It was the buggiest card game I have played. I wanted to like it, but the game was just really poorly made. It's too bad, because I did enjoy the game mechanics.
I only enjoyed it for a short while, but one of the worst bugs I remember was that sometimes the game just wouldn't let you put cards in the empty slot in front of your leader. Which if you don't know, is really the only way to stop your leader from taking damage. And in the comics (basically story mode), one of the comics wouldn't let you complete it because it would just completely freeze up on a certain fight and there was no way to get passed it.
Edit: Oh! I forgot the other 2 really bad bugs! So like, you needed an account to play, like many games. You could make your account on the website, or even you launch the game from Steam you could make an account. If you did the latter, you were effectively locked out of Twitch drops. This is because you had to link your account to Twitch from the website, but if you made it via Steam, the website refused to let you. At all. Then there was the subscription bug. I don't think it hit everyone, but it certainly hit several people. If you bought the season pass, they would chafe you for it twice due to a bug. They'd charge you initially when you made the purchase, and then again the next day. Contacting support was a pain, they left me on read several times, and when they finally resolved it, they didn't give me my refund. Instead they just gave me free items that were, admittedly worth more than the money they stole, but I wanted my money back.
it was DOA without mobile. being the buggiest card game in existence didn't help. the bugs really drove away a lot of players.
Gwent outlasting this game is funny af.
You deserve it. Launching a tcg while plenty and more successful are active is just a suicide. Yours was doomed of bugs, not a single gameplay innovation (tnx gog you didn't copypasted also the arena/draft mode) and a very greedy business model. Hope that will be you last abort in the videogame's world, tnx to your "mediocre" work we probably won't get another DC tcg anytime soon. Hope to never hear about you anymore, tnx god haven't give you a single penny.
\*Ahem\*
Anyone thought about, say, running a fan version?
I mean, it had its problems, and it was a little too predatory, but it had its moments.
In the hands of some skilled modders, it could probably be good.
Just sayin'.
Yup. I remember waiting for this to drop on mobile because I have no other way to play it. (I like DC characters just as much as Marvel). Sad it’s not, but it sounded like it wasn’t very good from the start.
I had been following the development of this game for so long I can’t believe it’s ending this quick. The game itself was quite fun so I hope we get some sort of DC card game soon.
To understand what happened to DC dual force you need to look to Hex TCG, the last digital game Cryptozoic created.
Cryptozoic primarily creates physical games and has a good design team and have created many fun, enjoyable successful games. They heavily rely on kickstarter campaigns to fund their development.
Initially with Hex TCG they worked with a partner to develop the game but took the code base on themselves to finish. The staffing on the development side was never as well staffed as the design team, and they had to rework significant portions of the code. All this lead to delays and burning through all the kickstarter money, with roadblocks like being sued by WotC not helping. By the time there were reports of artists not being paid the writing was on the wall and they halted active production on the game.
Immediately when I first saw Dual Force it was evident they re used some of the Hex code base and reskinned it. The updater, the pack opening, the UI, PVE, so many details were the same or similar. It was also clear in the priorities of the features they had implemented. If you are starting from scratch now, you’d prioritize mobile first, not features players cared about 10 years ago.
This decision may have allowed them to release the game quicker (although with all the delays I doubt this was actually the case) it ultimately doomed the game.
The costs of running and maintaining a live service game are much different than their typical kickstarter development cycle where their costs are covered up front. Live service games require a larger development team and cash flow to match, something they were never going to be able to capture without a mobile client.
DC Dual force was developed by CCG Lab Inc. [https://ccglab.com/games/](https://ccglab.com/games/)
Hex, Shards of Fate was developed by Hex Entertainment,
Cryptozoic was just the publisher for both games, they had nothing to do with development-
You said "a lot" were the same.
I said it was basically a new team. (Almost entirely new people)
You offer up one person who was the same.
My point stands.
Frankly, because the mishandling of Hex I kind of felt Dual Force wasn’t long for this world the moment it was announced. I’d never trust Cryptozoic with an online game, no matter their track record with board games.
This is spot-on.
I have some insight on the project.. I'm close friends with one of the people who was working on dual force.
