute anomalies in both players' hands into 'Coming Storm'.
Frontier: Transmute anomalies in your hand into random Bronze Schematics.
Ascendant: Transmute anomalies in your foe's hand into 'The Mule'.
Reveal: Add each unique anomaly triggered this game into your foe's hand.
Hero: Lone Sentinel (8), Loyalist:
Imperial: Grant an ally +8 Influence.
Frontier: Do nothing.
Ascendant: Do nothing.
Reveal: Grant another ally my Influence.
New Anomalies:
Cult of Personality - Exhaust all allies except the Highest Influence Face Up Hero. (Unless Veiled)
Pandemic - Purge your Lowest Influence Face Up Hero. (Unless Veiled)
Reserve Collapse - Grant your Heroes in Reserve -2 Influence. (Unless Veiled)
Dev note - all anomaly text has been standardized
Reworked: Eras & Round Structure
Foundry shines as the competitive CCG where every decision matters, every game plays differently, and every card is meaningful. Having 2 actions per Round across 6 Rounds wasn't allowing for the full depth of strategy and card synergy. It felt too easy to just have a two card combo and use it every Round - even if that wasn't the best play. We're adjusting Rounds in Foundry to now have 4 base actions per Round and reducing the total rounds to 3 Rounds. This means 1 Round for each Era. This will increase the optionality in games and unleash deck-building, while slightly reducing game time.
Expect a Card Balance patch in patch 0.9.0. Please give Feedback on weak/overpowered cards using the in-game Form!
Passing is now allowed. It results in you losing the Action, but gaining a Charge (think of it like "banking" the Action). This comes in play with the new Pulse system as described below.
Reworked: Schematics & Relics
Biggest change here! Schematics and Relics have functionally swapped. Schematics now appear in the Galactic Ruins and Relics are your reward for Solving a Crisis. For thematic reasons, their names have been swapped as well. Here's how this will work:
Old "Schematics" -> new "Relics": The Galactic Ruins will now show you 1 "Relic" from each category - Momentum, Dominion, and Prosperity. "Relics" have each been given a Cost, depending on how powerful and game-warping they are. After the Galactic Ruins opens, you can Salvage for them.
"Relics" now all have an on-play effect. When a Relic is played from hand, they will grant a one-time effect based on their Class. This is to help offset the reduction in Rounds & randomness of the Relics so they feel useful even in the final Round of the game or if you didn't get quite what you were looking for.
Momentum: Charge 2. Prosperity: Barter 3. Dominion: Grant 4.
Old "Relics" -> new "Schematics": When you Solve your Crisis, you will get a choice between each of the Gold Tier Schematics. Your Crisis then becomes a Bronze Blueprint Slot costing 2 Influence. Salvaging a Blueprint will give you that Blueprint and update the slot to the next Blueprint tier: Silver (3 Influence) -> Gold (5 Influence) -> resets back to Bronze. The Blueprint cost will increase by 4 each time all the Blueprints are purchased, so the next bronze would cost 6 Inf -> Silver 7 Inf -> Gold 9 Inf. Playing a Blueprint will give you a choice between all Schematics at that tier to add one to your hand - no randomness!
Temporal Beacon has been moved to the Bronze Schematic category, now with a cost of 0.
Null-Shield Matrix has been moved to the Silver Schematic category, cost of 3. (Since Shielding inherently re-activates, Null-Shield Matrix needed to be more costly.)
Jester Hat has been buffed: "Create an Anomaly. Add two copies of it to your foe's hand."
Phew! For more on why this change was made, check out the Dev Blog!
New: Pulse (Enlighten Keyword has been removed)
Pulse takes the place of Enlighten (on end of Round). It is a Core keyword and defines an effect which triggers every 2 Actions you take. Example from Principal Investigator's Frontier Ability which now reads: "Pulse: Gain 1 Knowledge"
Note that Pulse triggers on Actions, not Charges! Pulse also does not trigger if the card is Facedown or Purged. You can tell a Pulse effect is about to trigger after your next Action because the card will glow.
Pulse allows us to keep the steady value-over-time feel of the original 6 round x 2 actions Foundry structure, while keeping the speed and complex combo abilities of the 4x3 structure.
Reworked: Crises & Anomalies
With the 3 Round structure, the current Crisis system wasn't living up to the dream. Crises have been totally reworked!
Foretelling your Crisis now costs an Action, but can be done on any of your turns in the Round.
Crisis Resolution now happens on the next Pulse instead of the start of the next round. For example, if you Foretell as your 1st Action in a Round, your Crisis will Resolve after your 2nd Action. If you Foretell as your 2nd Action, however, it will resolve after your 4th Action (next Pulse).
If you solve a Crisis, you receive a Gold Schematic (Tempo-Tron, Nuclear Power Cell, or Visi-Sonar Lens) and the Crisis Slot becomes a Schematic Slot.
If you Fail a Crisis, your foe picks an Anomaly to add to your hand and the Crisis Slot still becomes a Schematic Slot.
Anomalies now trigger on Pulse instead of at the start of the next Round.
These changes have multiple upsides:
Failing a Crisis becomes more punishing as you spent an Action and got a bad Anomaly, but you don't lose out on access to Schematics you might need, so if you're far behind it can be the right play.
Succeeding a Crisis should still feel pretty great - you get a powerful Gold Schematic of your choice.
Timing your Foretell becomes more skill-testing. If you do it on your 1st or 3rd Action, you get the reward sooner and give your Foe less time for counterplay, but you also have less time to solve the Crisis. If you Foretell on your 2nd or 4th Action, you can give yourself more time to complete it, but get the reward later. This change also makes Foretell a great option on the final Round, whereas in the previous iteration it was too late to matter.
Similarly, the timing of when you add Anomalies to your hand or your Foe's hand becomes more skill-testing, and Anomalies continue to have importance going into the final round.
Reworked: Deck Building
Decks are no longer capped at 6 Heroes! Each Hero you add to the deck costs 3 Influence + the Hero's Influence. You may add as many Heroes as you desire, so long as you stay under the Deck Influence cap which has been raised to 42. You must have a minimum of 3 Heroes.
