Update 0.6.0 Notes

Hello, Heroes!

Today we’re taking steps to ensure that even the newest of Heroes stand a fighting chance in battle. Players can now learn the basics of combat through a 3-battle tutorial, covering basic attacks, Guarding, Hero Powers and Morality. There’s also a showdown with a most fowl foe in a brand new location!


You should probably dust off your pennants and pig-armour as we’re gearing up to reveal some exciting changes to Marshall the Knight. Towards the end of October we’ll be starting a spoiler week, releasing the new changes day-by-day before allowing everyone to unleash some new and improved peasant-based carnage onto the battlefield.

Finally, congratulations to all who cleared the Demon Door! We’ve heard your feedback regarding the displaying of the Boss Hero Power, and we’ll be looking into it for future bosses. We hope you enjoyed the change of pace for this encounter as much as we enjoyed designing it!

As always, sound off in the comments to let us know what you think. And keep an eye out on http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates. Our dev roadmap also has a list of upcoming features.

Happy chicken chasing!

- Gary “Cerith” Paskins, Game Designer (Mediatonic)

Features & Updates:


Learn the basics of the game by battling against the Guildmaster! The tutorial will appear for all players on your first log in of this patch. You will have the option to skip all tutorial battles immediately if you wish to do so, but whether you’re a first time player or a veteran of the game, we would greatly appreciate your feedback!

  • Play your cards right - All players will now be presented with a set of tutorial battles when first playing the game.


New Cards:

A new season, and new co-op events means new cards! We’ll collate them here for now - did you manage to get any? What’s your favourite event card so far? Let us know in the comments!

  • Crazy Cat Lady - (5) 0/2, “Big Entrance: Summon three 2/1 Fluffy Cats.”
  • Double Agent - (5) 5/5, “Big Entrance: Give units in your hand and your opponent's hand +1/+1.”
  • Soul Sucker - (5) 2/2, “Big Entrance: Summon a copy of another unit, then set its Strength and Health to 1.”

Bug Fixes:

  • Rosewood had some sneaky flowers poking through some UI elements. We’ve trimmed the environment a bit.
  • Some Fancy units have had their visual effects tweaked and should look much better in battles now.
  • The Guildmaster’s Hero Power now has its own icon.

Known Issues:

  • When using the Guard button for the first time during the first tutorial, there is a 2-3 second delay before the button actually activates after it asks you to press it.

0.5.0 Patch Notes

Hello, Heroes!

It’s been a little while since our last update, but we’re back with heaps of new features, balance and bugfixing!

Daily Bounties are a new source of Silver income, providing you with some objectives to strive for during your battles. Mass Salvage will be a welcome addition for many veteran and future players alike: you can now salvage all extra copies of cards you do not need with a single button press. Fabled & Mythic guarantees have been added to card packs to ensure that you are always adding rare cards to your collection. Some other handy additions include Windows 10 friend invites, increased turn timers in training and Co-Op and a swifter end-of-match results sequence.

This is also the first big balance patch in a while, the focus this time around is primarily on neutral and Quest Reward cards, with a few tweaks here and there to some Heroes cards.

As always, sound off in the comments to let us know what you think. And keep an eye out here as well as Facebook and Twitter for future updates. Our dev roadmap also has a list of upcoming features.


Happy chicken chasing!



Daily Bounties:

Daily Bounties are sets of objectives you will acquire each day you log in, completing these will award you with a bunch of Silver. The first time you log in each day, you will be presented with a Daily Bounty, where you can decide whether to take 1 of 2 versions of that bounty, depending on how long you have to play that day. For example, you may be presented with the quests to “Win games with Shapeshifter”, one bounty will be to win 1 game, the other will be to win 3 games. Taking the longer bounties results in a higher Silver reward, and there are also even bounties that award a card pack! With the introduction of Daily Bounties, we will be retiring the daily log-in bonus of 300 Silver.

Daily Bounties can be completed in PVP and Co-Op modes, including friend battles, and you can store up to 5 bounties. Additionally, new and returning players will find 5 Daily Bounties waiting for them upon logging in to get you started.


Mass Salvage:

Do you have a bunch of excess cards that you have no need for? Well then, we have just the thing for you. You can only have 2 of each non-Fabled card in a deck, and only 1 of each Fabled card in a deck. Any further copies can be salvaged all at once with the Mass Salvage button, now found in the crafting . You needn’t worry about your cards’ experience, Mass Salvage will only salvage the lowest experience copies, meaning the two highest experience copies you’ve worked hard leveling up will remain in your collection.


Fabled & Mythic Guarantees:

We’re excited to announce that, starting with this patch, we’re adding guarantees to your card packs, to ensure you’re working towards opening Fabled and Mythic cards! You’ll now know that within a certain number of packs, you are guaranteed to open a Fabled and Mythic card.


Win 10 Friend Invites:

With this update, Windows 10 players now have access to friend invites, apologies for the delay! Players on either Xbox One or Windows 10 can play against each other in PVP battles, or with each other in Co-Op.


