Category Archives : Uncategorized

Happy holidays!

Happy holidays from all of us here at Lunarch!

Santa Drone

Today’s Friday event on the Prismata alpha server will be a little different than usual. This time, you’ll get a chance to buy a special Prismata unit: ROBO SANTA!

Robo Santa will bring you gifts galore, regardless of whether you’ve been naughty or nice. The event goes live at 4pm EST. As usual, there will be an encore next Tuesday.




Road to the Alpha World Championship: Wildcard Weekend

After last weekend’s Halloween break, we’re now gearing up for the grand conclusion of our big pre-release tourney: the Prismata Alpha World Championship. This weekend is Wildcard Weekend—on Saturday, a selection of the top players from the Grand Prix will be competing for the final two spots in the grand finals, which will take place later this month.

PAWC Banner

A variety of fun events are planned. Here’s the schedule for the weekend:


Say hello to THUNDERHEAD…

Unit 2 of the 3 we’ll be adding this weekend is a biggie: say hello to Thunderhead:


Supply 1

Thunderhead might look a little ridiculous, and it is. At 5 attack and 10 health, Thunderhead is one of the fattest units in the game. It’s also one of the most expensive, being the first-ever Prismata unit with a GGGGGB cost. Of course, it comes with two huge drawbacks: Frontline, and Lifespan 3. This means your opponent can deal with your Thunderhead by either waiting it out, or shutting it down by dealing 10 damage to it. This makes it very tricky to time your Thunderhead purchase—buy it too late, and your opponent might immediately pop it for 10 damage. However, if you buy it too early, it won’t generate much value as a defender.

We hope you’ll enjoy playing with Thunderhead this Saturday! One more new unit reveal will be coming up tomorrow!



Welcome David! Thanks for making Prismata run 7x faster! Here’s how he did it.

Hi everyone!

This is a bit of a cop-out of a blog article, because I’m ridiculously sleep-deprived and have been way too busy over the last few days to do a satisfactory job with part 3 of the “Balancing Prismata Openings Through Unit Design” series. So it will have to go up a little later.

I hope you’ll forgive me, especially considering that you folks got a bonus article last week when I discussed Prismata’s performance rating formula (incidentally, if you’ve been following that discussion, it seems we’ll be going with the “Netzero” system, which was both my personal favourite solution, as well as the most popular on reddit.)

In any case, today’s article will focus on some of the amazing work that one of our devs has been doing to improve Prismata’s performance.





Balancing Prismata Openings Through Unit Design – part 2: Tempo and Initiative

Hey guys!

A quick news update before we get on with the rest of today’s article: in celebration of our new balance patch, we’ve posted a Kickstarter update highlighting some of our recent accomplishments and previewing a few more new skins. If you haven’t yet claimed your supporter badge, instructions are provided there!

LP bloodranger color

Did you know that blog articles containing pictures are 82% more likely to be read and shared, and that 63% of statistics are actually made up on the spot?

Today, we’re going to be continuing our discussion on how Prismata openings influence our decisions regarding unit balance. Last week, we discussed how our goal in designing each Prismata unit is to find the best, most balanced, and most interesting version of that unit, and showed how specific opening timings can create design challenges because certain unit designs can favour certain players or certain strategies too much.

Like last time, I’ll be sharing a few pages from our developer-exclusive secret opening book. To understand how to analyze some of the rushes and timings that exist in these openings, we first need to discuss two important strategy game concepts: Tempo and Initiative.



Our Largest Balance Patch Ever 1

Today at 12 noon EST, we deployed our largest Prismata balance patch thus far. A total of 14 units have received changes. In this article, I’m going to provide an explanation for each change, explaining our thought processes, and what we’ll be looking toward doing with future units and balance changes.


Militia – health has been increased from 2 health to 4 health.

This is a simple change that will hopefully make some Militia games a bit more interesting. We found that, while players often bought Militias during the opening to take advantage of their gold-producing ability while the opponent constructed early defenses, Militias had little use in the late game, often being simply worse than Steelsplitters. Now, with higher HP, the decision between Militias and Steelsplitters will be more interesting later in the game.