All Crisis costs have increased by 3 Influence to compensate for this change.
The Deckbuilder on the website has been updated!
This change has the benefit of expanding deck-building creativty. You can go all in on a few huge Heroes, or include many types of win conditions and tech Heroes in hand (aka the Reserve) - the choice is yours.
Please abuse this and try to break the system, give feedback!
Simplified: Galactic Sectors
Each Galactic Sector having three different rewards (one for each Era) was unnecessary bloat, adding UI complexity and additional balancing. Each Sector has been simplified to just have 1 Reward no matter which Era was won.
If you forget what the Era Reward is, just tap on the ScoreHUD to bring it up!
The Powergrid: Grant your Heroes Influence equal to 2x your Charges.
The Mimir Nebula: Gain a Veil Shard and a Jester Hat.
The Asteroid Field: Barter 3.
The Capitol: Grant the winning Hero +5 Influence.
The Exile System: Reforge your highest-influence Purged Hero.
The Guildworlds: Gain a Contract matching the winning Hero’s faction.
This change will result in increased game variety as there will be far more Sectors and each Sector is strong in different Eras.
Sectors have also been made more powerful on average, to reward decks that stick Influence on the board early.
Adjusted: Galactic Ruins
We've heard your feedback! Sometimes the Ruins felt like "Action Chicken" with neither player wanting to commit the resources to refresh an unfavorable Ruins. We're implementing a few changes:
If at the end of a Round neither player has Salvaged/Predicted from the Galactic Ruins, all Relics will be refreshed.
Whenever a Relic is refilled - whether it's because it was Salvaged or Predicted - it will always give you a new Relic. It cannot re-roll into the same one. This reduces both some of the "feel-bad" moments and also clamps down on some high rolls.
Adjusted: Round Action Priority
Each Round, the player who has the highest Influence on board (the Score Board shows this) will go first. If both players have the same Influence, priority is chosen randomly. This improves comebacks as going second is typically more powerful since you get the "last say" in a Round. Carefully manage your influence on board to "toss priority" to your foe! But be careful, going first in a Round also has advantages - you get the first Salvage opportunity and an opportunity to disrupt your foe before they act.
Adjusted: Facedown vs Purged Heroes
Currently, a Hero being "facedown" vs being "purged" had too much overlap and was too confusing. This led to rules inconsistencies in how they could be targeted. To set an initial baseline, here's the new official Rules on Facedown vs Purged.
Purged: a Hero that is purged immediately has its Influence reset and is now "banished" - it cannot be interacted with. Its influence does not count towards your score and that Hero is effectively not part of the game. It will return to Normal status in X rounds when the timer expires. Or earlier if it is Reforged (which also triggers the card's Reveal). Or if the Hero is Swapped out or HyperJumped out of the Era. If a Purged Hero is Purged again, it will increase the banishment duration by 1 Round.
Facedown: a Hero that is facedown is just inactive and hidden from the opponent. It can't use its ability, but it can be interacted with - players can grant it Influence, for example, or target it like any other Hero. It will remain facedown until Revealed.
There are many benefits to this design iteration. Facedown cards should now feel a lot more strategic - while they don't contribute to your Influence score immediately, they are these hidden pieces that you can still interact with, and your foe is incentivized to figure out what you are doing. You can grant or phase or do whatever else to these Facedown allies in a sort of protected fashion. In contrast, Purged cards are a real punishment. They act as if they just aren't part of the game - don't receive benefits, don't receive status changes - until they return when the timer expires.
There may be some remaining inconsistencies which will need to patched. Please submit bug reports if you find any!
Adjusted: Swapping
Swapping a card into an Era now resets it to that Era, instead of adopting the Era of the card it replaced.
This is to help players better conceptualize swapping as a "full reset" and to make it harder to have cards "out of phase" with the board, requiring more Actions investment. I will admit, I am unsure of the downstream implications or if this breaks any fun combos. If you feel strongly about this change, let me know in the Discord/Feedback!
Buffed: Barter
Barter now reads, "Each Barter reduces the cost of the next Relic you Salvage by 2."
Rounds up. For example, if a Relic costs 5 Influence to Salvage and you have 3 Barter, all 3 Barter will be consumed.
Dev note: Gaining Barter vs Influence now has a clearer difference. Bartering means giving up influence on the board in exchange for greater discounts on the Ruins. Cards which Barter have had their numbers adjusted to compensate.
Buffed: Discard
Effects that discard cards from your foe's hand based on Influence will now discard all cards that are tied for that Influence.
Buffed: Predict:
Predicting a Relic Slot after the Ruins opens now gives you three options for Relics to refill the slot with. This improves the visual clarity over the old "keep" vs "regenerate", reduces randomness, and adds slightly more power in the mechanic.
New Feature: Tutorial
Learn the ropes with the new Tutorial system! The first time you launch Foundry, you will automatically be put into the first tutorial. Puzzles will be used to teach advanced mechanics. Not much else to talk about, experience it in game!
This was a really challenging system to build. We're looking for feedback on how to make it easier to understand, more visually appealing and flow better. We're also curious if players would be interested in a Story mode.
New Feature: OTA Updates
A crucial part of any live service card game, Foundry now has the ability to deliver OTA hot fixes! These can be simple number changes to cards or even bigger ability changes for cards - all without needing to redownload the game.
Additionally, bulky animation files have been moved to a first time launch download, so that app size can stay small. You may notice a long load/download on the first time opening, but would be fast on subsequent launches. These will auto-update whenever there are new animations/cards added.
New Feature: Emotes
The most critical part of any digital card game! Now you can be... kind... to your opponent with some emotes of Foundry characters. Would love to get feedback on how to make these cosmetics more appealing and monetization in general!
New Feature: Game Lore: on the website and links in game. Learn about the Foundry universe and read the first two lore stories, "Prayer before Jump" and "The Empire Still Breaths."
