Details
EntwicklermAInely AI games
PublishermAInely AI games
KostenlosNo
AlterKeine
A roguelike card battler built from regular playing cards. Win or lose, the more you play, the stronger you get. Play as King or Queen and face down the Joker.
The deck is a deck of cardsEvery unit, spell and curse is a playing card - suit and rank included. Rank sets a card's gold cost. Suit decides which Quarter it belongs to. The kingdom you fight over is built out of cards too.Ten cards, no duplicatesDecks are exactly ten cards and you cannot run two of anything, so every slot is a real decision rather than a consistency tax. The deck cannot be changed once a run begins. That gives 847,660,528 possible Early Access decks, and more possible decks than there are people alive at 1.0.Eight Monarchs, eight Hero PowersYour Monarch is a King or Queen of one suit, and their Hero Power - usable once per turn, costing no deck space - is what shapes how you play.Four Quarters, four identitiesEach suit is a Quarter of the map with its own encounters, enemy pool and damage identity: Spades burn, Diamonds corrode, Clubs bleed, Hearts cure. Three ways to damage something over time, and one way to wash it off. Only one affliction can sit on a unit at a time, so applying a new one clears the old - burning your own bleeding target undoes your own work.Runs that endYour Monarch's health does not reset between battles. The boss is not marked on the map and never spawns within three nodes of the entrance. Losing your Monarch ends the run.A map dealt freshEight map layouts, each dealt fresh: encounters are drawn at random from the Quarter's pool, the boss hides in one of the final nodes, and backtracking re-rolls a cleared room into a new fight, a rest, an event, or nothing at all. That is 1,105,920 distinct starting maps per Quarter.Monarchy SkillsA permanent skill tree at the Citadel that grows from finished runs - won or lost. Losing is not wasted time.The Bottomless Pit - the run that does not endAn endless descent beneath the Citadel, unlocked by clearing the Abbey. Each level down, its host plays a fresh deck built to be harder than the last - and the level number is the difficulty, so how deep you got is the whole score.
Nothing heals. A Quarter run restores you after every victory; the Pit does not. Ten levels on one health bar is what turns depth into a question of resources rather than endurance. Every tenth level is a cliff - a full rest, a banked resume point, and a skill point every time you reach one. Your deck is locked between cliffs and open at them, so the Forge is the reward for getting there.
The opponent is not a corrupted enemy. It builds from the same 52 cards you do, one suit at a time, and spends Monarchy Skill points down that suit's line as it descends - a card player building the Monarchy's own deck better than you did.The Joust - the whole deck of cards, no campaignA separate local versus mode, unlocked by finishing your first run. All 52 cards and all 8 Monarchs are open from the moment you get in - nothing in the Joust is earned, because its only gate is arriving at all. The campaign is a curriculum; the Joust is a sandbox.
Both seats are configured independently as a human or the AI, which gives three ways to play: hand-off on one screen with the board flipping between turns, one seat against the AI, or both seats AI as a spectate queue. Before the match both decklists are revealed and each player bans a card from the other's - and the banned card is replaced, not lost, so a ban costs its target a substitution rather than a card.
