Software, Hardware, Embedded Systems, Applications, Mobile Apps, Project Management, UI/UX Design, Graphic Design, Brand Identity, Codemelt

Dark TableRedesigning the Battlefield for 4-Player Card Combat

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Dark Table CCG is a free-to-play digital collectible card game set in a dark Lovecraftian universe where four supreme beings - called Keymasters - play a sinister card game over the control of worlds. Unlike most digital CCGs that treat multiplayer as an afterthought, Dark Table was purpose-built for 4-player gameplay, introducing fresh mechanics that prevent any single "meta deck" from dominating. Released on Steam in Early Access in November 2023 by Doonamai LLC, the game offers deep deckbuilding, leader-based strategies with three paths to victory (Knowledge, Bloodshed, and Berserk), and extensive cosmetic customization. Codemelt was brought on to redesign the game's UI/UX experience.

Client

Archer

Timeline

6 months

Used technologies
Laravel
Nuxt.js
Nest.js
Web3.js
Rust
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Doonamai LLC had already built the core game - the mechanics, the lore, the card systems - but needed a design partner to elevate the player experience to match the ambition of the product. Codemelt was tasked with a comprehensive UI/UX redesign, rethinking how players interact with every layer of the game: from menus and deckbuilding to in-match interfaces and progression screens. The goal was to make the game feel as polished and intuitive as the AAA card games it aims to challenge, while preserving the dark, atmospheric identity that sets Dark Table apart.

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The central challenge was designing for complexity without creating clutter. With four players in every match, the game generates dense board states - multiple leaders, dozens of cards in play, simultaneous decisions, and layered interactions. The existing UI needed a rethink to help players parse information quickly, track opponents, and make strategic decisions without feeling overwhelmed. On top of that, the game's deep customization system (avatars, card backs, card borders, 3D playmats) and leader enrage mechanics required UI patterns that could communicate rich information at a glance. Our approach was clarity-first design: establishing a strong visual hierarchy that surfaces the most important information, reducing cognitive load during matches, and creating intuitive flows for deckbuilding and customization - all wrapped in a dark, atmospheric aesthetic that reinforces the Lovecraftian tone.

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WWe started by auditing the existing player experience end-to-end - from first launch through match completion - identifying pain points, information bottlenecks, and moments where the UI worked against the gameplay instead of supporting it. From there, we redesigned the core screens: the main menu, deckbuilder, match interface, leader selection, and customization hub. Special attention was given to the in-match experience, where four-player chaos demands exceptional clarity. We restructured how opponent information is displayed, improved the readability of card effects and leader abilities, and refined the visual feedback loops that tell players what's happening and why it matters. The deckbuilding flow was streamlined to encourage experimentation - supporting the game's anti-meta philosophy where hundreds of viable strategies coexist. The result is a UI/UX layer that does justice to the depth of Dark Table's mechanics - making the game more approachable for newcomers while giving veteran card game players the precision and clarity they need in a competitive 4-player environment.

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Our research drew from both the digital CCG space - Hearthstone, Magic Arena, Gwent, Legends of Runeterra - and the tabletop world, particularly the Commander/EDH format of Magic: The Gathering that inspired Dark Table's multiplayer-first philosophy. We studied how these games handle information density, turn flow, and board state readability, identifying what works and where players consistently struggle. The Lovecraftian visual language - dark palettes, eldritch iconography, atmospheric textures - was treated not just as decoration but as a functional design tool, using mood and tone to guide the player's eye and reinforce the game's identity at every touchpoint.

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