New Feature: Custom Card Workshop: on the website. Submit cards on Reddit and in the Discord. We will choose one of the most popular cards each month to actually add into the game! Cement yourself in Foundry history.
Visionaries:
Buffed: The (First) Mayor: Grant a Hero +X - now starts at 3 Influence and can target foe Heroes.
Buffed: The (Eternal) Steward: 1->2 uses
Dev Note: Bringing these Visionaries in line with The Empress. They all now deliver ~12 Influence of value over the course of a game on their own. Notable adjustments to Viceroy Isha below. Will watch this closely!
Crises:
Trade Dominion Deck Cost 2->4
Siting the Capitol Deck Cost 1->5
Dev note: After experimentation, it's becoming more clear how to balance Crises. Cheaper Crises should be more swingable/interactive, while higher cost ones are more reliable and easy to get early. Salvaging is something every deck can compete on, and its locked to Era Frontier and beyond, so it should be cheap. Hyperjumping is hard for generalist decks and this Crisis can be solved in Round 1, so should be more expensive.
Relics:
Buffed: Lost Land Grant: now reads, "Reserve: Enlighten: Control 2+ Eras: Gain a Gold Schematic"
Buffed: Perpetual Motion Machine: now reads, "Reserve: The first time you Hyperjump each Round, gain a Silver Schematic."
Buffed: Archived Scroll: now reads, "Reserve: Enlighten: Grant your Frontier ally +2 for each Relic in hand."
Nerfed: Sedition Act: now reads, "Reserve: When your foe Hyperjumps, Exhaust those Heroes."
New Relics: Find them in game to see what they do! Especially watch out for Hostile Takeover ;)
Momentum: Semaphor Vial (6), Isha's Diary (5), Illegal Jump Fuel (7)
Dominion: Gray Lady's Tabloid (6), Doomsday Clock (4), Panopticon Prototype (6), Settler Treaty (5)
Prosperity: Surveyor's Maps (5), Hostile Takeover (13), Stimulus Cheque (5)
Galactic Sectors
Buffed: The Mimir Nebula: Imperial Reward now, "Gain a Veil Shard" from "Veil"
Ascendant Reward now, "Discard the Highest Influence Hero from your foe's hand."
Buffed: The Energy Sector: Ascendant Reward now, "Grant your Heroes Influence equal to 2x your Charges" (Dev note: should create a lot more tension on whether you can win this Era and whether its worth not using your Charges in that final round!)
Anomalies:
Buffed: Coming Storm Anomaly now reads, "Add 2 Anomalies to both players' hands"
Dev note: The idea with Coming Storm was to create these exciting moments where anomalies chain together creating absolute chaos. As more anomalies get added to the pool, the odds of this chain reaction will go down. For now, adjusting it by adding 2 anomalies, but may need a more significant update in the future. Also with number of Rounds decreased, Cultists needed a buff.
Keywords:
Adjusted: Allegiance now reads, "If the target is the same Faction as me, do this instead." Instead of "do this as well." This was to increase the design space of Allegiance. Thyra's text has been updated to match this, but no ability change.
Heroes:
Reworked: Penitent Engine: Imperial now: "Grant a Hero -3."
Frontier now: "Grant a Hero -4."
Ascendant now: "Grant a Hero -5."
Dev note: Penitent engine now fits in more decks. Plus, stay tuned for more negative Influence support ;)
Reworked: Speaker Isaac: Starting Influence 5->7
Frontier now: "Swap the lowest influence Hero in your foe's hand to the Era Frontier."
Ascendant now: "Exhaust an enemy. Rebound."
Reveal now: "Use the Reveal of the Hero across from me."
Dev note: Standardizing the Speaker in preparation for 0.9.0 and increasing his disruptive optionality. Now, Imperial disrupts your foe's positioning, Frontier their hand, and Ascendant their abilities. Plus, more synergy with Intuits like The Gray Lady,
Reworked: Salvage Baron: Imperial now: "Barter 1 for each Trader in hand".
Frontier and Ascendant abilities switched.
Reveal now: "Barter 5."
Dev note: Salvage Baron was missing a bit of an identity, with too many Trader cards having the default "Barter 2" as their Imperial ability. Now, she is more clearly a Hero who synergizes well with the "low cost Relics" variant of Traders and with Guilds.
Nerfed: Magistrate Mallow: Imperial now: "Do nothing."
Ascendant now: "Do nothing."
Dev note: Mallow, Rodwin, Sentinel, and other Anchor-type Heroes are part of an experiment for this pattern of high powered abilities that are weak to disruption from Hyperjumping or Swaps. There may be future support for a "Do Nothing" archetype ;)
Reworked: Thesis Defender (5 Inf) -> Lost Archivist (4 Inf): Reveal now: "Double an ally's Knowledge".
Frontier now: "Grant me Influence equal to the highest influence Hero in hand" (see Dev Log for more details if curious)
Dev note: Shield is a Loyalist identity keyword and I wanted to lean into the Knowledge archetype for Scholars in the Core Set. Plus, the Archivist is now more cohesive, with new art and flavor text to boot. To be a good archeologist you have to get out of the library!
Reworked: Aegis Legionary: Imperial now: "Next: Shield an Era for 2 Rounds"
Ascendant now: "Grant me +3 for each Round of Shield on allies."
Dev note: with Shield no longer persistent when you Swap, Aegis' Imperial ability wasn't very useful. Shield is meant to be a proactive step which skilled players will take to protect a target they think will be Purged/Stolen From/affected by anomalies/etc, at the cost of being able to use that hero's ability. Trying this instead, but more work needed on the Shield mechanic.
Reworked: Creditor: Reveal now: "Take a Schematic or Relic from your foe's hand."
Imperial now: "Barter 4. Next: Grant me -4."
Dev note: There was an infinite APM combo with the new Ruins system where you would have Dita on board and any source of Influence (like Transmuter) and on the last action in the game, you just cycle through Bronze, Silver, and Gold relics on repeat to get guild contracts which gave you ~+5 Influence on average for each cycle and Visi-Sonar Lens to repeat Creditor's Reveal. This inspired the cost increase on cycle for Schematics.
