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I love GWENT — especially when I am winning. At times, I hate it — it’s when I get my ass kicked. GWENT is one of the very few games I play almost every day (I clocked close to 350 hours). Why am I telling you this? It’s because I want you to know that I’m invested and treat GWENT very personally.

I still remember the excitement of E3 2016 when we announced GWENT on PC and consoles. It was a blast! Well received by both you — gamers — and the media, I think we couldn't have had a better opening. And boy..., were we naive. Compared to the single player RPGs we had been creating so far, we didn’t realize how different it was to operate and develop a live game at the same time.

A year later, we took GWENT to Public Beta and — again — tons of gamers jumped in and checked it out. We still had a lot to learn. But, as always, we adapted. What we didn’t realize back then was that we also started slowly drifting away from our original vision for standalone GWENT. While fighting with the everyday reality of regular updates and content drops, we lost sight of what was unique and fun about the game. And you played a big role in making us realize that. Thank you for your sincere feedback!

We have never accepted ‘good enough’ at our company. We have always taken risks and made bold decisions if we believed they would result in a better game. And, you’ve guessed it, we’ve just made one now.

We call this project GWENT Homecoming

We want GWENT to kick some serious ass and reignite your passion for our beloved CCG. We would like to ask you for your trust and patience. We need 6 months of fully-focused development to deliver what we’ve planned. Aside from standard season transitions and events like Faction Challenges or Warped Arena rulesets, we will release only two updates during this time. One in April — it will introduce the missing Premium Cards as well as faction specific board skins — and one in May, which will balance out the game (Wardancer included) with a new approach to “Create”. Six months is a long time, however, on the flip side, after Homecoming concludes, we will go out of beta and release Thronebreaker at the same time. Don’t worry about your progress, once Homecoming is complete, for a limited time, you will have the ability to mill all of your cards for their full value. Regarding our esports activities, for now, our calendar is not changing.

As for details on Homecoming, Kasia and Rafał, GWENT’s leads, have broken down the project into the following key pillars:

• Turning GWENT into a battlefield
When you play GWENT, you are a leader of an army from the world of The Witcher. We want to put more effort into reflecting that in in-game mechanics and visuals. As an example, we would like to introduce a preferred row for some cards that would grant them additional benefits when put on that row. Also, rows in the front and back would always grant a different buff when a unit is placed there.

• Upgrading the board
Currently, rows don’t have direct impact on gameplay. If we count the hands of both players, we are looking at 8 rows in total. Our greatest visual assets — card art and premium versions of cards — are too small to shine in the current view. What we’re aiming for is a complete overhaul of the visual experience. The redesign will leave no stone unturned. We are even considering cutting one of the rows and leaving only melee and range. It’s still something that requires extensive testing, but we’re that serious about making things work.

• Fixing the coin mechanic
Currently, going second can give players a significant advantage. We heard you — we will ‘fix the coin flip’ and are already testing possible solutions.

• Revamping player progression
We have a lot of things planned for new and returning players. We will be offering a proper tutorial to ease first time players into playing GWENT. There will also be a new leveling system, achievements and a revised ranked mode — all with suitable rewards.

• Focusing on skill and player agency
We heard you discussing the “Create” mechanic. At first, we thought it would be an interesting addition to the game, but — as time passed — we realized that this form of wide RNG is not something that fits our focus on player skill. We will be extra careful with these types of mechanics in the redesign process. That said, if we manage to find some cards interesting enough to include, but ‘too crazy for Ranked’, they will still have their place in Arena and Casual Mode.

• Re-focusing on core gamers
We want GWENT to remain a deep game, where each faction has its identity and offers distinctive gameplay archetypes. We want rows to really matter in terms of gameplay, and gameplay itself needs to be engaging and rewarding.

• Bringing back The Witcher
Homecoming will bring back a darker aesthetic and mood, more in sync with the original Witcher lore. We’ll change the main menus and in-game shop, as well as work on a consistent UI and UX throughout the entire game.

• Thronebreaker
We saved the best for last. After Homecoming concludes, we will launch GWENT along with Thronebreaker — our single player campaign. A dedicated team has been hard at work to deliver you a great new story from the Witcher universe. Expect goodness!


Best regards,
Marcin Iwiński, co-founder / joint CEO
Katarzyna Redesiuk, Game Director
Rafał Jaki, Product Director
high rated
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BKGaming: all while knowing nothing about Thronebreaker the single player portion that non-Galaxy users should be waiting for anyway.
Did I miss some announcement about Thronebreaker being playable offline? Because as far as I remember, despite that question being asked numerous times, we never got that assurance. In fact, it seem rather unlikely.
Post edited April 14, 2018 by Breja
If GOG would put only as much work and effort into their web page, forums and other problems already mentioned by their customers as they do with the drm ridden Gwent, everybody would be happy (at least I would be).
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Breja: Did I miss some announcement about Thronebreaker being playable offline? Because as far as I remember, despite that question being asked numerous times, we never got that assurance. In fact, it seem rather unlikely.
As I said "all while knowing nothing about Thronebreaker" which means we simply have very little info to draw any type of conclusion at this point and no we don't have an official annoucment about Thronebreaker being playable offline, CDPR devs have stated via the Gwent forums bearing any technical reasons the single player should be playable offline and that that is their goal.

Regular Gwent cards are stored online because of competitive online MP nature of the game. Gwent Thronebreaker on the other hand, it has been stated that it will have a completly seperate card collection specific for single player, which makes it being playable offline even more likley.