Turn Timers:

Training should be a place of learning in your own time, with much less pressure on timers running out on you. We’ve increased your turn timer to 5 minutes in Training mode, as well as increasing Conjure, Invest, mulligan and Quest-related timers to 1 minute and 30 seconds. This should help give you the time to read and better understand your cards and choices.

We’re also increasing Co-Op turn timers by 30 seconds, so you and your partner now have 2 minutes per turn in order to plan how you’re going to bring your foe down.


Faster End-of-Match Sequence:

We’ve removed a couple of screens from the end-of-match sequence, in order to speed the whole process up. You’ll now see Silver earned from the match, medals gained/lost, and any rewards gained via Hero level up or other means. The card experience screen has been temporarily removed while we explore other options - it was a confusing screen that people only really knew what it meant after they had found out from others in the community. We’re exploring clearer ways of displaying card experience, so please bear with us until we have more news to share on this. Your cards will still continue to gain experience and level up through Wood, Stone and Gold.


Battle Messages:

There are now messages that display for various actions that occur in battle, such as turns starting, invalid targeting, etc. This should hopefully help players better understand what actions are occurring and why certain actions cannot be performed.


New Cards:

We’ve not made any announcements about new cards thus far, but they have been releasing via Event Rewards and making their way into the basic card set. Here’s a collation of all recently released new cards. These cards can be obtained for free by participating in their relevant PVP Leagues and Co-Op challenges as they pop up; don’t worry if you miss them though, Co-Op rewards will be available for crafting and in card packs 2 weeks after their initial release, and PVP rewards will be available at the end of the season. We hope you enjoy the new cards, let us know below what your favourite ones are so far!

  • Rosewight Cager - (3) 3/8, Last Laugh: Your opponent summons a unit from their deck.”
  • Cloud of Bats - (4) 2/1, “At the end of your turn, summon another Cloud of Bats.”
  • Rebel - (1) 1/2, “Big Entrance: Shuffle three Rebels into your deck. Gain +1/+1 for each other Rebel you control.”
  • Rhubarb Forager - (4) 3/3, “After this unit is targeted with a spell, heal your Hero for 2 and draw a card.”




Miracle is overall performing relatively well, she could use a few buffs here and there, though. So to start off, B.O.G.O.F now gives Enhanced Vials. Double the efficiency for the same gold cost. Truly “buy one get one free”.

Liquid Fire served as a low-cost, low-damage removal spell, however, 2 damage doesn’t get you very far these days. We’re redesigning it into a higher damage, slightly more volatile area damaging spell: it now does 3 damage to all characters - units and [i]all Heroes[/i].

Card changes:

B.O.G.O.F - Now gives an Enhanced Vial of Strength, and allows you to choose from 1 of 4 Enhanced Vials.

Liquid Fire - Redesigned to (4), “Deal 3 damage to all characters.”



Too hearty

Ok, real talk. We know Marshall is strong. Wimbles alluded to potential changes coming to Knight in his State of the Game Review not long ago, we’re not ready to share any details just yet, but I am here today to confirm to you that we are indeed reworking a large number of Knight cards. Our intention is to give them more options and play styles, and hopefully encourage some more meaningful decisions to make each turn other than “summon a Peasant Sapper, put it in Guard.”

With that in mind, you’ll notice that we’re not doing any sweeping changes with this patch. This is because we don’t want everyone to have to learn a whole bunch of changes with another big set of changes on the horizon. However, we are going to hit two cards this patch, in an attempt to at least slow them down a bit.

Card changes:

Hearty Breakfast - Gold cost increased from 2 to 4.

Veteran Battler - Health reduced from 4 to 3.



”Could you Vial of Confusion my Sand Fury, please?”

Sand Fury just needs to be that little bit more durable to fully make use of its ability, so we’re swapping its stats around. Voila, it’s now a 4/5.

Minion can get a little out of control in Co-Op in its current state, and while we like its place in PVP, having a 17/4 Minion in co-op can trivialise things slightly, so the check for its ability is now based on its Strength, rather than its Health.

Sand has a Strength reduction theme in his kit, and now we’re redesigning Smite the Cynic to try and hone in on that a bit more, and also to give it a little more utility.

Card changes:

Minion - Now gains +1/+1 if it has less than 5 Strength, rather than Health.

Sand Fury - Strength reduced from 5 to 4; Health increased from 4 to 5. Text updated to correctly reflect the ability: “After this unit is targeted with a spell, gain +2 Strength.”

Smite the Cynic - Redesigned to (1), “Deal 2 damage to a unit, then reduce its Strength by 2.”




Don’t panic, it’s just a small buff to Savage Charge. This is a cool card that just isn’t seeing a lot of play. 1 less gold cost for you.

Card changes:

Savage Charge - Gold cost reduced from 8 to 7.



Shh, shh… it’ll be OK

Lots of stat changes and tweaks here, notably Bank Clerk having its cost increased by 2. Right now it’s sort of crazy how much value it provides for its very low cost, and this was a knock on from when we changed quests to make them much more appealing to complete quickly, thanks to the new quest reward spells.

