I’ve been working on this project privately for a while, and I’m starting to share it publicly now that its foundations are in place.
HVacui is a tactical 1v1 digital card game with a board, focused on positioning, deck-building, and card trading between players. It’s set in a world of Horror Vacui, where the struggle of the remaining races to claim what was left behind after humanity mysteriously vanished,.
The game is still early in development, but its core ideas are solid enough that feedback can meaningfully shape its future.
Current State of the Project
Here’s where the game is right now:
The gameplay layout and overall match flow are designed
A client–server architecture is in place, with server authority during matches
Core mechanics exist in prototype form a…
I’ve been working on this project privately for a while, and I’m starting to share it publicly now that its foundations are in place.
HVacui is a tactical 1v1 digital card game with a board, focused on positioning, deck-building, and card trading between players. It’s set in a world of Horror Vacui, where the struggle of the remaining races to claim what was left behind after humanity mysteriously vanished,.
The game is still early in development, but its core ideas are solid enough that feedback can meaningfully shape its future.
Current State of the Project
Here’s where the game is right now:
The gameplay layout and overall match flow are designed
A client–server architecture is in place, with server authority during matches
Core mechanics exist in prototype form and are actively evolving (Minions and structures, Card placement on the board, Unit movement and basic interactions, Win conditions)
All of these systems are functional, not final. Balance, depth, UI, and presentation are still in development, with the current focus on establishing a solid technical and design foundation.
Developer’s Pledge
I want to be clear about the constraints I’m choosing to build this game within. These are not promises, they are development principles that guide every design decision.
The Developer’s Pledge
No card packs, loot boxes, or gambling mechanics. Free to play means, at least a full house deck for the player on day 1. Players will be able to earn, trade with other players or unlock through play, all cards (novelty cards for beta testers might be an exception). If the player want to buy cards there will be no randomized purchases. The player will know what they buy and for how much (in real currency). 1.
No AI-generated art in the final release. Visuals will be either placeholder or created by human artists. 1.
A complete, playable game at release. Including a campaign mode and a clear path for continued play, in line with the goals of the STOP KILLING GAMES initiative. One of the reasons I am building this game is to scratch the itch left from a game no longer with us.
These principles exist to keep the project honest, sustainable, and respectful of players’ time and ownership.
Why Share This Early?
There are three main reasons I’m choosing to make this project public at an early stage.
First, this is my first time working alone on a project of this scope. Building something like this in isolation can be a surprisingly lonely experience, and sharing the process makes it more real. Discussing ideas, doubts, and progress with other people will be motivating and will make the whole deal enjoyable
Second, I’m a developer, not an artist. At some point, this game will need artists to make this game really pleasing and enjoyaple. Presenting the project early, its direction, values, and technical foundation might help show the seriousness of the endeavor and opens the door to potential future collaborations.
Third, I care deeply about the world and lore building for this game. This setting is meant to grow over time through the stories of the houses and the unanswered question of what happened to humanity. Sharing early, creates space to explore and expand that world alongside the game’s mechanics.
Sharing early is about building the game with people, not just for them (and hopefully not just for me).
What’s Next
In upcoming devlogs, I’ll be diving deeper into:
Basic game mechanics.
How I plan for players to acquire cards and trade them with other players.
Small lore explorations, Houses, Relics, and fragments of history surrounding humanity’s disappearance
These early lore dives will be intentionally contained, offering glimpses into the world as it’s being built rather than exhaustive explanations.
If this project resonates with you, you’re welcome to join the Discord. Development updates, early builds, and discussions will all live there.
Thanks for reading and for being here at the start.