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Valentine's Day Sale
Forum: General Discussion
Last Post: LegendaryHobgoblin
11-30-2017, 04:52 PM
» Replies: 2
» Views: 2,962
Brave Hand Frequently Ask...
Forum: Bugs & Technical Support
Last Post: Kate
11-16-2017, 06:07 PM
» Replies: 0
» Views: 1,112
v0.35 Early Access Update...
Forum: General Discussion
Last Post: scott
10-28-2017, 08:39 PM
» Replies: 0
» Views: 4,026
Discord Channel?
Forum: General Discussion
Last Post: scott
10-04-2017, 04:38 PM
» Replies: 0
» Views: 796
Brave Hand Localization
Forum: General Discussion
Last Post: Kate
09-11-2017, 09:59 PM
» Replies: 0
» Views: 2,794
Forming an Agenda
Forum: General Discussion
Last Post: scott
09-01-2017, 02:12 AM
» Replies: 60
» Views: 19,901
Midsummer Sale Event!
Forum: General Discussion
Last Post: scott
08-30-2017, 07:54 PM
» Replies: 1
» Views: 1,160
Announcing Brave Hand, ou...
Forum: General Discussion
Last Post: scott
08-30-2017, 07:52 PM
» Replies: 1
» Views: 3,111
Can someone fix the snipe...
Forum: Bugs & Technical Support
Last Post: LegendaryHobgoblin
08-27-2017, 08:49 PM
» Replies: 14
» Views: 8,960
Highgrounds Update From D...
Forum: General Discussion
Last Post: DestinyReroll
05-14-2017, 02:58 PM
» Replies: 13
» Views: 6,477

  Brave Hand Frequently Asked Questions
Posted by: Kate - 11-16-2017, 06:07 PM - Forum: Bugs & Technical Support - No Replies

When a game or in app purchase are first released, there can be a delay (up to 24hrs) in when they first appear on the store. It may take some time for the IAP to get through Apple’s servers in your region.

If this issue persists past November 17th, please contact us at support@heartshapedgames.com.

Your support means a lot to our small team, thanks in advance for buying the full game/no ads version!

If the game start-ups in free mode you can go to the Settings menu (gear icon) and tap "Restore Purchases" and that will get you back to the right version.

This will be resolved in an upcoming update that will be released within the next few days.

The remove ads button unlocks all game modes, removes all ads, unlocks the guardian theme and of course supports the developer!

You can find the official Brave Hand rules by clicking the question mark on the main menu, as well as below.

Score points by cashing in cards from piles. The game ends when your hand has 0 cards, or all 8 board piles are cleared.

Choose a card from your hand, and then choose any pile. If your card is GREATER than the card in the pile, you win. You then have a choice:
1.--IN: Bank your earned points and end the run. Draw a card from the deck into your hand. OR
2. PUSH: Challenge the next card in the same pile, but risk losing all earned points.

DICE PILE & SCOUTING: Trade a card to the dice pile. The dice will roll 2 times, revealing the top card and bonus type of the 2 piles that correspond to the roll on each dice. The dice start from the top left most pile, moving right and skipping empty piles to choose their pile to scout.
2 Card: A Scout card (2) in your hand beats an Ace card (14). 1
5 Card: The Demon card (15) is highest. If scouted with the dice pile, 15s are cashed in immediately and you earn major bonus pts.

JUMBO DECK MODE: The deck consists of 90 total cards, with all piles starting with 8 cards each.
BOOST MODE: Up to 3 sets of special boost expansion cards can be added to power up your deck for a small amount of coins. Selecting boosts at the start of the game adds 2 cards of that type to your deck.
TREASURE ROOM: Give coins to the Guardian to earn new themes and advance the story!

Yes, in the settings menu, turning of the animation may help.

You can unlock 17 themes in the game.  

On the main menu there is a graph icon that will take you to the leaderboards.

The game is available in English, Spanish, German, French, Russian, Chinese, Portuguese-BR, Portuguese-PT, and Hungarian.

If you encounter any other issues or have any questions, please email us at support@heartshapedgames.com.