Reworked: Emperor's Wrath: Frontier now: "Purge all Purged enemies."
Dev note: Still working on the most fun and healthy ways for purge & self-purge archetypes to play. This attempt refocuses Wrath on self-purge and lock-down strategies. Reforge will be more limited to Scholars as part of their Faction identity.
Reworked: Brother Corbin: Reveal now: "Consume your Charges. Gain a 'Nuclear Power Cell' for each." (Master nuclear energy!)
Ascendant now: "Consume 2 Charges: Discard the Highest Influence card(s) in your foe's hand."
Dev note: I was too cautious with discard as I worried this ability would be spammable, but turns out 2 Charges + 1 Action is quite expensive! There is enough counter-play with moving cards in and out of your hand to protect them.
Reworked: Transmuter: Imperial now: "Create a Bronze Schematic."
Frontier now, "Transmute a Schematic or Relic in hand into a more expensive one."
Ascendant now, "Grant me -10. Create a Gold Schematic."
Reveal now, "Copy a Relic in hand." (Dev note: copying Schematics goes infinite if you have 2 Visi-Sonar Lens)
Reworked: Whisper-Broker Xenia (3 Inf): Imperial now: "Consume 2 Barter to Gain 3 Charges."
Frontier now: "Consume 7 Barter to Gain a 'Tempo-Tron'."
Ascendant now: "Consume 1 Barter to refill all Relics. Then Salvage."
Reveal now: "Consume all of your Barter. Grant me triple that amount in Influence."
Buffed: Star Seer: Frontier now: "See the Highest Influence unknown Hero in your foe's hand." (less random, more synergy!)
Buffed: Imperial Prefect: Starting Influence: 0->3
Dev note: Prefect is on rate with abilities, so should be at the base influence of 3. (More balancing to come with 0.9.0.)
Buffed: Grand Admiral Sirk: Starting Influence: 11->12
Adjusted Provost Thale: Starting Influence: 11->10
Ascendant now: "Set my Influence to 0. For each 7 I lost, Create a Relic."
Adjusted Guildmaster Dita: Trademaster Dita renamed to Guildmaster for lore purposes!
Imperial now: "Barter 1."
Frontier now: "Barter 2."
Ascendant now: "Barter 3."
Buffed: Telepath: Ascendant now: "Grant -6 to a Hero you know is in your foe's hand." (More balancing to come with 0.9.0.)
Buffed: Herald of the Anomaly: Imperial now: "Add 2 Anomalies to your Foe's hand." (No longer negative tempo.)
Frontier now: "Desecrated: Steal 4 from an enemy."
Ascendant now: "Add 2 Anomalies to your hand."
Adjusted: Wayfinder: Imperial and Frontier abilities have swapped.
Adjusted: Viceroy Isha: Imperial now: "I use your base Vision"
Dev note: This means Isha will trigger the original form of your Vision, regardless of how many times it has been used. It will still count as a Vision use though. For example, Isha paired with The Empress will result in him Purging a Foe. This will make Isha much more flexible with different Visionaries, while also bringing down the Influence output of the "Edge of the Knife" combo deck. Also a flavor win as Isha pushes The Empress to be more ruthless, purging over and over.
Quality of Life:
Click on the Scoreboard HUD to get a reminder about the Era Boons for the current Galactic Sector
No more waiting to do consecutive actions, See the text of a Schematic before picking it, Animation speed scale for many Influence grants, Show/Hide button on choice panel, End Game Showdown screen no longer covers the score label, See how many actions, charges, barter you and your foe have, See cards as they go in your foe's hand, Improved Visionary status visuals. Many more!
Beauty:
All cards now play a Reveal VFX. All cards have SFX and voice-lines.
Note: there is an initial download required to download all the VFX. This will also allow OTA updates in the future!
Hand/Reserve UI is more smooth and "handy" for when you have many cards, especially on mobile. Try swiping or hovering through your hand to select the card you want to play.
Collection Screen UI Beautified
Updated Collection card view to easily access Lore and Art only display. Some search performance improvements also.
New VFX, SFX for Ruins refreshes. New VFX for visual clarity for which Era is currently active.
Added more Cosmetics (WIP), updated art for some heroes and relics.
Features:
Time Bank system added for smoother turn time management
Simple AI has graduated into Smarter AI - Smarter AI will try to Salvage and Foretell its Crisis when it thinks it can win!
Added Settings button. Let's you control volume in game, adjust frame rate, see credits, report bugs, and more coming soon.
Rules:
Relics now play first and then execute their effect (fixes edge cases with Transmuter, slight nerf to Mallow)
Many default decks updated to be more streamlined and synergistic.
Naming convention and other text standardization. (WIP will see more of this in 0.9.0 with balance changes)
Fixed issue where Grants to hand were not showing visually in online PVP.
Fixed issue where if the AI had to take multiple choices, it could soft lock.
Fixed issue with Entropy Acolyte Imperial ability sometimes deducting a Charge instead of an Action.
Fixed visual bug for Relic items, labels should now be positioned appropriately on both mobile and PC.
Fixed bug where undoing after a Free Salvage would lock you out, and other bugs with the Free Salvage flow.
Fixed visual bug where anomalies would appear behind relics when auto-played, making it hard to read.
Fixed bug where if a player was presented with multiple choices, it would sometimes soft lock by closing out the first choice.
Fixed bug where Enlighten was triggering when dead.
Fixed bug where Hyperjumping a card with a status like Shielded or Dead would alter the duration
Fixed bug where swapping a card from hand would result in opponent knowing about it regardless if it was facedown or not
Fixed bug where Kaelen/Speaker Isaac could not copy multi-step abilities/reveals
Fixed bug where Thruster, Wayfinder, Isaac would Hyperjump based on Phase instead of Position on board
Fixed bug where Salvaging a Relic when you had Free Actions did not consume the Free Action
Fixed bug where you could get a free salvage forced by Era reward despite not having enough influence to purchase a relic
Many more! Please report any new bugs.
