Game Theory Featured What We Learned From Our First Official StarCore Playtest When we started Starcore, we imagined a sprawling, chaotic battlefield — networks of cards fusing into massive bases, ships, and mechs fighting across multiple fronts. That ambition made for some exciting moments… but in practice, it was too much. Our first playtests exposed the friction. Players kept asking: * “Can I attack
Design Thinking Why StarCore Will Never Be an Online Game (And Why That's Perfect) The question comes up constantly: "When will StarCore have a digital version? Will there be an online client? What about mobile gameplay?" The answer is simple: Never.
Art The New Renaissance: How StarCore is Empowering Artists in the Age of AI ...But what if we've been asking the wrong question? Instead of "Will AI replace artists?" we should be asking "How can AI amplify artistic vision?"
Game Theory Tech Deep Dive: The Tools Richard Garfield Never When Richard Garfield created Magic: The Gathering in 1993, he was working with the tools of a different era. Playtesting meant physically shuffling cards around kitchen tables. Balance analysis relied on intuition and small-scale human feedback. Art direction happened through phone calls and fax machines. The idea of testing thousands
Design Thinking Designing the StarCore Card Layout: Anatomy, Iteration, and What’s Next Our layout journey has been a process of anatomy, iteration, and refinement—from simple wireframes to faction-specific masterpieces. Here’s a look at how we’ve built the cards of StarCore.
Game Theory Building StarCore: Rethinking TCG Design From The Ground Up What if you could make a game simple enough that an 11 year old can play in 10 minutes but deep enough that Grandmaster Chess players giggle with excitement?