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  v0.35 Early Access Update Is Live
Posted by: scott - 10-28-2017, 08:39 PM - Forum: General Discussion - No Replies

Hi everyone,

We've just posted our first update to Brave Hand, version .35, since entering early access. We really appreciate everyone's feedback so far, and we'll be continuing to upgrade and optimize the game as we move closer to our final launch on iOS and Google Play. Here are the full patch notes:

Download link (Free): https://play.google.com/store/apps/detai....bravehand


-New "Reader" mode for viewing all story pages! Use this mode to take screenshots of the art for phone wallpapers.
-Framerate improvements on lower end devices!
-Hardware "Back" button now navigates the UI.
-Numerous translation bug fixes.
-Fixes for some Ad display issues.
-Better error messages for disabled features.

We want your feedback! Send your thoughts on the tutorial, pacing, boost mode, bugs and gameplay.


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  Discord Channel?
Posted by: scott - 10-04-2017, 04:38 PM - Forum: General Discussion - No Replies

I'd be curious to hear everyone's thoughts on Discord - is this something you use? What would you want to see from a Heart Shaped Games Discord? We want to find ways to connect with the community, but also don't want to split our community onto a ton of platforms. We like twitter, these forums, and Facebook. We also want to stream more on Twitch. Discord seems like a great way for not only HSG to connect with players, but for players in our community to find each other.

Let us know!

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  Brave Hand Localization
Posted by: Kate - 09-11-2017, 09:59 PM - Forum: General Discussion - No Replies


We're now ready to begin translating the text for Brave Hand. We're looking for any community members that speak another language and would be willing to help us.

All translators will receive a thank you package of free stuff: Ad free version of Brave Hand when released,  free copy of Hero Generations: ReGen on Steam and Mobile (iOS or Android), and credited as a translator in Brave Hand.

If you're interested in helping, please email us at contact@heartshapedgames.com and we'll provide you with more details.

Thanks to all that have offered to help! Once localization is complete we'll be contacting beta testers.

[Image: DJSw7coXgAADYAC.jpg:large]

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  Announcing Brave Hand, our next game!
Posted by: Kate - 08-28-2017, 06:19 PM - Forum: General Discussion - Replies (1)

[Image: Brave_Hand_Screenshots_Master_1.png]

Brave Hand is a beautifully simple, original single-player card game of luck and skill by designer Scott Brodie. As you play, you unlock the story of the Wanderer and the Guardian, depicted across 16 gorgeous hand-painted themes. An elegant design that combines the simplicity of classic card games like War and Solitaire, the test of will of Poker, and the strategy of collectible card games.

Brave Hand has been selected as a Google Play Indie Game Finalist and will be demoed for the first time publicly on September 23rd at this event.

Please let us know what you think! We’re hoping to release within the next few months and we’d like to get your help polishing and improving the game. If you’d like to beta test or help with localization, email us at contact@heartshapedgames.com or reach out to Scott (@brodiegames) on Twitter.

More Info:

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Heart Midsummer Sale Event!
Posted by: scott - 07-20-2017, 03:46 PM - Forum: General Discussion - Replies (1)

Hi everyone! We've just put all card packs on super sale in the shop for a limited time! Now through the end of July, store pack prices are:

All Regular Packs: 200 Gems (normally 350)
Mini Boosters: 100 Gems (normally 175)
Starter Bundle: 500 Gems (normally 1100)

Have fun, and we hope to see you back in the game!

-Scott Brodie, Lead Designer, Highgrounds

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  Was there a change in the formula for commanders leveling up?
Posted by: Sasajiro - 04-19-2017, 07:57 PM - Forum: General Discussion - Replies (4)

The formula to reach a specific level, if I recall correctly, is x*260^2. While going through the process of grinding a commander, I noticed that this formula isn't true anymore, and I don't know what the new formula is. For anyone competent in math, could you verify if I just made a mistake, or if there is a new formula?