Known Bugs:
Puzzles have been temporarily removed as they are WIP to fit the new ruleset.
Updated Roadmap:
Core Set Full Rebalance (0.9.0)
Based on player game data, many of the cards will be adjusted.
Galactic Sector balance update
Some keywords will likely be removed from the Core Set.
Core Set will be fleshed out to all 50 cards.
See the dev blogs for philosophy for these changes. Briefly, two major goals: reduce linear play patterns, encourage interaction
PC Compatibility Improvements, Login features (0.10.0)
Second wave of alpha play-testers onboarding
Progression, Shop, and Rewards (0.11.0)
The Beautification Update (0.12.0)
Open Beta!
Tournament Game Mode (1.0.0), Game Log/Action History
Full Launch, Start of Season 1
8/5/25
Welcome Visionaries! This is a patch focused on UI & beautification, bug fixes, and balance changes. It builds out some of the infrastructure needed for Foundry as a live service game in Alpha. And, it brings 2 new Heroes. Join the discussion in the Foundry Discord, Reddit, and using the Feedback button in game!
NOTE: User Data will be deleted with this update to fix an important file save bug. If you have decks you'd like to keep, make sure to export them! This bug fix will mean future patches will not need to wipe the User Data every time.
New Stuff:
Itch.io Hosting live! Download the game from here instead of Google Drive going forward. After this patch, you will just need to download the "delta" files for patches instead of re-downloading the entire game, resulting in faster, easier updates.
Version Checking implemented in game. The game will now take you to the download page when a new version is available and you can just install the patch directly!
New Schematic: Omelas Contract - Momentum Class - (find out what it does by playing in game 😉)
New Hero: Thale, Provost (11), Scholar:
Imperial: Choose a Hero with 0 Influence. I use its Ascendant ability.
Frontier: Copy a Hero in hand. Set its Influence to 0.
Ascendant: Set my Influence to 0. For each 10 I lost, add a Schematic to hand.
Reveal: Grant me +1 for each Influence under the Cap your deck is.
New Hero: Brother Corbin (4), Intuit:
Imperial: Consume 1 Charge: Steal 3
Frontier: Phase. If you HyperJumped this round: Rebound.
Ascendant: Consume 2 Charges: Discard the lowest Influence card in your foe's hand.
Reveal: Consume your Charges. Next: For each Charge, gain a Free Action.
Features:
Foundry Home UI updated. Now with News, an improved deck selector, and some initial cosmetics.
Get a sneak peek at some of our upcoming Cosmetics. These will be purchasable in the future, but as an Alpha Play-Tester, you will get the ability to earn these through the Play-Tester Reward Program!
Special shout out for the alternate OST, "Temporal Jazz," created by Arimyth. Equip it and vibe in game!
Try clicking "Read More" on Thale's New Card news-bulletin to see the fresh webpage for new cards in Foundry.
Knowledge Counters - now show up visually on cards for easy tracking
Card UI improved to save text space and improve visual clarity.
Relic UI beautified and improved visibility on mobile. Game board beautified, and adjusted in preparation for cosmetics
Collection UI improved - specifically, scrolling on Mobile! (other UI elements still a work in progress)
Improved end of game view for when you have many Heroes in hand.
Misc: Improved Puzzle Mode visuals and fail/success logic. HyperJump, Salvage VFX improved.
Balance Changes:
Keywords
Steal nerfed: now can only steal as much Influence as the target card has. If that card is facedown/dead it will fizzle!
Heroes
Adjusted: General Kaelen, Unseen: Reveal now: "Discard the highest Influence card in your foe's hand"
Dev Note: Leaning into discard as part of the Intuit identity. With Traders and Scholars and Schematics now increasing the number of cards in hand, need good ways to counteract that.
Buffed: Principal Investigator: Ascendant ability now: "Gain 2 Knowledge"
Dev Note: PI was originally designed when Hyperjumping a card to a different Era didn't change its Era. Now, his abilities being the same regardless of Era didn't make sense as your Ascendant ability is much harder to get.
Nerfed: The Transmuter: Reveal now: "Copy a Schematic in hand"
Dev Note: I should have seen this coming.
Schematics
Rework: Cloning Cell Schematic: Now in the Prosperity Class.
Now reads, "Reserve: Enlighten: If you have 3+ Schematics, copy a Relic in Hand"
Dev Note: And this.
Other Adjustments:
Sleight of Hand, SCHOLARS, INTUITS default deck adjusted! More cohesive and powerful.
Frontier Surveyor text clarification, ability has not changed. Viceroy Isha text clarification, ability has not changed.
Bug Fixes:
Fixed Collection Manager bug where Visionaries and Crises would appear cut off.
Fixed bug where you could see your opponent's swapped in card in a facedown slot for half a second.
Bureaucratic Gridlock Anomaly fixed - Actions/Charges now granted before Anomalies go off.
Era Control now properly takes into account if a Hero is dead/facedown (will count as an automatic loss of that Era unless the opposing Hero is also dead/facedown)
Known Bugs:
Updated Alpha Roadmap:
In-Game Tutorial (0.8.0)
More UI & PC Compatibility Improvements, Smarter AI (0.8.5)
Second wave of alpha play-testers onboarding
Core Set Rebalance & Galactic Sector Rebalancing (0.9.0)
Based on player data, many of the cards, keywords will be reworked. Core Set will be fleshed out to all 50 cards.
See the dev blogs for detailed reasoning for these changes. Briefly, 2 goals: reduce linear play patterns, encourage interaction
Progression and Rewards (0.10.0)
The Beautification Update (0.11.0)
Open Beta!
Draft Game Mode (1.0.0)
Tournament Game Mode (1.1.0), Game Log/Action History
Full Launch, Start of Season 1
8/3/25
Welcome Visionaries! This is a huge patch unveiling the updated Galactic Ruins system. The Ruins are a core part of what makes Foundry unique as a CCG, so I'm excited to see what you make of this patch. Things are still flexible, but we're locking in on the final versions of these systems (at least for Alpha). Join the discussion in the Foundry discord and using the feedback form in game.