Play the Joust with a distant friend via Steam Remote Play Together - and they do not need to own the game. Both hands are open at the table by design, so nothing is hidden by sharing one screen.At a glanceIn Early Access today:
One of four Quarters - The Abbey, with 13 encounters and a boss
40 collectable cards in the campaign, and all 52 in the Joust
847 million possible decks
Two of eight playable Monarchs
All eight map layouts - 1,105,920 distinct starting maps
All five Monarchy Skills ranks, every node, all 25 of them
The Bottomless Pit in full - the endless descent
The Joust - local versus, plus Steam Remote Play Together
What version 1.0 adds:
The remaining three Quarters - The Mines, The Graveyard and The Tower
52 encounters and four bosses in total
All 52 cards collectable in the campaign
All eight Monarchs - 15.8 billion possible decks
Online lobbies for the Joust
Raw AppDetails anzeigen
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"detailed_description": "<h2 class=\"bb_tag\" >The deck is a deck of cards</h2>Every unit, spell and curse is a playing card - suit and rank included. Rank sets a card's gold cost. Suit decides which Quarter it belongs to. The kingdom you fight over is built out of cards too.<h2 class=\"bb_tag\" >Ten cards, no duplicates</h2>Decks are exactly ten cards and you cannot run two of anything, so every slot is a real decision rather than a consistency tax. The deck cannot be changed once a run begins. That gives <strong>847,660,528</strong> possible Early Access decks, and <strong>more possible decks than there are people alive</strong> at 1.0.<h2 class=\"bb_tag\" >Eight Monarchs, eight Hero Powers</h2>Your Monarch is a King or Queen of one suit, and their Hero Power - usable once per turn, costing no deck space - is what shapes how you play.<h2 class=\"bb_tag\" >Four Quarters, four identities</h2>Each suit is a Quarter of the map with its own encounters, enemy pool and damage identity: <strong>Spades burn, Diamonds corrode, Clubs bleed, Hearts cure</strong>. Three ways to damage something over time, and one way to wash it off. Only one affliction can sit on a unit at a time, so applying a new one clears the old - burning your own bleeding target undoes your own work.<h2 class=\"bb_tag\" >Runs that end</h2>Your Monarch's health does not reset between battles. The boss is not marked on the map and never spawns within three nodes of the entrance. Losing your Monarch ends the run.<h2 class=\"bb_tag\" >A map dealt fresh</h2>Eight map layouts, each dealt fresh: encounters are drawn at random from the Quarter's pool, the boss hides in one of the final nodes, and backtracking re-rolls a cleared room into a new fight, a rest, an event, or nothing at all. That is <strong>1,105,920 distinct starting maps</strong> per Quarter.<h2 class=\"bb_tag\" >Monarchy Skills</h2>A permanent skill tree at the Citadel that grows from finished runs - won or lost. Losing is not wasted time.<h2 class=\"bb_tag\" >The Bottomless Pit - the run that does not end</h2>An endless descent beneath the Citadel, unlocked by clearing the Abbey. Each level down, its host plays a fresh deck built to be harder than the last - and the level number <i>is</i> the difficulty, so how deep you got is the whole score.<br><br><strong>Nothing heals.</strong> A Quarter run restores you after every victory; the Pit does not. Ten levels on one health bar is what turns depth into a question of resources rather than endurance. Every tenth level is a cliff - a full rest, a banked resume point, and a skill point every time you reach one. Your deck is locked between cliffs and open at them, so the Forge is the reward for getting there.<br><br>The opponent is not a corrupted enemy. It builds from the same 52 cards you do, one suit at a time, and spends Monarchy Skill points down that suit's line as it descends - a card player building the Monarchy's own deck better than you did.<h2 class=\"bb_tag\" >The Joust - the whole deck of cards, no campaign</h2>A separate local versus mode, unlocked by finishing your first run. <strong>All 52 cards and all 8 Monarchs are open from the moment you get in</strong> - nothing in the Joust is earned, because its only gate is arriving at all. The campaign is a curriculum; the Joust is a sandbox.<br><br>Both seats are configured independently as a human or the AI, which gives three ways to play: hand-off on one screen with the board flipping between turns, one seat against the AI, or both seats AI as a spectate queue. Before the match both decklists are revealed and each player bans a card from the other's - and the banned card is <i>replaced</i>, not lost, so a ban costs its target a substitution rather than a card.