ROBLOX. VIDEO GAMES. MOVIES. ORIGINAL ANIMATIONS.
CLAY TRIBUNE.
Advertisement

Artifact: A Sharp, Strange Card Game That Lost 95% of Its Players in Two Months

Valve and Richard Garfield's Artifact lost 95% of its players in two months. A look at the design that worked and the marketplace that killed it.

By mitch·6 min read
Three lanes of battling cards and artifacts on a fantasy battlefield.

Artifact arrived in 2018 with a pedigree that should have made it untouchable. Valve built it. Richard Garfield, the man behind Magic: The Gathering, designed it. It sat in the Dota 2 universe, a setting with millions of devoted players. The pieces were all there. The game that shipped was smart, deep, and genuinely unlike anything else on the market. It was also, within two months, down 95% of its players.

That gap between what Artifact is and what happened to it is the whole story. The game itself is very good. But you cannot write about Artifact without writing about the fall, because the fall is what the thing became.

Trailer, via PlayArtifact.

Advertisement

Three lanes, three boards

Artifact is a digital collectible card game for Windows, macOS, and Linux. You build a deck and fight one opponent, one-on-one. The twist is that the fight happens on three separate boards at once.

Each lane is independent. Each lane has its own tower at the end. Each lane has its own mana pool, which grows by one point after every round and refills completely. You win by destroying two towers, or by destroying a structure called the Ancient that appears once a tower has fallen.

That structure changes everything. In most card games you are managing one front. In Artifact you are managing three, and a decision in one lane ripples into the others. Mana spent here is not spent there. A hero committed to the left board cannot save the right.

Unlimited hand, unlimited mana

The freedom is the point. There is no hand limit. There is no cap on the units you control. There is no ceiling on the mana you can bring to bear.

Cards come in three rarity tiers — common, uncommon, and rare — and four color themes: red, green, black, and blue. Each color has its own effects on the board. Item cards can be placed and used in any lane, which gives you a way to patch a weak board or press an advantage on a strong one.

The turn structure is where Artifact gets its teeth. Every time a card is played, initiative passes to the opposing player. You cannot simply dump your hand and watch. Every move invites an answer, and every answer invites another move. It is a conversation, and the better talker usually wins.

Combat, then shopping

When all cards have been played in a lane, the fighting starts. Heroes and creeps attack whatever sits opposite them. Creeps are weak but numerous, they cannot be directly controlled, and they respawn every round. If nothing stands in front of an attacker, the tower takes the hit.

This repeats across all three lanes. Then the game moves to the Shopping Phase, where gold earned in battle gets spent on items.

The rhythm is unusual and it takes time to learn. That learning curve is real, and it is steep. Artifact does not hold your hand past a tutorial against an AI opponent. The game is built for online player-versus-player matchmaking, and it assumes you will catch up.

Where the design holds up

The drafting and the core mechanics earned praise, and they deserve it. Very few card games ask you to hold three boards in your head at once. Fewer still make the passing of initiative feel like a genuine tactical weapon rather than a formality.

The Dota 2 setting runs through the whole thing. The heroes, the colors, the items, the lanes — the game is built on that universe from the ground up, and the presentation is striking.

At launch there were nearly 300 cards. Each deck needs at least 40. That is a wide enough pool to build real archetypes across the four colors, and wide enough that two players can sit down with the same hero and play completely different games.

The marketplace killed it

Here is where Artifact lost its players, and the loss was not mysterious.

Cards were purchased on the Steam Marketplace. The model drew criticism from players who saw it as pay-to-win, and the criticism was not unreasonable. A collectible card game with a marketplace attached means the best decks have a price tag, and the price tag is set by other players, not by Valve.

Valve later reworked the game as Artifact 2.0. That version removed the need to buy or trade cards with money. It went into closed beta in March 2020. A year later, Valve stopped development, citing a lack of player interest.

Both versions became freeware. The original became Artifact Classic. The rework became Artifact Foundry. What that means in practice:

  • Every card is now available to every player.
  • Paid event tickets have been phased out.
  • If you paid for the original Artifact, your cards were promoted to Collector’s Edition cards.

That is a generous ending. It is also an ending that arrived after most people had already left. By mid-2019, Artifact was down to around a hundred concurrent players.

Valve’s own surprise

Valve was surprised by the response. The company described it as the largest discrepancy between their expectations for a game and the outcome.

That is worth sitting with. This was not a small studio misreading a niche. This was Valve, with Garfield on the design, expecting one thing and getting another by a margin they had never seen before.

The concurrent player count tells you how many people were playing. It does not tell you how many bought the game, and it does not tell you what Valve earned. Those numbers were never part of the public record here, and they should not be guessed at.

What actually matters here

The mechanics were never the problem. Three lanes, unlimited hand size, unlimited mana, initiative passing on every card — these are good ideas, and they are good ideas that few other card games have matched. Artifact Classic is free now. The barrier that killed it is gone.

The marketplace was the wound. The rework fixed the money. It did not fix the timing. By the time Artifact 2.0 was in beta, the players had already decided, and a closed beta is not a way to win back a crowd that has moved on.

So the interesting question is not whether Artifact was good. It was good. The interesting question is what it says that a game this well made, from this designer, published by this company, could lose 95% of its players in two months and never recover. The answer is that a card game lives or dies on whether people believe the table is fair. Artifact’s table was not fair, and everyone could see the price of a seat.

Play it now, free, with every card unlocked, and you get the game without the trap. That version is worth your time. It is a sharp, strange, demanding card game that asks more of you than most of its competitors ever did.

It is also a monument to a bad decision made at the worst possible moment.

Critics liked it. IGDB’s aggregate across six outlets sits at 8.2 of 10.

The Notebook

Get the Notebook.

The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.

We send one note to confirm. Every issue has a one-click way out.

Game reviews
Advertisement

Leave a Reply

Your email address will not be published. Required fields are marked *

As an Amazon Associate, Clay Tribune earns from qualifying purchases.