Systems Changes:
Galactic Ruins
Introducing the new Galactic Ruins! The Ruins now contain two types of Forgotten items: Relics and Schematics.
Relics have been divided into 3 categories: Bronze (0-2 Influence), Silver (3-5 Influence), and Gold (6+ Influence). Each of the 3 Main Relic Slots is dedicated to one category - it will always generate a Relic within that class. For now, each Relic within a class has an equal spawn probability. These Relics will stay relatively stable, representing the core interactions of the game, with new relics introduced in future seasons.
Bronze: Jester Hat (0), Veil Shard (2), Starship Thruster (1), Null-Shield Matrix (0), Guild Contract (2)
Silver: Wormhole (3), Temporal Beacon (3), Execution Drone (5), Lost Archive (4)
Gold: Nuclear Power Cell (6), Visi-Sonar Lens (7), Tempo-Chip (8)
Schematics are a new class of item which are only available through Crises and certain cards. When you Solve a Crisis, you will get the choice between Schematics from 3 Classes: Momentum, Prosperity, and Dominion. Choosing one will transform that Crisis into a Schematic Slot which will always have the 10 Influence cost "Get a _____ Blueprint", depending on which class of Schematic you initially chose. Playing a Momentum Blueprint from hand, for example, will let you Create a Momentum Schematic. With your new, deck-builder-like mission to construct a powerful engine, you will be able to Salvage from the Schematic Slot no matter what round it is, even before Round 3. Failing a Crisis is unchanged, it will require you to confront an Anomaly and will become a Random Relic Slot.
Momentum Schematics are focused on Tempo - pick this class to augment your ability to cheat Actions and to increase the efficiency of your Actions. Dominion Schematics are focused on Control - pick this class to increase your board presence and choke out your foe. Prosperity Schematics are focused on Value - pick this class when you want to build a powerful Influence engine and amplify your gains.
I won't share the full list of Schematics because I want to encourage exploration! But to give you a basic idea, Schematics have been designed to complement each other, Amplifying their power and the power of your deck. You should feel tension when picking a class and picking a Schematic should be dependent on the game state. There are so many cool combos possible, some only available by pivoting to a new Schematic class, so make sure to try them all!
New Schematics will be introduced each Set.
Dev Note: The UI for the new Galactic Ruins isn't perfect yet. I plan to improve it visually and also update the code for how your Hand works to improve the game's aesthetic! But I wanted to prioritize getting these features out to you for testing. Have fun!
New Stuff:
New Hero: The Transmuter (10), Trader:
Imperial: Create a Bronze Relic.
Frontier: Convert a Relic in hand into one a tier higher.
Ascendant: Grant me -10 to Create a Schematic.
Reveal: Duplicate your Schematics in hand.
Simple AI is a little bit smarter. Will now attempt to Foretell its Crisis (when it thinks it can solve it)
Undo button now shows up after you stage an action and auto hides after the action is executed. Let me know if this is helpful or too annoying. Buttons are more polished, reactive, and clickable. Other UI improvements!
Lots of new SFX and VFX! Try playing cards from hand, charging, swapping, and hyperjumping.
Added Cancel button for online matchmaking
Balance Changes:
Heroes
Reworked: Star Seer: Influence 3 -> 1
Frontier Ability now: "See an unknown hero in your foe's hand"
Ascendant Ability now: "Foretell your Crisis"
Reworked: Dita, Master Trader: Special now: "Amplify Salvage: Barter 1"
Dev note: Charging with Salvage was too overpowered with the new Relics System giving you consistent access to 0-2 cost Relics as it was too easy to go infinite, which is not fun for an opponent. May adjust the Barter amount here as a lever.
Reworked: Kaelan, Unseen General:
Reveal now:"Discard the lowest Influence card from your foe's hand". This means it can hit Relics and Schematics in hand, allowing decks to protect themselves against mill, but also a buff in that you can get rid of problematic Relics.
Memory of the Relic you picked gets wiped after using the Ascendant ability. With the new Ruins, it would be too overpowered if you could get Gold Relics that easily!
Buffed: The Creditor:
Frontier Ability now: "Add a Silver Relic to hand. And an Anomaly."
Dev note: Unsure if the fine-tuned control or more variance is more fun. Leaning towards less RNG for now given the philosophy of the game!
Ascendant Ability now: "Steal 2 from each enemy with more Influence than me."
Buffed: Principal Investigator: Reveal now "Gain 3 Knowledge."
Adjusted: Frontier Surveyor: Influence 4 -> 2, The Rock: Influence 4 -> 6
Dev Note: making these two Heroes more distinct from one another
Crises
The Balance of Power now: "Your Face-Up Heroes all have equal Influence at the end of this round"
Balance of Power deck cost increased 1->3
Dev Note: the goal here is to improve BOPs identity as an early-game crisis, contrasting it with Trade Dominion.
Siting the Capitol deck cost decreased 3->1
Relics
Tempo Chip nerf: no longer grants an extra Action for the Round it was played, only for future Rounds.
Bug Fixes:
End of game score calculation bug fixed - whoopsie!
Purge cards now have improved targeting and logic (Empress, Rock, Acolyte, Sirk, Wrath, Prefect)
Trade Dominion is now more picky to check if you Salvaged, not just if a relic was added to hand. This is to ensure Trade Dominion is a mid-game-spiking Crisis
Fixed Null-Shield Matrix Relic bug where it wouldn't add Shield duration
Clarification - "Add" means you just get it in your hand. "Create" means you get to choose between three options. Will be focusing more on simplifying and increasing language consistency in patch 0.9.0
Fixed bug where Democracy puzzle wasn't marked as completed
Improved how client code calculates whether you can Salvage an item or not
Known Bugs:
Revealing The Transmuter with a Visi-Sonar Lens when you have multiple Cloning Cell Schematics in hand creates infinite schematics. So, uh... don't do that for now.