The other noteworthy nerf is to Magehunter. Silence is an incredibly powerful mechanic, and although we do want every class to have access to it, via neutral cards, right now there is no reason to not run two of these in every deck. The lower stats should now make including Magehunter a real decision as to whether or not your deck needs the extra removal.

We’ve also buffed some lower cost units in an attempt to widen your options for early game strategies: Apprentice Will User, Battle Medic, Corrupted and Depraved Cultist should now make for some powerful and interesting turn 1 and 2 plays.

Shopkeeper has been redesigned into a true Co-Op card. This is something we’ve been wanting to try out for a while now, so please let us know what you think of ally-affecting cards.

Card changes:

Apprentice Will User - Strength increased from 1 to 2.

Bank Clerk - Gold cost increased from 2 to 4.

Battle Medic - Strength increased from 1 to 2.

Corrupted - Strength increased from 2 to 3.

Depraved Cultist - Health increased from 3 to 4.

Flagellant - Strength reduced from 2 to 1; Health increased from 5 to 6.

Magehunter - Strength and Health reduced from 3 to 2.

Reformed Criminal - Strength and Health increased from 4 to 5. Now has -5 Strength while undamaged.

Shopkeeper - Redesigned to (3) 3/3, “[b]Big Entrance:[/b] Your ally draws 2 cards.”

Voice of Avo - Gold cost reduced from 6 to 4; Strength reduced from 3 to 2; Health reduced from 4 to 3.



Half-Emptying the Tombs

Quest rewards should be very powerful effects that influence how you’re going to play each game, and the feel of each location. We’re happy with a lot of them, but a few stand out as overpowered (even for quest rewards), or just leave something to be desired.

Brandish feels inconsequential to use because of its very low gold cost; we’re upping it to 3 gold so that the turn you decide to use it feels like you made a powerful play by playing the card, by weighing it up against your other options. This also reduces its power as a first quest reward.

Empty the Tombs stood out well above any of the other quest rewards as the most powerful, so much so that it was basically whoever played it first won the game. We want them to be powerful, but not a win condition as strong as it currently is. Rather than filling your board, Empty the Tombs will now summon 3 friendly units that died this game. Sorry, Good Dog!

Guards, Guards! significantly slowed down the early turns in the Graveyard, and did not offer much decision-making with its ability. We’ve redesigned it so that now you get to Conjure a guard. These are a selection of collectible cards that are guard/knight/army themed, so you can pick a card that’s helpful to your current situation.

Card changes:

Brandish - Gold cost increased from 1 to 3.

Empty the Tombs - Now only summons 3 friendly units that have died this game, instead of 6.

Guards, Guards! - Redesigned to (1), “[b]Conjure[/b] a guard”. This Conjure offers a lot of the guards and knights found in the game.




  • Barter’s Hero power now displays the correct image.
  • Brandish will now correctly trigger Sand Fury’s ability.
  • Flask Golem no longer visually buffs the wrong card for different players in Co-Op.
  • Returning Colin Mk 2 to a player’s hand will no longer cause an error.
  • Sand Fury no longer sometimes has its Strength buff applied twice.
  • Sand Fury no longer still gets +2 Strength after being silenced by Blackmail.
  • White Hart’s ability now takes into consideration other friendly units, rather than just enemy units.


  • Boss Hero Powers now display correctly while holding LT on Xbox One.
  • Cancelling playing a unit with a targeted Big Entrance no longer causes quests to progress.
  • Card frames will no longer sometimes incorrectly highlight on the wrong cards after opening a card pack.
  • Instantly confirming your mulligan on Xbox One no longer incorrectly positions the first card in your hand on top of your other cards.
  • Nostro’s boss power now has its own icon.
  • Opponent’s conceding while you are picking a card from Conjure or Invest will no longer cause an error.
  • Players can much easily navigate between individual cards in the Salvage screen one Xbox One.
  • Rapidly backing out of the delete deck confirmation pop-up no longer causes an error.
  • Returning Hobbes to player hands whilst other Hobbe effects are in play may cause an error, causing you to lose.
  • Stone cards now have their Strength and Health numbers aligned correctly.
  • The Guildmaster’s boss power now has its own icon.
  • The Lady of Rosewood’s boss power now has its own icon.
  • The options menu is no longer automatically dismissed when your opponent’s turn starts.
  • The Salvage button no longer shows items as part of the image on the button.
  • Trial users should not longer encounter an error the first time playing after upgrading to Early Access.
  • Units now receive multiple tooltips when they have multiple of the same effect applied to them.
  • When losing medals in the Hero League, the line will now decrease in the correct order when dropping down a boundary.
  • When switching between pages in your card collection, card outlines will no longer linger if there is no card to display on the next page.
  • When your Hero takes damage, the damage text will no longer clip through your Hero’s art.
  • Windows 10 users will no longer sometimes fail to load into games, causing them to see their opponent instantly concede.
  • Xbox One players can now instantly go from Store to Cards when on the main menu by tapping left and/or right.

