FAQ - Frequently Asked Questions
Frostzone is run entirely by 1 guy, and I work on more than just Card Engine, so official replies usually take a bit of time. Please take a moment to look through the FAQ, your question might already be answered. Thanks for understanding!
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As of early 2026 there are no official video tutorials or step by step guides. But there is a documentation!
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Images
You can get more images that are in a similar template-format like the included "Standard" assets from most asset stores. Usually found by searching for something like "tcg template". Here are some examples:
Fonts
You can get a variety of fonts from sites like:
Import to Card Engine
Both images and fonts are imported the exact same way through the asset browser. See Custom Assets for a more comprehensive overview.
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While I commissioned artists to create a pack of starter “Standard” assets under a commercial license owned by Frostzone, acquiring full rights from artists is expensive, especially since Card Engine is a small, one-person project. Because of this, Frostzone provides the “Standard” asset pack for free as part of the software, but it’s expected that you’ll primarily acquire or create your own assets.
This is also in line with similar tools for creating TCG cards, most of which don’t include any starter assets at all.
See “Where can I get more assets?” in the FAQ for suggested sites where you can easily find assets similar to those included in the Standard pack, in formats that work well with Card Engine.
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The card sheets used by Tabletop Simulator are specific to their software, and TTS includes its own deck builder to create them. That said, you can absolutely create cards in Card Engine and import them into TTS using that deck builder. Here’s a YouTube guide showing how: https://www.youtube.com/watch?v=7X1YB0X3Fys
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Card Engine and Frostzone are not affiliated with Tabletop Simulator or Berserk Games, so there’s no direct integration between our software. That said, I fully understand how well Card Engine works alongside TTS, and exploring an official connection in the future isn’t out of the question. For now, the priority is finishing Card Engine during Early Access before looking into any third-party integrations.
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I get that the app being on Steam makes Steam Cloud sound like a natural solution for backup or syncing projects across machines, but it isn’t designed for that kind of workload. There is per-user quotas, file size limits, and caps on total file counts. These quotas are perfect for lightweight save data, but they don’t scale to full project directories with many assets and constant revisions.
Valve is awesome for providing Steam Cloud for free, but it has to remain lightweight to stay sustainable. Supporting heavy, constantly changing data would require the same infrastructure and cost as dedicated cloud/backup providers, which falls far outside Steam Cloud’s role as a simple save-file sync system.
If you need dependable multi-machine syncing or cloud backups for your projects, use a dedicated service like OneDrive, Google Drive, or Dropbox etc. They’re built for this kind of data and avoid the stability and corruption risks that come with using Steam Cloud in ways it wasn’t meant for.
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While not officially supported, it can be used on Linux through Proton. That said, most Windows features will not work (Like the native windows file browser or project folder buttons etc, as they rely on windows paths). Your project files however can be found at: ~/.steam/steam/steamapps/compatdata/[Steam game ID]/pfx/drive_c/users/steamuser/Documents/Card Engine/Projects
The steam folder might be hidden by default. Try the CTRL-H shortcut to show hidden folders
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No. To be transparent, the potential audience on those platforms just isn’t enough to justify the time and cost of developing and maintaining official builds.