From Tabletop to Digital: The Design Journey of Ashes of Morgravia
Game development is a constant process of iteration, discovery, and compromise. What starts as one idea often morphs into something entirely different, shaped by testing, limitations, and instinct. Ashes of Morgravia is no exception. In this devlog, we want to share the key design decisions that shaped the game—from its earliest prototypes to the tactical dark fantasy deckbuilder it is today.
The Sci-Fi That Never Was
Believe it or not, Ashes of Morgravia was almost a sci-fi game. Initially, we envisioned a futuristic setting, where players would control a heavily armored mech, with its equipped modules influencing their deck. They would face off against relentless biomechanical monstrosities, a concept inspired by Into the Breach. However, as we started testing the mechanics in a tabletop format, using Skaven miniatures from Warhammer: The Old World, we realized something wasn’t clicking.
It wasn’t the mechanics—it was the style and tone. Sci-fi felt too rigid, too defined by its world-building demands. We found ourselves naturally gravitating toward a dark fantasy setting, one that allowed for instinctive, symbolic storytelling rather than technical explanations. The shift felt right—and stylistically, it played to our strengths.
Thus, Ashes of Morgravia embraced its gothic, Mörk Borg-inspired aesthetic, a world where faith and corruption intertwine, where magic is both salvation and damnation.
The Problem with Movement in Deckbuilders
One of the biggest insights came from playing other deckbuilders. We love the genre, but we noticed a recurring issue: movement always felt slow and secondary. In most games, positioning wasn’t a true strategic factor—it was just an action tax. This led us to a core design breakthrough:
✅ What if movement was as important as combat?
✅ What if players had two decks instead of one?
This was how the Stride Deck and Clash Deck were born. Instead of treating movement as a minor mechanic, we gave it its own deck, forcing players to balance positioning just as much as attacking. It was a natural evolution, reinforcing the duality of the game’s themes—holy vs. profane, life vs. death, planning vs. reacting.
The Challenge of Animated Cards
The animated cards in Ashes of Morgravia were, of course, inspired by Gwent. They add so much personality and atmosphere—but wow, did they slow down production. 😅
When we started, we had zero experience with animations, so it was a massive learning curve. Would we do it again? Honestly… probably not. But now that they’re here, they breathe life into the game, making it visually distinct and far easier to market. So, even though they eat into our production time, they’re a trade-off we’re ultimately happy with.
The Influence of Bakhtin and Duality in Design
On a more philosophical note, something that resonated deeply with the game’s design was Mikhail Bakhtin’s concept of duality—particularly the idea of the carnival. The constant cycle of chaos and order, reverence and mockery, destruction and renewal. This duality lined up perfectly with what we were building:
🔥 Holy vs. Profane – Faith-based magic vs. corrupting power.
⚔ Life vs. Death – Healing miracles vs. sacrificial strength.
🃏 Strategy vs. Instinct – Careful deck construction vs. adapting on the fly.
None of this was strictly intentional at first—but the more we refined the design, the more these themes became instinctual.
More Than Slay the Spire with Hexes
Yes, Ashes of Morgravia owes a lot to Slay the Spire, but we never wanted to just copy the formula. We introduced hex-based tactical combat, where positioning is just as important as cardplay. But beyond that, we also rethought how power-ups work.
Boons: A Different Take on Power-Ups
Instead of relics, we have Boons, inspired by the progression mechanics of Balatro and Elden Ring. Boons are tied to equipped items and redefine playstyles:
- Some passively enhance abilities.
- Others require Action Points to activate, creating risk-reward mechanics.
- Each Boon fundamentally shapes your build, offering new synergies every run.
This small change added another layer of depth, making each playthrough feel fresh and strategic.
Cutting Scope: How Limitations Made the Game Better
Like any indie team, we have limited time and resources (we’re still juggling day jobs!). Originally, Ashes of Morgravia had a larger hub system, like Darkest Dungeon, where players would manage a sanctuary between runs. But as development progressed, we realized:
⚠ Too much downtime between battles made the game drag.
⚠ The hub system was fun, but it pulled focus away from the core experience.
We pivoted to something leaner and more dynamic, focusing on roguelike structure instead. And honestly? The game is better for it. Sometimes, cutting features doesn’t weaken a game—it strengthens its core.
Final Thoughts
Ashes of Morgravia started as a sci-fi tabletop prototype with Skaven miniatures. It evolved into a dark fantasy deckbuilder that tackles duality, movement-driven strategy, and emergent storytelling. Along the way, we’ve had to make compromises, unexpected discoveries, and design pivots—but that’s the beauty of game development.
If you want to wishlist our game, feel free to check out our page on Steam!
https://store.steampowered.com/app/3316960/Ashes_of_Morgravia/?utm_source=itch
We’re excited for what’s next, and we’d love to hear your thoughts! What elements of the game excite you the most? Let us know in the comments! 👇
Get Ashes of Morgravia
Ashes of Morgravia
A dark fantasy tactical deckbuilder where fallen gods and necrotic horrors await.
Status | Prototype |
Author | tallyon |
Genre | Card Game |
Tags | Deck Building, Perma Death, Tactical RPG |
Languages | English |
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