Known Issues:

  • Cards that have a temporary cost change in your or your ally’s hand sometimes do not update correctly.
  • If you have entered the Hero League, finishing a Training game will incorrectly show an inactive medals screen.
  • In Training, having a card picker (Invest/Conjure/Evil Alchemist Hero Power/etc.) on screen as your turn ends will cause an error.
  • Suggestion lines are currently disabled in Co-Op.
  • White Hart does not include damage done to itself in healing calculations.


Found a bug? Let us know via our helpdesk!

0.4.2 Update Patch Notes

Hello, Heroes!

Another rapid fire update today with fixes for some of the prevalent errors that arose in the 0.4 update. Your battles in PvP and co-op should now be much more stable, especially for anyone running units with passive auras like Royal Officer and Boardozer. Rosewight Cager has also had its error fixed, so will be reverting back to its original design and retiring the temporary version we implemented last week while we investigated the issue.

With these bugs out of the way we’ll be doubling down on finishing off Daily Bounties and Mass Salvage. I should have some information on those features to share with you soon.

As always, sound off in the comments to let us know what you think and keep an eye out http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates.

Happy chicken chasing!

- Tom “Wimbles” Wimbush, Lead Designer (Mediatonic)

Bug Fixes:


  • Rosewight Cager no longer sometimes causes an error when it dies.


  • Fixed an error which occurred when ‘pinging’ a spell in your ally’s hand as that spell was played. 
  • Fixed an error which sometimes occurred when units who were affected by a passive aura (Royal Officer, Commanding Officer, Standard Bearer, Boardozer, etc) died.
  • You can now correctly back out of playing an Invest card without choosing an option.

Known Issues:

  • You may experience issues playing additional matches with a friend in a single session if either you or your friend disconnects from a match. Restarting the game should fix the issue.

0.4.1 Update Patch Notes

Hello, Heroes!

A short and sweet update for you all. We’ve been listening to your feedback around conceding not giving rewards, and as of today’s 0.4.1 update conceding will now give XP and Silver at the same rate as if you had lost the match. We understand that sometimes you just want to get out of a losing game and into the next one as fast as possible, and we don’t want you to feel like you’re getting punished for doing so.

You will still not earn any Medals or Seals if you concede, and you will still lose Medals for conceding while in the Hero League. This is to prevent any potential abuse of this system in order to climb through the Leagues by chaining together rapid concessions.

I also wanted to let you know that we’re looking into a couple of prevalent ‘Uh Oh’ errors that have arisen since the 0.4 update. These are our highest priority issues right now so I hope to have an update on them for you really soon.

As always, sound off in the comments to let us know what you think and keep an eye out http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates.

Happy chicken chasing!

- Tom “Wimbles” Wimbush, Lead Designer (Mediatonic)

Features & Updates:

Rewards from Conceding:

  • Consolation Prize - Conceding now rewards you with the same amount of Silver/XP as if you had lost that match.
  • No Cheating - You still won’t gain Medals or Seals for conceding. Conceding in the Hero League still causes you to lose Medals.

0.4 Update Patch Notes - Friend Invites are now active on Steam and Xbox One!

Hello, Heroes!

What’s better than having a great circle of friends? Being able to smash said friends in the face with Giant Chickens, of course. That’s right; the 0.4 update gives you the tools to invite your friends (or an old adversary) to come and play against you in PvP so that you can utterly destroy them. Or just play some practice games, if that’s what you’re into. What’s more, you can also invite those same friends to be your ally as you embark on an epic co-op challenge together and take down our big bad bosses. This is a huge change and a long requested feature that makes Fable Fortune a much more sociable place to be.

We’ve also crammed this update full of some other tasty treats, like improving how we sequence battle animations, and a whole heap of bug fixes which make the game more stable both in and out of battle. Oh, and the deck select screen will remember whether you’ve been looking at Custom Decks or Basic Decks so you don’t have to click through to Custom Decks every time (EVERY! TIME!).

With Friend Invites up and running, we’ll now be focusing our efforts on Daily Bounties and Mass Salvage, plus some further improvements and bug fixes for our next major update. Check out the dev roadmap[www.fable-fortune.com] for more info on what’s coming soon.

To celebrate the launch of the 0.4 update, we’re also giving out a special card pack that is crammed full of Fancy Morality-themed cards. Log in now to receive yours and let us know what you find.

As always, sound off in the comments to let us know what you think and keep an eye out http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates.

Happy chicken chasing!

- Tom “Wimbles” Wimbush, Lead Designer (Mediatonic)

Features & Updates:

Friend Invites:

Players on Steam and Xbox One will now be able to challenge their friends to a friendly match of PvP, or invite them to come fight alongside them in co-op! We’ve been working on this for a while now, so we’re super excited to finally let you fight with and against your friends.

We see friendly PvP as a way for you to experiment with new decks, earn bragging rights and have some fun, so you won’t earn any Silver or XP rewards for playing friendly PvP matches against your friends. You also won’t earn (or lose!) any Medals, so it won’t have any effect on your ranking or League status. On the flip side, you will still earn Seals and the full amount of XP/Silver while playing with your friends in co-op, so you can power through a co-op challenge with your friend to earn all the rewards.

