A New Era of Card Strategy
Slay-the-Spire-inspired runs, tight combat, and daily seeds with global leaderboards. Assemble builds, bend RNG, and escape the ruin.
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What makes it tick
Snappy, readable combat
Instant clarity on damage, block, and intent so choices feel crisp every turn.
Meaningful deck decisions
Draft synergies, trim fat, and upgrade along branching paths.
Daily seeded runs
Everybody plays the same seed of the day — then compare on global boards.
How a run flows
Draft
Start with a core kit. Pick relics and cards that amplify your plan.
Adapt
Reroute on the map, pivot to counters, and manage risk vs. reward.
Ascend
Beat elites, squeeze value, and push into escalating difficulties.
Roadmap
Vertical slice with one class, 3 acts, core relics.
Content pass, balance, daily seeds + leaderboards.
More enemies, relics, accessibility, and polish.
Sneak peek

FAQ
What makes this game different from other deckbuilders?
This game blends tight, strategic deckbuilding with a level of storytelling rarely seen in the genre. Every run pushes you through a dark, atmospheric world shaped by ruin – where your choices carry weight, and the narrative bleeds into the gameplay.
We focus on clarity and readability, so every decision is sharp… even when the world around you is falling apart.
It’s not just about building a strong deck – it’s about surviving a story that fights back.
Is there a story or lore?
Yes. The world is built around a deep, ruin-soaked narrative that directly shapes each run. The choices you make, the paths you take, and the dangers you survive all unfold within a larger story that isn’t just background flavor – it matters.
Every character you play has their own personal journey, struggles, and perspective on the world’s decay, giving each run a different lens on the lore.
This isn’t a deckbuilder with story on the side; it’s a story that pulls you down with it.
How difficult is it?
This is a challenging game. Each run is meant to push you, punish mistakes, and force you to adapt – but it’s never unfair.
You should expect a real learning curve, especially early on. The world hits hard, the enemies hit harder, and the ruin never lets up.
But every run teaches you something. Every defeat sharpens your instincts and unlocks new tools, strategies, or understanding.
You’ll come back stronger, smarter, and better prepared to face what broke you last time.
It’s difficulty with purpose – not frustration for its own sake.
Will there be multiple characters/classes?
Yes – three in total.
However, during Early Access, you’ll begin with one fully playable character, crafted to showcase the core experience at its strongest.
The other two characters – and their subclasses—will be added over time as major updates.
Each character is designed to feel truly distinct, with their own mechanics, strategy, and narrative voice. When they arrive, they won’t be simple reskins – they’ll change the way you approach every run.
We want each new character release to feel like opening a new door into the world.
Will there be meta-progression?
Yes. Each run earns you an out-of-run currency that lets you permanently upgrade your pool of available cards, giving you more tools and making future attempts feel a little less brutal.
As Early Access evolves, you’ll also be able to unlock subclasses for each character – adding entirely new ways to play.
Every character has their own separate currency bank, so progression stays meaningful and personal. No farming one character to boost another; each journey is earned on its own terms.
Is the game balanced around RNG or skill?
RNG is a natural part of any deckbuilder – but we don’t let it run the show.
Our goal is a careful balance where randomness creates variety, tension, and surprise, but skill is always the deciding factor.
Smart decisions, good deckbuilding, and mastering the game’s systems matter far more than lucky draws.
You’ll feel the randomness – but you’ll win because you played well.
Will it be moddable?
Not during Early Access.
Our priority is to refine the core experience with the help of our players before opening the game up to mod support. We want the foundation —mechanics, balance, structure, and systems– to be solid and stable first.
However, we are exploring moddability for the full release. Once the game’s core is exactly where it needs to be, we’d love to give the community the tools to create, expand, and experiment.
Is there controller support?
Controller support is part of our plan, and our goal is to have it available on day one.
However, depending on development needs, it may be pushed slightly to ensure we focus on the core experience first. If it doesn’t make launch, it will arrive shortly after – we want the game to feel great no matter how you choose to play.
Will there be localization?
Yes – we want the game to be accessible and welcoming to players around the world.
While our team’s language knowledge is limited, we’re actively exploring translation tools and workflows to bring the game to multiple languages.
Voice acting may remain in the original language, but subtitles, UI, and all in-game text are planned to be fully localized. Our goal is to make the experience clear and readable for everyone, no matter where they come from.
How big is the team?
We’re a small team of four:
John and Orestis – Programmers who build the systems, tools, and gameplay foundations.
Andrew – Our graphic designer, responsible for the game’s visual identity and old-school aesthetic.
Alex – Mechanic designer and animator, shaping how the game feels moment to moment.
We’re a tiny team – but a passionate one.
How can I support the game?
The best ways to support us are simple but incredibly meaningful:
Wishlist the game — it helps us more than you can imagine.
Follow us on our socials to stay connected and help spread the word.
Join our Discord server to share feedback, report issues, and be part of the community shaping the game.
Sign up to our newsletter to receive updates on major patches, new characters, and upcoming milestones.
Every follow, wishlist, and message genuinely helps this tiny team keep building the game we love.
Will there be an early access period?
Yes. The game will launch in Early Access, and we want it to be a genuinely collaborative experience. Your feedback will help us shape the balance, refine the mechanics, and guide the direction of new content.
As development progresses, you can expect regular updates that introduce new characters, subclasses, areas, cards, and story content. Early Access is our way of building the game with the community – not just for it.
Is this your first game?
Yes. Although some of us have contributed to other projects in the past, this is the first time we’ve taken the wheel ourselves and built a full game from the ground up.
It’s our first official title as a team – but it’s fueled by years of passion, experience, and the stubborn determination to finally create the kind of game we’ve always wanted to play.
How often do you plan to update the game?
We’re aiming for a steady rhythm of development.
Major updates —containing new content such as characters, subclasses, areas, and big features— are planned for every couple of months.
Between those, you can expect regular smaller patches to address balance issues, fix bugs, and fine-tune the core experience.
Our goal is to keep the game growing, improving, and evolving throughout Early Access.
Are there microtransactions?
No. Everything the game offers will be included in the initial price—no microtransactions, no cash shops, and no pay-to-win systems.
Down the line, if the community grows and players want more, we’re open to creating a paid expansion. And to be clear: it would be a real expansion –substantial, meaningful, and packed with new content— never a bare-minimum DLC.
You buy the game once. You get the full experience. Any future expansion would be entirely optional.
What are your inspirations?
We draw inspiration from the games we’ve spent years playing in this genre – taking the parts we love, learning from the parts we don’t, and forging our own direction from there.
But at heart, we’re old-school gamers. Our biggest influences come from countless hours of D&D campaigns, the stories we told together, and the classic aesthetics we grew up with.
Those worlds, those dice rolls, and those late-night sessions shaped how we think about atmosphere, storytelling, and player choice.
This game is our way of bringing that love for old-school fantasy and tabletop storytelling into the roguelike deckbuilder space.
Will the game have achievements?
Yes. The game will include a full set of achievements – and each character will have their own unique achievements tied to their playstyle, challenges, and narrative path.
We want achievements to feel meaningful, not just checklist items.
Where will it be available?
At launch, the game will be available on Steam.
After the full release, we plan to bring the experience to mobile devices as – because the ruin shouldn’t wait for you to be at your desk.
We want the game to follow you wherever you go.