More Than a Collection
Most card games have a "Album" viewβa simple grid of images. We found this static approach insufficient. Covenant Cards is specific, chronological history, and history is connected. We wanted to show the flow of data through generations.
Enter The Lineage.
The Visualization Engine
We built a custom rendering engine to handle the Lineage treeβa massive, scrollable, zoomable map containing over 300 interconnected nodes.
- Adam & Eve act as the root nodes.
- The tree branches downward into the Twelve Tribes.
- It reconverges at the Kingdom of David.
- It splits again during the Exile.
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Parallax & Connection Types
To make the tree feel alive, we implemented a custom parallax nebula background that moves independently of the foreground nodes, creating a sense of immense depth and scale.
The connection lines aren't just simple strokes. They are color-coded data pipes that represent the nature of the relationship:
- Green (Family): Direct genetic descent (e.g., Abraham β Isaac).
- Red (Successor): Transfer of leadership, often violent (e.g., Saul β David).
- Cyan (Colleague/Contemporary): Characters who operated in the same era (e.g., Rabbi Akiva & Bar Kokhba).
Gameplay Integration
Many players ignore lore features in strategy games. We forced integration by tying card unlocks directly to the tree topology. You literally cannot build a cohesive deck without tracing the path.
Unlocking "King Solomon" requires you to first unlock and master the "King David" node. This teaches the history intuitively: you learn that Solomon came after David because the UI physically places him below, reinforcing the narrative through interface design.
It's not a menu. It's a map of the human operating system.