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  An issue with the new player experience that the community can resolve.
Posted by: Sasajiro - 04-15-2017, 06:21 AM - Forum: General Discussion - Replies (9)

New players have a difficult time winning pvp matches, particularly those in timed matches since there isn't a matchmaking algorithm in place. I recommend that frustrated new players should play ghost matches so they can learn the foundations of the game and gather some currency and units. Ghost decks, or the first deck that players have in their deck screen, are often abusive and very aggressive. I don't get why people set aggro decks as their ghost deck. Veteran players can beat them without thinking, (I regularly grind 500 matches every time broken shield comes out without paying attention to the game,) so we aren't challenged by aggro decks. New players, however, tend to get destroyed by these decks since their armies aren't refined, and they aren't in a position to fight aggro decks. Unlike King of the Hill, there are no glitches to keep your points without resetting the event in ghost matches, so new players are screwed if they face a single aggro deck in one of their 3 dailies.

Tl ;dr: ask that the community stop setting their ghost deck as any form of an aggro deck. They don't challenge veterans, but heavily punish new players and make their gameplay experience nearly impossible to progress.

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  I am making insightful gameplay videos. What does the community think of my first one
Posted by: Sasajiro - 03-28-2017, 07:06 AM - Forum: General Discussion - Replies (16)

This is something I have been wanting to do for awhile, but I lacked a good enough computer to record in HD. Now that I have one, I figured I would devote my channel's content to this game that I enjoy so much. If you have any criticism or suggestions, I am all ears. I have never created a video before minus school projects and personal media, so I know I have a lot to learn.

If nothing else, you can at least watch high level Highgrounds gameplay, which until now was absent on youtube.


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  Highgrounds Update From Devs
Posted by: scott - 03-15-2017, 03:42 PM - Forum: General Discussion - Replies (13)

Hi everyone! It's been awhile since I've responded in the Highgrounds forum -- we're a small team that's trying to accomplish a lot across all of our games, and it's easy to miss some of the conversation that happens here. I'll definitely work on participating more often.

I want to address a few threads that have popped up asking why we have not continued with updates to the game over the past year. We're all about being open and honest, and in Highgrounds case it has very little to do with our desire to keep improving the game, and more to do with how the game sells. The reality is that Highgrounds makes little to no money for us. We are lucky to break even each month between our server costs and sales, which are both in the range of a few hundred dollars. If you take into account the time we spend with customer support, dealing with cheaters/hackers, we lose money on keeping Highgrounds alive. And the majority of the money we make comes from a small set of our most passionate players (which we're extremely grateful for).

But even with that picture, we love the game, love our community, and continue to maintain Highgrounds so that the game can still be played and enjoyed. But the reality is that given how limited our resources are as a team, it isn't feasible for us to put more of our time into Highgrounds, compared to newer projects that have more potential to bring in revenue, that can continue to allow us to make games at all.

It is definitely possible that there are improvements or major changes that could improve our revenue picture, but it isn't clear what those would be. When we were in active development, we tried everything to try to change that financial picture. Much of the issue with the game is that it has a high enough initial learning curve that we turn off a lot of our initial players. Many of you will remember the myriad of changes we made to our reward systems, new user experience, etc in the past. None of it moved the needle there. We spent a lot of time and resources doing that (6 to 9 months). We also thought the issue may have been that we needed more content/characters, but our last expansion set did not result in many sales despite all of the effort we put in.

If we get lucky in the future with other games, I'd really love to come back to Highgrounds, even if we would be losing money to make improvements. I have a long list of things I'd love to try to make the game better. I am personally extremely proud of the Highgrounds design, and think it holds up in fun-factor in comparison to the many online CCGs that have been released since Highgrounds first came out. But unfortunately right now we're not in a position as a company to spend a significant part of our development time on the game. I wish I had better news for you, but I'd rather be honest with you then try to give false hopes that major changes are on the short term horizon. 

We can't thank you all enough for the support you've given us over the years, and I hope this post sheds some light on why there hasn't been much update activity on the game.

Happy to answer any other questions you all have!
Scott Brodie
Lead Designer, Founder

(P.S. That doesn't mean we want the discussions on how to improve the game to stop! It's been helpful to hear everyone's feedback on how the game could be improved, even if we can't act on it)

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