Updated Alpha Roadmap:
In-Game Tutorial (0.8.0)
UI & PC Compatibility Improvements (0.8.5)
Second wave of alpha play-testers onboarding
Core Set Rebalance (0.9.0)
Based on player data, many of the cards, keywords will be reworked. Core Set will be fleshed out to all 50 cards.
See the dev blogs for detailed reasoning for these changes. Briefly, 2 goals: reduce linear play patterns, encourage interaction
Progression and Rewards (0.10.0)
The Beautification Update (0.11.0)
Open beta!
Draft Game Mode (1.0.0)
7/29/25
Welcome Visionaries! This is a big patch bringing some mechanic changes, music courtesy of our composer JSolo, and Puzzles! Join the discussion in the Foundry discord and using the feedback form. DOWNLOAD
Features:
Puzzles:
Puzzles is a new single-player content mode where you will have a set goal to achieve to pass the puzzle. It will also have the duel purpose of helping new players get onboarded into the game by teaching basic mechanics, building intuition about good plays, and showing off some of the coolest combos in the game. In the future, completing Puzzles will also grant you rewards and unlock cards. New puzzles will be added with new mechanics and keywords in the game.
Check out Puzzle #5 - Democracy ;) Have ideas for cool puzzles? Let me know in the Discord
UI & SFX Update:
Check out the new UI for the main menu and Game Modes screens! This is an early mock up with more improvements coming soon (and especially in the beautification patches)!
Check out the new Foundry soundtrack! Now you can keep your volume on while playing. Also a few new VFX
Keyword Changes:
These changes are aimed at improving game clarity, opening up the design space, and making each Faction feel more unique.
Rebound - Universal - now simply means: Gain an Action this Round
Recharge - Universal - now simply means: Gain a Charge
*NEW* Amplify X - Universal - Whenever you X… (this replaces Recharge and effects like it to increase flexibility and design space. For example, a card could be "Amplify Anomaly: Grant +2" meaning whenever an Anomaly is triggered, the card gets +2 Influence
*NEW* Reserve - Universal - While in hand…
*NEW* Next - Universal - At the start of the next round (1 time)
*NEW* Phase - Universal - Change this card’s Era without moving it.
*NEW* Enlighten - Scholar - At the end of EACH Round…
*NEW* Desecrated - Cultist - If you failed your Crisis this game...
You'll notice each Faction now has their own unique keyword:
Traders: Barter, Scholars: Enlighten, Cultists: Desecrate, Loyalists: Shield, Intuits: Predict
Schematics - Work In Progress:
I'm still figuring out the best way to implement the Schematic system. For now, enjoy 2 new rare Relics that give a taste of what schematics will become:
Trade Routes Map, 5, "Reserve: Amplify Barter: Grant Frontier ally +2 Influence."
Perpetual Motion Machine Schematic: 5 "Reserve: The second time you Hyperjump each round, get a Relic."
Mechanic Changes:
Enlighten effects also trigger in hand (looking at you Principal Investigator!)
Predict is buffed. Before the Ruins open, it will let you see the Relics early and replace one if you don't like it. After the Ruins open, it will let you See the next Relic in a specific slot and choose whether to replace the current Relic with the new one or into something entirely different!
Phasing a card now re-activates it, just like Hyperjumping
Card Changes
Warmother Thyra nerfed
Ascendant: Grant all board allies +1 for each Loyalist you have on the board and in hand in Reserve.
Entropy Acolyte nerfed
Imperial, Frontier abilities now require "Desecrated" to use
Updated Alpha Roadmap:
Updated Galactic Ruins System (0.8.0)
In-Game Tutorial (0.9.0)
Second wave of playtesters onboarded
Progression & Rewards (0.10.0)
Core Set Rebalance (0.11.0)
Based on theory-craft data, many of the cards will be reworked, some Keywords are to be reworked/deleted
See the blog article for detailed reasoning for these changes. Briefly, 2 goals: reduce linear play patterns, encourage interaction
The Beautification Update (0.12.0)
Open beta!
Draft & Tournament Game Modes (1.1.0)
6/29/25
Welcome Visionaries! This is a fun patch bringing some new cards, bug fixes, and the ability to concede a match. Join the discussion in the Foundry discord and using the feedback form. Heads up: I'm going on hiatus for ~1 month due to school priorities. I'll still check in in the Discord, but don't expect a new patch for a while.
Features:
Concede button - press your nameplate to get the option to concede while within a game. It will count as a loss in your deck win-rate. Unclear why I spent so much time building a feature I would never need to use ;)
Disconnects should also be handled better, notifying you when your opponent has disconnected and letting you leave the match.
Core Set expanded to 27 cards! (5 new cards, 1 per faction) - Check out the Card Library to read more
The Final Core Set on launch will have ~50 cards. Propose card ideas in the Discord and they may be added to the game!
New anomalies added! It's a crazy galaxy out there...
Temporal Instability - Both players' Imperial and Ascendant characters Hyperjump.
Bureaucratic Gridlock - Both players lose 1 Action this round.
Hyperinflation - Relics in the Ruins cost +3 Influence to Salvage until end of round.
Energy Tax - Both players lose all their Charges.
The (Eternal) Steward Vision changed, now lets you rearrange ALL cards (board + hand), but you only have 1 Use.
Predict mechanic reworked! When you Predict before Round 3, you will get to see the relics, but also choose to regenerate one if you so please. Intuits rejoice!
Bug Fixes:
PC display mode should be fixed/improved, no longer cropping
Player choice panel is cleaner
Fixed server bug where once all game servers were allocated, no new games could be created
Fixed a bug where Knowledge Counters and other card memory wouldn't swap appropriately when Hyperjumped
Alpha Roadmap:
In-Game Tutorial (0.7.0)
Second wave of playtesters onboarded
Core Set Rebalance (0.7.5)
Based on theory-craft data, many of the cards will be reworked, some Keywords are to be reworked/deleted
See the blog article for detailed reasoning for these changes. Briefly, 2 goals: reduce linear play patterns, encourage interaction
Progression & Rewards (0.8.0)
Draft & Tournament Game Modes (0.9.0)
Beautification patch (0.10.0)
Private beta!