This feature is restricted by platform, so you can’t invite your Steam friends to play with you while playing on Xbox One. Friend invites is also currently only available on Steam and Xbox One, with Windows 10 support to follow in a subsequent update.

  • Keeping It Friendly - You can now challenge your friends to friendly PvP matches.
  • With A Little Help From Your Friends - You can now invite your friends to come be your ally in co-op.

Improved Animation Sequencing:

We’ve made some changes to the way that battle animations are being handled so that more of them can be played in parallel. What this means in real terms is that the game feels faster and more responsive, as your actions will now overlap much more seamlessly. Hop into a match and queue up a bunch of attacks and spells to see the changes for yourself. Or just try playing Chain Reaction. That’s a pretty good test!

  • No Loitering - Animations no longer have to wait for the previous animation to finish before they start playing.

Dynamic Deck Select:

So this is technically a bug fix, but it’s such a big deal that it deserves its own section. The deck select screen will now correctly remember if you were last looking at Basic or Custom Decks, so that when you re-enter this screen it will default to looking at decks of that type. No more having to press the ‘Custom Decks’ button every time you enter this screen once you’ve started playing with Custom Decks.

  • Forget Me Not - The deck select screen will now remember if you were last looking at Basic or Custom decks.

Card Changes:


Guess who’s back.
Spire Commandant will be reverting back to his original intended design as the existing bug with that design has now been fixed. As with other card changes, this means that Spire Commandant will have his salvage value increased for the next two weeks to compensate you all for any inconvenience caused.

Card changes:

  • Spire Commandant Ability reverted to "Last Laugh: Deal 1 damage to ALL units for each spell in your hand.”

Bug Fixes:


  • Attacking a Cemetery Bannerman after destroying another Cemetery Bannerman no longer causes an error.
  • Arena Commentator’s ability will no longer trigger twice.
  • Blaze of Glory will now always fully heal the targeted unit.
  • Changed the order of the card draw effect of Hobbe Stiltwalker and all cards with similar abilities so that the player using that card will always draw first.
  • Demon Door no longer gives out cards which aren’t available in card packs.
  • Fanatic’s ability no longer continues to affect you after it has been removed from the board.
  • Fixed a bug with Apprentice Inventor where he would make only one of the two players draw a card in co-op.
  • Furious Librarian’s ability no longer occasionally causes an error.
  • Furious Librarian’s ability no longer triggers when gaining cards from Conjure or other, similar sources.
  • Furious Librarian’s ability now triggers as expected in co-op.
  • Lab Maniac’s ability no longer continues to affect you after it has been removed from the board.
  • Lord of Wraithmarsh’s ability will no longer trigger twice.
  • Morbid Arcanist no longer gets stuck in your hand if you obtained it using Conjure.
  • Playing a transforming Morality unit with a targeted Big Entrance will no longer cause an error when Lord of Wraithmarsh is on the board.


  • A bunch of miscellaneous ‘Uh Oh’ errors have been fixed.
  • Attempting to drop a card back into your hand will no longer result in that card being accidentally played.
  • Attempting to edit a custom deck while using a controller and already having the maximum amount of decks will no longer cause an error.
  • Cancelling the deployment of a unit that has been buffed in your hand will now correctly maintain the buff on that unit.
  • Completing a Quest by playing a unit that draws a card and modifies its cost no longer also modifies the cost of that Quest’s reward.
  • Concede tooltip now correctly informs the player that they will forfeit rewards by conceding.
  • Currently Craftable filter in crafting mode is now correctly applied to Fancy cards.
  • Entering crafting mode while editing a custom deck will no longer cause that deck to lose its contents.
  • Fancy gold cards can now correctly be played from your hand when using a controller.
  • Fixed an error which occurred while changing pages in the card collection after removing a card from your deck. 
  • Fixed the hitbox for Open Packs on the main menu.
  • Fixed a display issue with the reward boundaries for the Hero League during the result sequence.
  • Game mode portals inside the crystal ball no longer flicker on highlight.
  • Hero League UI is no longer misaligned during the post match results sequence.
  • Minor text and tooltip amends.
  • ’New’ card FX no longer enlarges when revealing a new Fabled card during pack opening.
  • Suggestions that target the Heroes in co-op will no longer appear to ping the boss.
  • When using the Trial version through Game Preview, you will no longer be able to access the Store.
  • You can no longer accidentally skip the reveal of the last card in a card pack that you are opening.
  • You can no longer suggest that your ally uses Guard on a unit that can’t Guard.
  • Your Hero’s/opponent’s Health values will now correctly turn red if they are below the maximum amount.
  • You should no longer occasionally receive an error when playing a unit while you already have 5 other units in play.
  • You will no longer get stuck in a battle if your opponent concedes when they are about to lose.
  • You will no longer get stuck in a battle if your opponent concedes when you are picking a Quest.
  • Your ally’s Quest selection will now always be displayed, even if they loaded into the battle before you.
  • Your Hero Powers will no longer display when you have a card in your deck list selected while using a controller.