It is actually more likley that Gwent Thronebreaker will work fully offline than it is "unlikely" that it won't based on all public information.
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john_hatcher: If GOG would put only as much work and effort into their web page, forums and other problems already mentioned by their customers as they do with the drm ridden Gwent, everybody would be happy (at least I would be).
Me thinks you would still find something to complain about...
Post edited April 14, 2018 by user deleted
Singleplayer is the only thing I ever hoped for GWENT. Multiplayer card games have power creep and meta gameplay that discourages experimentation (I.E. fun!).

I'm more than happy to forgo the 'free to play' moniker if a solid singleplayer experience is on offer. Cynically I suspect 50% of GWENT's purpose was to get Galaxy onto more PCs and singleplayer is antithetical to that. Nonetheless, my money is there for the taking, CDProjekt ;)
I liked this game for the art on the cards... don't give a shit about winning pointless match ups or how many fake coins you get for that win.

I spent 2 weeks to get the card I wanted and put up with the game rules changing but then the art on my card changed, not added a new card but removed the art I worked hard to get so I stopped playing.

I wish them luck with it... never going going back!
Post edited April 14, 2018 by ussnorway
I feel like they should most importantly focus on a game mode where winning doesn't really mean much, a place where you don't fight against metadecks and can just have fun while still being able to grow your collection an build your own decks.

Why I think this should be a priority? None of my friend (or I for that matter) really interested in playing a card game competitively it could be a great "filler" game.
The Witcher 3 is a great game, truly one of the greatest single player experiences I've had in a videogame.

That being said, more than half the play time I've logged in Steam for it has been spent roaming between merchants playing Gwent. Sure, dropping spies on the board as NR was by far the most effective way to play, but it was a wonderful take on a CCG because it gave us simple tools but engaging (if somewhat formulaic) tactical play.

At present, the standalone game is an altogether different one from what I loved in the Witcher and drew me in, but it's a great game in its own right. If CDPR wants to refocus on the original concepts that made Gwent a unique game, I'm happy to come along for the ride because while I think where it began and where it is now are both good, the game could be truly exceptional if it found a medium between the two that synthesized the strengths of both.

I look forward to where this journey takes us all :)
Please don't reduce rows further. The blow when cards were stripped of row requirements was bad enough
As somebody who used to play Vs. System I can only say: Don't make the same mistake UDE made back then which in the end killed the original Vs. System.

UDE decided to revamp the tournament system and players had to wait a long time for the next big event to happen. Too long. Many players stopped playing in the meantime and the game never recovered from all the players it lost.

It was then rumored that UDE wanted to simplify the game rules and mechanics in the hope of making it attractive for more players. These rumors alone managed to kill off what was left of the player base.
The people playing Vs. System didn't want a simpler game, there were plenty of those around already.
Vs. System died.
And I was very sad because it was a great game. I enjoyed it so much. The $10k in Amsterdam was an awesome event!

And I see parallels to GWENT nowadays.
Players need things to happen to keep them engaged. Two updates in six months won't do that, no matter how much your player base loves you. Give them something else to do during that time.
Don't simplify the game, don't take rows away but rather build on the structure you have, dare to be different, dare to be complex. There are enough simple card games out there, you don't want to simply compete, you want to stand out.

If GWENT loses so many players over this that it isn't interesting to play anymore (and don't think that can't happen, see Vs. System), and the game gets quickly canned in 2 years or so, you will lose a lot of good will from your fans, A LOT.
I can tell you I'm still angry at UDE, and the time they lost the distribution rights to Yu-Gi-Oh! was filled with malicious glee for me.
Post edited April 14, 2018 by Piranjade
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Breja: Did I miss some announcement about Thronebreaker being playable offline? Because as far as I remember, despite that question being asked numerous times, we never got that assurance. In fact, it seem rather unlikely.
I would imagine that cyberpunk will be more of the test, if they can push that through mostly online, then everything after that will be also.
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xKeiro: I feel like they should most importantly focus on a game mode where winning doesn't really mean much, a place where you don't fight against metadecks and can just have fun while still being able to grow your collection an build your own decks.

Why I think this should be a priority? None of my friend (or I for that matter) really interested in playing a card game competitively it could be a great "filler" game.
Casual mode. We have it
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Piranjade:
Reminds me of a restaurant that saved its business by doubling their prices, lost some customers but gained a lot of others that did not want to mix with those that always only went for cheap drink. Instead of less than half full, the place was always packed during the weekends AND the profit margins were better.
Not my cup of tea.
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ussnorway: I liked this game for the art on the cards... don't give a shit about winning pointless match ups or how many fake coins you get for that win.

I spent 2 weeks to get the card I wanted and put up with the game rules changing but then the art on my card changed, not added a new card but removed the art I worked hard to get so I stopped playing.

I wish them luck with it... never going going back!
+1 I just want to congratulate you on you remarkably sane approach to competative game, while also spotlighting one of the reasons why one of the most important aspects of a CCG, you know the whole "collecting" thing, is close to worthless in an online game.
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ussnorway: I liked this game for the art on the cards... don't give a shit about winning pointless match ups or how many fake coins you get for that win.

I spent 2 weeks to get the card I wanted and put up with the game rules changing but then the art on my card changed, not added a new card but removed the art I worked hard to get so I stopped playing.

I wish them luck with it... never going going back!
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Breja: +1 I just want to congratulate you on you remarkably sane approach to competative game, while also spotlighting one of the reasons why one of the most important aspects of a CCG, you know the whole "collecting" thing, is close to worthless in an online game.
anything you do in any game is worthless and a waste of time.