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Dev Diary 10-03-2026: Game modes

Alchemists!

Welcome once again to the weekly post with previews of Master of Cladia. Today we will talk about the future game modes that the development team is planning.

Throughout the history of Master of Cladia, players have come up with several alternative game modes to the classic "everyone against everyone". Before presenting the new game mode, we'll review the community's previous attempts to create different gameplay experiences.

Massacre

The Massacre game mode is one of the oldest, dating back to August 2024. In this mode, the goal is to speed up the slow pace of the early turns by forcing all alchemists to fight in the same region while they test their defensive skills.

Many novice players feel overwhelmed by the difficulty of concentrating all the alchemists in a single region. On the other hand, experienced players have expressed dissatisfaction due to the high level of randomness. Since its rise in popularity, the development team has made balance changes to keep the game mode afloat.

Team Battle

The Team Battle game mode appeared shortly after the first Massacre match. In this mode, the goal is to force situations in which alchemists must collaborate and coordinate with one another in order to achieve victory.

Although the concept can be interesting, the internal system of Master of Cladia is not designed to support teams. Members of the same team can attack each other, they do not share vision, and it is not possible to exchange resources.

As a curious fact, the second match created with this game mode became the longest match in the entire history of Master of Cladia, lasting a total of 70 turns.

Unfortunately, due to the system's limitations, this game mode has only had a total of two matches as of the publication of this post.

New Game Mode: Talisman Hunt

The development team has been exploring the possibility of creating a new game mode, this time with official support. Although we still cannot reveal all the features of this new mode in detail, we can give a preview of the original ideas:

  • Fixed number of talismans: 3

  • Players' towers are invisible and invulnerable.

  • Talismans have fixed positions on the map.

  • The winner of the match will be the player who manages to keep dragons on the three talisman locations for X number of turns.

  • Different distribution of spells.

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