Known Issues:

  • If your friend leaves your game while you are both selecting your decks, you will not receive a notification that they have left.
  • Making a purchase while using a very poor internet connection can result in you getting stuck in an endless ‘Purchasing…’ screen. The purchase will not be processed, so no funds will be deducted from your account.
  • ’New’ card FX are missing some particles while in the card collection.
  • Some parts of the card collection UI incorrectly remain lit while you are renaming your deck.
  • You may encounter issues when inviting friends to play with you if your friend has not yet launched the game.
  • You may encounter issues when accepting a friend invite while performing complex in-game actions (transitioning between screens, during salvaging/crafting animations, while you or your opponent are picking cards/conceding, etc).

State of the Game Update!

Hello, Heroes!

We’re super busy getting the game ready for its Early Access launch tomorrow, but I wanted to take some time out to weigh in on some of the hot topics in the community right now. I also wanted to give you some insight from the design team into what new features we're prioritising and what we think of the current state of the game's balance.

As always, sound off in the comments to let us know what you think and keep an eye out http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates.

Happy chicken chasing!

- Tom “Wimbles” Wimbush, Lead Designer (Mediatonic)

Hot Topics

The Silver Cap:

The cap on the amount of Silver you can earn from battles in a day has been a pretty hot topic here on the forums and has sparked a number of internal meetings. After a lot of discussion, as a thankyou to all of our dedicated Closed Beta and Early Access players, we have decided to remove the daily cap for the duration of the Early Access phase. 

This change is live as of right now and will mean that you can play the game as much as you want in order to earn more Silver.

This cap was introduced to protect our economy from malicious bots that are designed to farm Silver all day, every day. This is a standard feature for games in our genre, but we don’t anticipate that botting will be an issue during our Early Access phase. As we head into Open Beta, we will re-evaluate the daily cap in order to ensure that we are adequately protecting the game from outside influences.

Silver Earned Per Battle:

In the last patch, we made some changes to the formula which dictates how much Silver you get from each battle. As matches of Fable Fortune can sometimes go on for a while, we felt it was important to ensure that you were adequately rewarded for the time that you spent in a long game. 

The amount of extra Silver you used to earn for playing a long game wasn’t that much compared to the amount earned for a short game. This didn’t feel right to us, and we took the time to build some better time scaling into the reward formula to help even this out.

Combined with the additional weighting on losses to be around 50% of that earned for winning a match of the same duration, what you should be seeing now is a solid increase to the amount of Silver that you gain per match played. 

We’re now pretty happy with how much Silver you earn strictly from battles alone. Looking across to other games, we give you significantly more per battle (up to 10% of a pack for a super long game!). However, there are other sources of Silver/packs that we’re thinking of making some further adjustments to...

Speed of Pack Acquisition:

We want you to primarily be rewarded for engaging with the game by levelling up and playing the various game types that we have on offer, and with the recent changes we’ve made, we think that we do a good job of that right now. However, there are some more improvements that we still want to make.

Playing in events (which are currently disabled) is not super appealing because you’re only getting rewarded with a single copy of a fairly low rarity card. 

In the future, we want to move away from this model to instead giving out packs as a reward for playing in these events. Events should be really exciting to take part in, and we think the rewards on offer should really reflect that. Once we’re into Early Access and have events up and running again, this is a change that we’ll be looking into.

Another area that we do want to make some improvements in is the amount of Silver that you get for engaging with the game every day. Spoilers for the ‘Coming Soon’ section, but we’re currently working on implementing a Daily Bounty feature. Daily Bounties are small objectives that are given to you each day that if you complete will reward you with a wad of Silver. 

Can’t log in today? Don’t worry, as you’ll also be able to store up to five of these Bounties. This means that if you can’t log in for a while, when you come back you’ll have up one Bounty waiting for you for each day that you missed, up to a maximum of five.

What’s more, you’ll be able to choose the difficulty of your Bounties. Got a lot of free time today? Pick up a harder Bounty and get a bigger reward. Only got an hour spare? Grab an easier one so you can complete it quickly and earn your Silver.

We’ll be phasing out the current Daily Login Bonus when this feature comes in, because we want to reward you for engaging with the game rather than just launching it daily. We also want to better accommodate players who don’t have the time to be able to log in every day and would instead prefer to log in for a longer session once every few days. 

We definitely expect the rewards for Daily Bounties to be higher than the rewards currently on offer from Daily Login, because they ask much more of you than just launching the game. This means that there won’t just be more to do in the game, you’ll also find yourself earning packs at a faster rate once Daily Bounties are available.

This is a complex feature that will take some time to implement, so watch this space for further news on when you can expect it to go live. 

Design Change Compensation:

As we’re committed to making regular balance updates to ensure a high level of deck diversity and parity between Heroes, something that we’ve wanted to do for a long time is be able to temporarily increase the salvage value of any cards that have been adjusted. We don’t want to create any undue frustration by curtailing the power level of a card that you’ve spent a lot of ink on crafting.

I’m happy to announce that we’ve been doing some work behind the scenes so that, starting today, any cards that have had their stats or abilities adjusted will have their salvage values vastly increased for two weeks after the adjustment. This will allow you to salvage them for enough ink to be able to craft another card of the same rarity. Hooray!

