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Find out moreOn June 18, the card game "Immortal. Tales of Old Rus'" developed by 1C Game Studios in collaboration with artist Roman Papsuev was released in Steam Early Access. Roman is the creator of the multimedia universe "Tales of Old Rus," inspired by Slavic folklore. The game offers unique gameplay that immerses players in the atmosphere of ancient Slavic legends and myths, combining elements of strategy and original card design. "Tales" began with artwork created by the artist at night and posted online. Over time, this universe gained popularity, leading to the creation of art books, storybooks, and video games. "Immortal" was the first project in this direction. The developers noted that they initially chose the card game genre, but plan to expand their horizons and create larger-scale projects in the future. Skillbox Media's Gamedev editorial team will share their first impressions of "Immortal," which will soon be fully released. We've immersed ourselves in the world of this game and are ready to tell you about the key aspects and features of the gameplay, which are impressive from the very first minutes. Anticipation of the full release is fueling interest in the project, and we're confident it will attract the attention of many gamers.
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A Familiar Tale
The game project "Immortal" is in many ways reminiscent of the successful card roguelite Slay the Spire. In this exciting roguelike genre, players overcome challenging levels in pursuit of the final goal, while building their own unique card deck. This strategic element allows for effective combat against powerful bosses, making each battle truly epic. However, despite the obvious similarities, "Immortal" has its own unique features that distinguish it from other games in the genre.

Creating a unique subgenre, the game attracted players with its highly addictive gameplay, diverse characters, and mysterious atmosphere. To unravel the secrets of the Spire, players had to overcome repeated challenges. Unsurprisingly, this successful concept inspired not only the recently announced sequel, but also a number of subsequent games, each striving to preserve the magic of the original.
Anyone familiar with Slay the Spire will quickly get to grips with Immortal. At the beginning of the game, you are given a small deck, consisting mainly of standard attacks and defenses. By battling enemies, earning coins for trading, and opening treasure chests, you will improve and expand your deck. As you play, you will develop new ideas for card combinations and strategies for using them, allowing you to progress further.

In "Immortal," a familiar gameplay cycle will remind players of the mechanics from Slay the Spire. Players will find artifacts that provide permanent bonuses to their characters and use potions that become indispensable aids in difficult battles. These elements make the game strategically rich and varied, allowing each player to develop unique tactics to overcome challenges.
At the beginning of "Immortal," only one character is available—Varvara the Beautiful. However, with subsequent updates in Early Access, the developers plan to add a second heroine—Vasilisa the Wise. In the final version of the game, players will be able to choose from four unique heroes, significantly expanding gameplay and strategic options.
Barbara, with her unique combination of weapons—an axe and a scythe transformed into a whip—is the embodiment of a true warrior. She easily deals with enemies in close combat, and when she takes heavy damage, her rage increases, allowing her to deliver a powerful blow to the enemy. This image of the barbarian personifies not only physical strength, but also combat dexterity, which makes her a formidable opponent on the battlefield.

The game "Immortal" offers familiar gameplay that may be reminiscent of other popular card games and roguelikes. The developers at 1C Game Studios clearly recognized this and implemented interesting elements into the project. For example, enemies in the game move between rows, as in Darkest Dungeon. Ranged and mage units prefer to keep their distance, while melee fighters seek to approach the Varvara. The player is given the ability to move enemies between rows, allowing them to disrupt their strategy and develop their own plans. Interestingly, defeated enemies do not instantly disappear from the battlefield and can be used as defense, adding a strategic element to the game. Thus, "Immortal" embraces the spirit of a dark roguelite while introducing new ideas to the world of White Light.
Character progression toward the main goal and plot elements are presented in the "Hero's Journey" section, which resembles the hero development tree in Gwent. However, unlike the Witcher spin-off, advancing through the branches requires overcoming challenges in battle. This system eliminates the use of in-game currency, card reworking, and other features of online card games. This approach makes the gameplay more focused on strategic interaction and player skill.


To dispel the feeling of déjà vu, the developers decided to experiment with fonts, which, unfortunately, did not always lead to successful results. For example, in Immortal, after each battle, instead of the usual map, as in Slay the Spire, where the player chooses their next move from a multitude of question marks, an epic stone appears, offering movement options: straight, right, or left. This change may seem out of place and does not meet the expectations of players accustomed to more interactive elements.
The descriptions of game options detail the types of enemies to be encountered, their buffs and debuffs, and the possible rewards for victory. This information certainly contributes to more thoughtful strategic planning. However, it also negates the element of surprise, which is a key characteristic of the genre. The visual design reinforces this sense of dissonance: despite the options provided, the heroine's path is represented by a straight dotted line at the bottom of the screen. This solution creates the illusion of freedom of action, while in fact the player finds himself within the confines of a strictly defined scenario.

