League of Legends Dev Tracker

New Client Card Mini-game "The Demon's Hand" has been released

This thread was added on March 20, 2025, with posts from Rovient, RiotGraydiance.

Original Post

Image from the client of "The Demon's Hand" mini-game

"It's live :) A lot of people made this really cool thing come together. Let us know what you think!"

Kinda shocked this mostly went unspoiled. Really cool, glad they're still doing these cool client games!

Edit: As comments are saying, plays a lot like Balatro. Inscryption-like feel to flow through "fights" as well.

Edit 2: Beat story mode indexing into sigils that give big payouts on face cards, and then ones to pull more face cards when you discard 2s and 3s. Was fun! Hope I can unlock the harder modes soon.

Glad you're having fun! I'm so happy Demon's Hand is out, it was one of my favorite projects I've worked on at Riot. I designed the enemies, about half the sigil effects, and am responsible for balance / tuning. I've been nervously watching people not familiar with the inspirations play it for the first time hoping it's not too hard hahah

We're reading all the feedback, and I can probably answer a few questions here or there if you have any!

Play League and you'll unlock Rare Sigils over time! They're dropped pseudo-randomly after certain game-time thresholds are reached, very similar to the battle pass mission that says "Play games to earn points." Games of Arena progress the invisible missions that track your progress 30% faster.

gg! Feeling like you broke it is absolutely my intention. please go break it harder next time.

Responded below, but basically just play a bunch of League! Rare sigils are dropped somewhat randomly based on time spent playing League games. If you're looking to progress faster, and you enjoy Arena, play Arena - it progresses the invisible missions that track your progress 30% faster than SR modes or ARAM.

Any more! Arena is 30% faster unlocks, however.

They're a fair bit harder, but basically similar to green stake; not gameplay or system modifiers. They make enemies more challenging, build synergy more required, and lingering damage more dangerous.

For an experienced player who understands the systems, they're not going to take tons of attempts, but they should at least provide a meaningful challenge.

Sorry, the wording's a bit confusing! Basically, if you play, for instance, a pair of 2's, and then add in the any of the Command cards (Scout 一, Shaman 二, Warlord 三, or Assassin (o) ), those Command cards will contribute their value and any sigil effects they trigger towards the hand. It's a low-cost sigil that helps with the "Command" card synergy sigils you can get.

Passed these performance issues along to our engineers - appreciate all the reports, they're going to look into it!

Can you have her open a support ticket? We'll get a bit more info about the account and things that way!

I've not cleared it myself on my live account yet (busy day, lol), and I've not seen a live issue come in for it.

Oh interesting. Yeah, hadn't seen that bug reported yet, but I can think of why it's happening. Sigils get unloaded after combat, we have to save persistent info elsewhere. It's probably just not getting the info correctly when the sigil reloads since it's changed slots. I'll go reproduce and put in a ticket for it!