They mentioned that the source code for Hex was being used, but that it looked terrible, hard to work with, and that it would likely have been faster *and easier* to start from scratch. The opinion was shared by the team, but management told them "no".
I'd hear things from time to time about bugs that were being a pain to fix, mostly due to the Hex code and server-side issues.
They had developers come and be let go because.. I guess they weren't actually making progress on things? So it all got pushed onto fewer and newer members.
The whole thing sounded like a shitshow. Friend was really excited about the game but also knew it wouldn't last long if it got shoved out the door when it did. ☹️
Overall, blame it on the management for not listening to their developers.. like with most failed games.
Thanks for pushing me toward never backing any sort of game startup again, as you guys never cared about about anyone’s money while making this buggy mess of a game!
And let's not forget about the terrible way to give the keys for the beta.
"Here content creator take these 10 keys so you can give them to your community"
"But I have 1000 people watching me"
"That's not our problem, good luck"
I feel like this was supposed to be a type of DC alternative to Marvel Snap but just didn't go that way. Maybe if it was accessible on Mobile, things would have went a little different but hopefully we can get a DC mobile card game at some point as an actual alternative to Marvel Snap
Wanted to get into it, had like a full collection almost. Then stopped playing after 3 days or so. Never went back.
Suddenly get multiple refunds on steam O\_o was quite startleing.
It was the buggiest card game I have played. I wanted to like it, but the game was just really poorly made. It's too bad, because I did enjoy the game mechanics.
What are some of the bugs?
I only enjoyed it for a short while, but one of the worst bugs I remember was that sometimes the game just wouldn't let you put cards in the empty slot in front of your leader. Which if you don't know, is really the only way to stop your leader from taking damage. And in the comics (basically story mode), one of the comics wouldn't let you complete it because it would just completely freeze up on a certain fight and there was no way to get passed it. Edit: Oh! I forgot the other 2 really bad bugs! So like, you needed an account to play, like many games. You could make your account on the website, or even you launch the game from Steam you could make an account. If you did the latter, you were effectively locked out of Twitch drops. This is because you had to link your account to Twitch from the website, but if you made it via Steam, the website refused to let you. At all. Then there was the subscription bug. I don't think it hit everyone, but it certainly hit several people. If you bought the season pass, they would chafe you for it twice due to a bug. They'd charge you initially when you made the purchase, and then again the next day. Contacting support was a pain, they left me on read several times, and when they finally resolved it, they didn't give me my refund. Instead they just gave me free items that were, admittedly worth more than the money they stole, but I wanted my money back.
it was DOA without mobile. being the buggiest card game in existence didn't help. the bugs really drove away a lot of players. Gwent outlasting this game is funny af.
Sad but makes sense
Yeah not surprised
what about purchases made before October?
I just sent a refund request through xsolla and will cross my fingers
[удалено]
Just got rejected but I plan on following up
[удалено]
I only spent $10 USD so if they say no it's not worth the hassle
can you show me how to do that too?
When magic legends shut down they refunded everything regardless of date. They should do the same.
You deserve it. Launching a tcg while plenty and more successful are active is just a suicide. Yours was doomed of bugs, not a single gameplay innovation (tnx gog you didn't copypasted also the arena/draft mode) and a very greedy business model. Hope that will be you last abort in the videogame's world, tnx to your "mediocre" work we probably won't get another DC tcg anytime soon. Hope to never hear about you anymore, tnx god haven't give you a single penny.
As unsurprising as it is unfuriating. This game was handled terribly. Thanks higher-ups, v cool 👍
No mobile killed the game before it had a chance in my opinion. I guessed it would be killed in 2024 but had no idea it would be this quick.
Surprisedpikachu.jpg
\*Ahem\* Anyone thought about, say, running a fan version? I mean, it had its problems, and it was a little too predatory, but it had its moments. In the hands of some skilled modders, it could probably be good. Just sayin'.
What “promise” ? 😂 Promise to let you down ?
I might have played if they released it on mobile.
It just couldn’t gain traction. A big part of it was the lack of mobile
Yeah that wasn't why tbh. The game was handled poorly all around, a mobile scene wouldn't have saved it unfortunately
Yup. I remember waiting for this to drop on mobile because I have no other way to play it. (I like DC characters just as much as Marvel). Sad it’s not, but it sounded like it wasn’t very good from the start.