<br><br><strong>Play the Joust with a distant friend via Steam Remote Play Together</strong> - and they do not need to own the game. Both hands are open at the table by design, so nothing is hidden by sharing one screen.<h2 class=\"bb_tag\" >At a glance</h2><strong>In Early Access today:</strong><br><ul class=\"bb_ul\"><li>One of four Quarters - The Abbey, with 13 encounters and a boss<br></li><li>40 collectable cards in the campaign, and <strong>all 52 in the Joust</strong><br></li><li><strong>847 million possible decks</strong><br></li><li>Two of eight playable Monarchs<br></li><li><strong>All eight map layouts</strong> - 1,105,920 distinct starting maps<br></li><li><strong>All five Monarchy Skills ranks</strong>, every node, all 25 of them<br></li><li><strong>The Bottomless Pit in full</strong> - the endless descent<br></li><li><strong>The Joust</strong> - local versus, plus Steam Remote Play Together</li></ul><br><strong>What version 1.0 adds:</strong><br><ul class=\"bb_ul\"><li>The remaining three Quarters - The Mines, The Graveyard and The Tower<br></li><li>52 encounters and four bosses in total<br></li><li>All 52 cards collectable in the campaign<br></li><li>All eight Monarchs - 15.8 billion possible decks<br></li><li>Online lobbies for the Joust</li></ul>",
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That gives <strong>847,660,528</strong> possible Early Access decks, and <strong>more possible decks than there are people alive</strong> at 1.0.<h2 class=\"bb_tag\" >Eight Monarchs, eight Hero Powers</h2>Your Monarch is a King or Queen of one suit, and their Hero Power - usable once per turn, costing no deck space - is what shapes how you play.<h2 class=\"bb_tag\" >Four Quarters, four identities</h2>Each suit is a Quarter of the map with its own encounters, enemy pool and damage identity: <strong>Spades burn, Diamonds corrode, Clubs bleed, Hearts cure</strong>. Three ways to damage something over time, and one way to wash it off. Only one affliction can sit on a unit at a time, so applying a new one clears the old - burning your own bleeding target undoes your own work.<h2 class=\"bb_tag\" >Runs that end</h2>Your Monarch's health does not reset between battles. The boss is not marked on the map and never spawns within three nodes of the entrance. Losing your Monarch ends the run.<h2 class=\"bb_tag\" >A map dealt fresh</h2>Eight map layouts, each dealt fresh: encounters are drawn at random from the Quarter's pool, the boss hides in one of the final nodes, and backtracking re-rolls a cleared room into a new fight, a rest, an event, or nothing at all. That is <strong>1,105,920 distinct starting maps</strong> per Quarter.<h2 class=\"bb_tag\" >Monarchy Skills</h2>A permanent skill tree at the Citadel that grows from finished runs - won or lost. Losing is not wasted time.<h2 class=\"bb_tag\" >The Bottomless Pit - the run that does not end</h2>An endless descent beneath the Citadel, unlocked by clearing the Abbey. Each level down, its host plays a fresh deck built to be harder than the last - and the level number <i>is</i> the difficulty, so how deep you got is the whole score.<br><br><strong>Nothing heals.</strong> A Quarter run restores you after every victory; the Pit does not. Ten levels on one health bar is what turns depth into a question of resources rather than endurance. Every tenth level is a cliff - a full rest, a banked resume point, and a skill point every time you reach one. Your deck is locked between cliffs and open at them, so the Forge is the reward for getting there.<br><br>The opponent is not a corrupted enemy. It builds from the same 52 cards you do, one suit at a time, and spends Monarchy Skill points down that suit's line as it descends - a card player building the Monarchy's own deck better than you did.<h2 class=\"bb_tag\" >The Joust - the whole deck of cards, no campaign</h2>A separate local versus mode, unlocked by finishing your first run. <strong>All 52 cards and all 8 Monarchs are open from the moment you get in</strong> - nothing in the Joust is earned, because its only gate is arriving at all. The campaign is a curriculum; the Joust is a sandbox.<br><br>Both seats are configured independently as a human or the AI, which gives three ways to play: hand-off on one screen with the board flipping between turns, one seat against the AI, or both seats AI as a spectate queue. Before the match both decklists are revealed and each player bans a card from the other's - and the banned card is <i>replaced</i>, not lost, so a ban costs its target a substitution rather than a card.<br><br><strong>Play the Joust with a distant friend via Steam Remote Play Together</strong> - and they do not need to own the game. 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