In addition to battles, players can encounter "random events" in Slay the Spire—short and memorable text quests. Unfortunately, the developers of "Immortal" did not include this interesting feature in their project. This decision is regrettable, as they have a rich universe that inspires the creation of numerous unique events, as evidenced even by the upcoming short story collections. The possibilities for engaging quests and interactive storylines in this game would be virtually limitless.
Rest between battles in "Immortal" is truly important. The current balance of the gameplay is such that battles drag on. This is due to several factors: the insufficient attack power of both sides, the high endurance of the main character, and the feature according to which all opponents receive defense points that are refreshed in each new round. However, these shortcomings can be addressed, and this is precisely why the game was launched in Early Access.

The developers of "Immortal" removed much of the surprise element by allowing players to replay any failed battle. This feature may appeal to newcomers, but, like pre-battle hints, it significantly reduces the value of the gameplay. The ability to replay battles runs counter to the essence of the genre and diminishes the elements of strategy and tension that make the game engaging.
"Immortal" suffers from character motivation issues. Unlike its creator, who uses a powerful motif of ascension and keeps the ending a secret, 1C Game Studios offers players a simple task: complete an elder's errand. He asks Varvara to obtain a malachite stone and promises a generous reward. However, the question remains: why does Varvara and, more importantly, the player need this? This plot element is puzzling and becomes a mystery comparable to the secret of Koschei's immortality.
Pinching over gold?
Despite criticism for its derivative nature and some unclear original solutions, the game "Immortal" has its merits. Its main advantage is its visual style, which sets the project apart from others. The enemies created by the 1C Game Studios team under the direction of Roman Papsuev are particularly impressive. Although the image of Slavic fantasy has become quite common, the artists managed to develop unique and memorable images that simultaneously evoke fear and a smile. Examples of such characters include a water spirit riding a catfish and geese-swans, who have clearly switched to a more satiating diet. This creates an interesting contrast and adds personality to the game.


The mythology of the Immortal world creates anticipation for the next battle, with players hoping to encounter a new, exciting opponent. However, the current version of the game lacks a bestiary that would allow players to study the monsters in detail and learn their history. Introducing such a feature would be a logical step to improve the gaming experience and deepen interaction with the lore. Developing a bestiary could not only add variety to battles but also draw players' attention to the uniqueness of each enemy, adding new layers to the overall atmosphere of the game.
The character Varvara has a good artistic style, but she lacks animations, which can be attributed to the early access status. Unfortunately, the lack of voice acting is unlikely to change, and in my opinion, this is an oversight. Considering that the dialogue texts are rather clichéd, high-quality and varied voice acting could significantly liven up the narrative and make it more attractive to players.

The game offers spectacular locations that combine both harsh, Nordic landscapes and the charm of the central zone, slightly transformed by magic. These places evoke a feeling of familiarity. The visual harmony is supported by the musical accompaniment: melodies reminiscent of the music from The Witcher, creating an atmosphere ideal for measured card battles without distracting from the gameplay. The soundtrack for the game was created by Dmitry Silantiev, who is also known for his work on the music in the Pathfinder series from Owlcat Games and the recent Warhammer 40,000: Rogue Trader from the same developers.
The result is secondary gameplay, as well as high-quality visuals and music. However, for it to be memorable to players at release, it lacks the breakthrough the game itself believes it could achieve in the narrative department. The developers have all the necessary prerequisites: a unique universe already presented in other media formats and a desire to continue developing this world in the video game industry. Developing a deeper, more engaging storyline could significantly increase interest in the game and attract a new audience.
Little can be said about the game's plot at this time. This can be explained by the project being in Early Access, and its main goal is to demonstrate gameplay and fine-tune balance. Currently, the player faces uncertainty regarding goals, motivation, and exciting twists in their adventure. At the end of the game, they promise the opportunity to fight Koschei, hence the game's name, "Immortal." However, a deeper dive into the world of Belosvetye would be welcome. Roman Papsuev's illustrations are truly inspiring and make you want to see them as part of a captivating story, worth playing through numerous leisurely card battles for.

We hope 1C Game Studios has a few more surprises in store for players at release.
The game "Immortal: Tales of Old Rus'" is now available on Steam in Early Access. Users can take advantage of a 15% discount on the game until July 2nd. Also available until that date is the expanded edition, which includes the soundtrack and artbook, at a 40% discount. Don't miss the opportunity to immerse yourself in the atmosphere of old Russian fairy tales and enjoy a unique gaming experience.
Game designer profession from scratch to PRO
A game designer creates the structure of a game. They think through the idea, rules, gameplay, and decide what emotions the plot will evoke in players. You'll master game design principles from scratch and learn how to work with popular engines like Unity and Unreal Engine. You'll learn how to retain player interest and monetize your games. And we will help you start a career in the gaming industry.
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