Battle Stability & Bug Exploits:

The current PvP season has suffered from some bugs that have definitely caused a few more errors than we would like. Unfortunately the cause of these bugs are quite deeply rooted within the battle logic and have required a lot of investigation and implementation time in order to get fixed. 

We can only apologise to you all for any inconvenience that this has caused. It is our aim to provide as smooth of an experience as possible while playing Fable Fortune, and we take issues like this very seriously.

These errors seem to be focused around a few key interactions, and we’ve decided to temporarily redesign one of the most problematic cards: Rookie Cardshark. Until the bugs with this card have been resolved, he is changing to (4) 2/4 “Big Entrance: Draw a card.” As I mentioned in the Design Change Compensation section, Rookie Cardshark will be salvageable for his full ink value for the next two weeks, so feel free to exchange him for another card of the same value if you want to.

As a player, the best thing you can do to help us out with issues like this is to report bugs that you discover as soon as possible via the Help Centre[fablefortune.zendesk.com]. Providing detailed steps on how to reproduce these issues and what occurred in the game, with supporting screenshots or videos, is key to help us in tracking down the root cause of any bugs.

Crafting Items:

There have been a few posts saying that crafting items are in a pretty strange place right now, and frankly, I agree with you.

Crafting items were originally supposed to be a cool alternative way for players to go about assembling specific cards that they wanted for their collections. However once players started engaging with this system, we started to see a few different problems arising:

  • Players found the system confusing. With ink, the path from ‘I don’t own this card’ to ‘I have crafted this card’ was very straightforward. With items, that path became a lot more complicated as the source of each item and which items are required by which cards was not very intuitive. This created a big barrier to entry for a system which should be easy to access and understand.
  • Salvaging items from cards added a lot of RNG into collection progression. Players who earned Fabled items were able to advance their collections at a phenomenal pace while those who only got Rares had to take a much slower path.

Of the two problems, the second was definitely the most serious as it hurt the overall health of the game’s economy, so we made the decision to pull items from the salvage pool and adjust ink costs/salvage values to compensate. While this was successful, the reduced frequency of items appearing has only increased how confusing the system appears, especially to new players.

We like items, and collecting them feels very fitting for a Fable game, however I agree that they’re not in a good place right now. Long term, we would like to phase out items in their current form, as we want to make the path to crafting an item as clear as possible. We have a few ideas on how these items could get reused in the future, but I’d be very interested to hear what you all think.

Coming Soon:

Here are a few of the features that are currently on our radar, roughly sorted into the order that we expect them to go live:

Friend Invites

Outside of launching on Xbox and Window 10 and transitioning into Early Access, this has been our number one priority for a while now. Getting this feature working across all three platforms has been a much bigger undertaking than we had first anticipated, but it’s something we’re still working hard on bringing to the game. It’s really important to us that you’re able to duel your friends in PvP or team up with them in co-op, so we’re working really hard on getting this to you as soon as we can.

Animation Improvements

We’re in the process of making some significant improvements to our animation system so that it can better handle animations and effects being played in parallel. This will have the net result of significantly speeding up the game, as actions will be able to overlap much more seamlessly. Our early tests are looking really positive, so watch this space.

Daily Bounties

As I said in the section on pack acquisition, Daily Bounties will be replacing the daily login bonus that we have in the game right now. This will offer you a choice of Bounties of varying difficulty which you can complete in exchange for a good chunk of Silver. You’ll be able to store up to five uncompleted Bounties if you’re not able to log in or complete a Bounty on a particular day, so you’ll be able to come back and blast through a whole bunch of them in one big session.

Mass Salvage

Currently, salvaging cards is too fiddly and takes way too long, even if you search for “>2 copies” to find the surplus duplicates in your collection. We want to make salvaging a whole bunch of cards much easier, so we’re investigating a way to make this happen by just clicking a button rather than diving in and out of so many menus and animations.

Battle UI Tooltips

We want you to be able to see how many cards are in your/your ally’s/your opponent’s deck. Likewise we want you to be able to see more easily how many cards are in your hand. We have a few ideas on how we can make this happen that we’re currently fleshing out.


Battles are really lacking some of the slapstick humour and British witticisms that the Fable franchise is renowned for, plus you’re lacking a good channel of communication between you and your opponent or ally. We think Emotes will be a good way to address both of these issues. Taunt your opponent, encourage your ally, or fart to your heart’s content. Rest assured that you’ll be able to mute other players if this isn’t the type of gameplay that you enjoy, but we think it will add a whole layer of depth to the game and enrich the play experience in so many ways.