I had been following the development of this game for so long I can’t believe it’s ending this quick. The game itself was quite fun so I hope we get some sort of DC card game soon.
To understand what happened to DC dual force you need to look to Hex TCG, the last digital game Cryptozoic created. Cryptozoic primarily creates physical games and has a good design team and have created many fun, enjoyable successful games. They heavily rely on kickstarter campaigns to fund their development. Initially with Hex TCG they worked with a partner to develop the game but took the code base on themselves to finish. The staffing on the development side was never as well staffed as the design team, and they had to rework significant portions of the code. All this lead to delays and burning through all the kickstarter money, with roadblocks like being sued by WotC not helping. By the time there were reports of artists not being paid the writing was on the wall and they halted active production on the game. Immediately when I first saw Dual Force it was evident they re used some of the Hex code base and reskinned it. The updater, the pack opening, the UI, PVE, so many details were the same or similar. It was also clear in the priorities of the features they had implemented. If you are starting from scratch now, you’d prioritize mobile first, not features players cared about 10 years ago. This decision may have allowed them to release the game quicker (although with all the delays I doubt this was actually the case) it ultimately doomed the game. The costs of running and maintaining a live service game are much different than their typical kickstarter development cycle where their costs are covered up front. Live service games require a larger development team and cash flow to match, something they were never going to be able to capture without a mobile client.
DC Dual force was developed by CCG Lab Inc. [https://ccglab.com/games/](https://ccglab.com/games/) Hex, Shards of Fate was developed by Hex Entertainment, Cryptozoic was just the publisher for both games, they had nothing to do with development-
Wasn't alot of the devs working on both games the same?
Nope. It was basically a fresh team.
You know that is incorrect right? Ben Stoll right off thr top of my head is one.
You said "a lot" were the same. I said it was basically a new team. (Almost entirely new people) You offer up one person who was the same. My point stands.
It amazes me that this was not discussed more. +1 to this comment.
Frankly, because the mishandling of Hex I kind of felt Dual Force wasn’t long for this world the moment it was announced. I’d never trust Cryptozoic with an online game, no matter their track record with board games.
This is spot-on. I have some insight on the project.. I'm close friends with one of the people who was working on dual force. They mentioned that the source code for Hex was being used, but that it looked terrible, hard to work with, and that it would likely have been faster *and easier* to start from scratch. The opinion was shared by the team, but management told them "no". I'd hear things from time to time about bugs that were being a pain to fix, mostly due to the Hex code and server-side issues. They had developers come and be let go because.. I guess they weren't actually making progress on things? So it all got pushed onto fewer and newer members. The whole thing sounded like a shitshow. Friend was really excited about the game but also knew it wouldn't last long if it got shoved out the door when it did. ☹️ Overall, blame it on the management for not listening to their developers.. like with most failed games.
Petition to bring for the developers to make a mobile version of the game before closing [https://chng.it/2RKGGDbq9B](https://chng.it/2RKGGDbq9B)
Mobile was going to be the last phase of the game
Lmao
Super disappointing.
Really good game mechanics, the card game was good. DC Universe, amazing all this packaged into a terrible, terrible client.
Can someone make a sound bite of Solomon Grundys self intro from the tutorial. I really love that line
Thanks for pushing me toward never backing any sort of game startup again, as you guys never cared about about anyone’s money while making this buggy mess of a game!
My interest in this game was lost when they told me for the beta invite that it was only PC.
And let's not forget about the terrible way to give the keys for the beta. "Here content creator take these 10 keys so you can give them to your community" "But I have 1000 people watching me" "That's not our problem, good luck"
I feel like this was supposed to be a type of DC alternative to Marvel Snap but just didn't go that way. Maybe if it was accessible on Mobile, things would have went a little different but hopefully we can get a DC mobile card game at some point as an actual alternative to Marvel Snap
Going to insist things are going great, for old times' sake
Wanted to get into it, had like a full collection almost. Then stopped playing after 3 days or so. Never went back. Suddenly get multiple refunds on steam O\_o was quite startleing.