Hello, heroes of Rush Royale! We know how much you love the game and how exciting it can be to peek behind the curtains of development and see what our team is working on. That’s why we’re launching a new series dedicated to the changes we’re preparing for future updates. We’re eager to share some top secret info with you, hear your thoughts, and reveal our vision.
Your feedback is super important to us, especially since development is just kicking off, and you have a real chance to shape the final result. So, join the discussion and help us make Rush Royale even better!
What’s more thrilling than an epic battle? Understanding how to dominate it and seeing how you stack up against others – that’s the best thing about it! In this first article, we want to share the changes we’re cooking up to level up your gaming experience.
Tiles in battle
Let’s start with the basics for newcomers. Rush Royale has a ton of mechanics, and even seasoned players can find them tricky to master. Tiles, charges, bonuses, mana, counters, effects, effects, effects... wait, whose was this white glove that just stole my unit?!
To help new players understand where tiles come from, we plan to highlight the entity creating them at the start of the battle. This will draw parallels between, say, an amulet and the tile that buffs your units, or Zeus’ tiles and the hero himself, or any other similar mechanics.
Veteran players often find it challenging to understand how multiple effects stack on a single tile. To make this clearer without adding to the visual clutter (which is already plentiful!), we’re introducing a feature that shows all the overlapping tile effects in a separate window when you hover a unit over the board.
Drag a unit aside and see the full list of effects. It’s just that easy!
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Phantom Damage Mechanics
In early waves, damage to the Phantom is reduced to give charge-based units a better shot at competing for mana against burst-damage units. As waves progress, the damage ramps up. Experienced players know this, but for others, it’s a bit of a mystery. Soon, we will introduce a leaderboard showing the maximum damage dealt to the Phantom, so we want to make this mechanic crystal clear. After all, surviving just one extra wave boosts your damage – that’s how the game works! To highlight this, we’ll add the display of the phantom damage multiplier alongside monster armor to the wave interface.
Post-Battle Stats (Debriefing)
We want to dive deeper into how you fought and how you compare to other players. The current stat screen will stay as is, but we’re adding a new one with more detailed output:
Post-Battle Rewards
At the end of a battle, you’re flooded with lines upon lines of fine text: trophies, gold, other rewards. During events, this list can get so long that it’s hard to browse. We’re shifting to bold, eye-catching reward blocks that make your haul clear at a glance. For the stat enthusiasts, detailed breakdowns will still be available in a separate window, though.
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“Play Again” Button
We’re planning to add a “Play Again” button for co-op or friendly training matches, letting you jump back into action without leaving the battle screen. Set records or retry without extra clicks!
We’re aiming to make the interface more intuitive and the stats more meaningful, and we can’t wait to hear your thoughts on these changes. All these ideas are in development, so if you have suggestions to make them even better, don’t hold back – share them with us! Thanks for reading!