Balance Review:

Finally, a few notes on where we think the various Heroes are at right now in terms of balance. We’re happy with the overall diversity of decks and Heroes during this season and are excited to see how the metagame evolves as we head into the first season of Early Access, but let’s look at each Hero in detail:

  • Alchemist - Recipe for Success is a little on the strong side, but on the whole we’re OK with Miracle’s overall performance right now.
  • Gravedigger - Even with the discovery of the infamous Last Laugh combo decks, Temple has been performing about up to our expectations and doesn’t look like she needs any changes right now. 
  • Knight - Marshall is really strong when he takes control of the board but has a hard time coming back when he gets behind. This is the sort of problem that needs to be approached holistically as just changing a few cards here and there likely won’t bring about the sort of change that is required. We’ll be spending some time looking at him more closely after we’ve transitioned into Early Access.
  • Merchant - The latest round of changes seem to have put Barter in a good place, so we’re happy to let him set sail into the next season without any further changes.
  • Prophet - Shimmering Mirage is pretty good, isn’t it? The combos that this card creates has led to Sand overperforming this Season. We’ve increased its Gold cost from 1 to 3 as this better reflects the power of this effect and will be keeping an eye on Sand after this to see if further changes are required. Shimmering Mirage will be salvageable for its full ink value for the next two weeks.
  • Shapeshifter - Is...is it over? Crimson no longer seems to be warping the metagame and has settled into a much healthier place alongside the other Heroes. We’ll see what the next Season brings, but for now it seems like her red reign of terror has come to an end.

There are a few Neutral cards that are overperforming which we’re testing out some changes for. Cards like Cullis Master, Bank Clerk and Magehunter are proving too effective or too cheaply costed and are therefore consistently finding their way into too many decks. 

We’re also exploring some adjustments to Brandish and Explore the Tombs to bring them into line with the other Quest Rewards as they’ve proven to be a little too powerful for their cost.

A quick disclaimer: everything here is subject to change. These are just our current thoughts on a wide range of topics so that you can get a sense of what we're thinking based on internal playtesting, community feedback and player analytics. That said, we’re hoping to get out some changes to address some of the issues raised in this review in the near future.

That’s it for now! Hopefully this gives you all an idea of where we think the game is at currently and where it should be heading in the future. As always, leave a comment to let us know what you think. We really value your feedback.

Fable Fortune will now be released on July 25th

Hello Heroes,

Due to an unexpected administration hiccup we are unfortunately unable to launch the Xbox One version of Fable Fortune next week and we’ve made the decision to move the launch date back to July 25th on all platforms.

This is to make sure Fable Fortune releases on PC and Xbox simultaneously, so we can make the most of cross-play between the platforms. Sadly this is an unavoidable slip, however the PC beta is still rolling and we will be giving away more keys over the next few weeks. Keep an eye on our Twitter and Facebook!

That’s the last time we let Hobbes into the office!

Thank you for your patience,

The Fable Fortune Team


Fable Fortune hits Xbox Game Preview and Steam Early Access on July 11th

Welcome Heroes! We interrupt your no-doubt busy schedule of flexing and quaffing ale to share the news that Fable Fortune will be hitting Xbox Game Preview and Steam Early Access on July 11th.

Fable Fortune combines pioneering CCG systems with some of the Fable’s most cherished moments; featuring timeless heroes, despicable villains, armies of bemused (and conveniently expendable) peasants, and some good old fashioned, family-friendly necromancy.

Choose from one of six Heroes each sporting diverse powers and cards, and set forth to crush your opponents under a hobbe-nailed boot in either classic PVP mode, or the unique and fully integrated Co-op mode. Discover how the iconic Alignment mechanic can be used to shift heroes towards a good or evil path during play; transforming their powers, altering their card effects, and turning the tide of battle in one chicken-kicking* hand.

Interested Adventurers can gain access to Fable Fortune at launch by picking up the Founder's pack for $14.99 / £9.99 / 12,99€. Containing over $40 worth of in-game items including 20 packs of cards to open, the exclusive Chicken Vengeant Trophy Card and the very rare (you might even say ‘Fabled’) Giant Egg card.

Fable Fortune will be Free to Play later in 2017, but the Founder’s Pack is available to those wanting to join us early on! Purchasing the Founder’s Pack is the best way fans can support this development whilst also gaining some amazing rewards, the undying gratitude of the developers, and a cheeky 20% discount the week of launch.

You can add Fable Fortune to your Steam wishlist now at: http://store.steampowered.com/app/469830/Fable_Fortune/

You can also follow Fable Fortune on Facebook and Twitter.

*Neither Flaming Fowl Studios or Mediatonic endorse the act of chicken-kicking outside of safely prescribed and licensed establishments, please consult your local tavern for details.

Welcome to Fable Fortune

Welcome, Heroes, evil-doers, and chicken-kickers!

Prepare to return to the world of Albion in Fable Fortune, a collectible card game (CCG), set in the Fable universe, that combines the franchise's most cherished gameplay systems with an array of pioneering game modes to turn the genre on its head.

Visit iconic Albion locations drawn directly from the Fable series, complete quests, and make your choice between good and evil as you battle as one of six exciting Heroes.

Compete in PvP leagues and events, or bring a friend to take on a boss in the revolutionary co-op mode; a first for the genre!

Whether you’re ultra-competitive or prefer co-operative games; brand new to card games or a 20-year veteran, you’ll always find something to excite you in Fable Fortune.

Fable Fortune is COMING SOON to the Game Preview program for Xbox One and Windows 10 alongside Steam Early Access. Watch this space!