6/29/25
Welcome Visionaries! This is the patch introducing your collection to Foundry. This is a complex system which will need feedback and improvements. Please join the discussion in the Foundry discord and using the feedback form.
Systems:
Collection
Now you can build your own decks and take them into battle! Enjoy a full collection as a playtester.
Long press cards to see their details
Import and export deck codes. Cross functionality with the online deck-builder! Discuss decks in the Discord.
Infinite deck slots! Huh, that was easy...
Deck win-rate automatically tracked!
New Play-tester Reward Program:
Your Mission: Create decks, share your winrate in the Discord #theorycrafting (with a screenshot for proof), and the most busted decks get an exclusive reward at the end of Alpha!
Reward: A character will be named after you, immortalizing you in the Foundry universe!
Sectors have been improved to be more thematic, remove useless rewards, and better reward players who win more Eras.
Features:
Playing an Anomaly from hand now consumes a Charge first (if you don't have a charge, it'll take an Action)
Empress now allows you to target any character for the initial Purge
Entropy Acolyte reworked. Its Frontier ability is now "Swap the Influence of two characters in play."
Simple AI is a little stronger, now uses its Vision if it can't use a card
Pressing the Actions Orb now pulls up the Undo Button
AudioManager has been built! We're working with our composer to finish up the initial tracks.
Some visual clean up with font sizing, Era Transitions beautified.
Deck Starting Influence cap increased to 20!
Bug Fixes:
Fixed Wrath's Frontier ability
Fixed Aegis Legionary's ascendant ability
Fixed a bug where adding data to the round event log would occasionally cause a crash
Hand omniscience should now work properly in Mimir Nebula Sector
Alpha Roadmap:
In-Game Tutorial (0.7.0)
Second wave of playtesters onboarded
Core Set Rebalance (0.7.5)
Based on theory-craft data, many of the cards will be reworked, some Keywords are to be reworked/deleted
See the blog article for detailed reasoning for these changes. Briefly, 2 goals: reduce linear play patterns, encourage interaction
Draft & Alternate Game Modes (0.8.0)
Progression & Rewards (0.9.0)
Beautification patch (0.10.0)
Private beta!
6/29/25
Welcome Visionaries! This is a patch with a new system which needs a lot of feedback and is open to change. Please join the discussion in the Foundry discord and using the feedback form.
Systems:
Galactic Sectors: each game will take place in a unique Galactic Sector which will dictate the "End of Era" reward that a player gets for controlling the era.
5 Unique Sectors have been added to start. Control them all! You can hover over the text under the Round number to get a reminder of what the reward does.
The Energy Sector: Home to the Dyson Swarms and fusion refineries that power the entire Empire. Supercharge your plans.
The Mimir Nebula: A roiling nebula of dark matter and rogue data-havens. It's the nerve center of the whisper network.
The Asteroid Field: A vast asteroid field containing the wreckage of a precursor civilization. A chaotic gold rush.
The Core Sector: The heavily fortified seat of Imperial bureaucracy and law. Life here is rigid.
The Jump Sector: A volatile border region where overuse of jump-drives has frayed the fabric of spacetime. Reality itself is thin.
Goals with this change - will be monitoring closely to see if this is achieved:
Increase replayability - helps ensure no two games play out the same.
Increase deck diversity - decks which rely less on Ascendant reveals or Visions should still feel powerful.
Reward high skill players who "can tell where the story is going" and plan accordingly.
Should not feel too random or dictate matches.
Note that Sectors is a new experiment. It may not be balanced. It may be replaced with alternative systems depending on feedback. It's also not the prettiest visually, the focus right now is gameplay.
Features:
Trader deck changed:
Dita now has "Recharge: Salvage" - you will get a Charge every time you Salvage (up to max of 3). Barter to your heart's content.
Wayfinder no longer has "Recharge: Hyperjump". This ability has been moved to Era Nomad
Wayfinder starts in hand, The Creditor in Imperial
Aegis Legionary rework, see the Card Library
Visisonar Lens changed to "Reveal a character" from "Reveal a facedown character"
A versus screen shows you what you're up against when loading into a match.
A few new VFX and SFX
Bug Fixes:
Crises which have been converted into Relic slots can now be Salvaged. Thanks to @FoxFiction for spotting this!
End game sequence should crash less often - still WIP
Coming soon:
Deckbuilder (0.6.0), In-Game Tutorial (0.7.0)
6/24/25
Features:
Turn timer has been extended to 5 minutes per player. Enough time for big brain plays (and reading cards)!
End Game Reckoning slightly improved visually, still WIP
Loyalist deck strengthened - Isha now starts on board, Aegis in hand.
Emperor's Wrath Ascendant ability changed
Previously: Purge me to Purge an enemy. Now: Purge an ally to Purge an enemy.
Bug Fixes:
Salvaging now correctly ignores negative Inf. & accounts for Barter when deciding if you can afford Relics. Go make some deals!
Empress actually gets to use ALL her charges. She will not be denied!
Reforge logic now correctly removes Purge timer - major fix to "Necessary Losses" deck, try it out
A visual bug with Charges & Recharge
A visual bug where the character would not appear exhausted after being used if it was swapped from hand
Thesis Defender's Reveal actually makes sense now
Reforge now visually shows reveal animation as well. Pretty!
Fixed a bug where touch inputs were sometimes consumed by the background
Many bugs to destroy still, but a step in the right direction! Enjoy!
6/22/25
Features:
Simple AI is ready to rumble. It's a little simple, so go easy on it!
Online play is online! Servers should stay up throughout the day and go down at night ~2am EST to 6am EST
Eight playable decks! Will you barter with Traders, purge with Loyalists, hyperjump with Intuits, research with Scholars, or create chaos with Cultists? The choice is yours!
Feedback form is enabled and ready to receive love, hate, and bug reports.
Charge system added, Shield reworked
What a momentous day! Enjoy.