You arrange. The formation fights.
Your hero walks a painted map toward a king who hints at something older beneath his throne. Every choice that matters is made before the first blow.
Class based
Six heroes, each pulling a different set of traits and a different kind of ending. Your hero changes how you build.
Roguelite map navigation
A painted act chart, drawn fresh every run. Pick your road, and live with where it leads.
Deck building
Arrange a formation of variable width. Position decides what a card is worth. Fill the backpack, then visit the merchant.
Battle effects
Fights run automatically on full boards, and every strike lands on its target.
A ceiling for complexity
Traits that wake, combos that reward planning, and the king's board waiting at the end of the act.
Variety of encounters and rewards
Taverns, strange events, boons and spoils on the road, and a Legendary reward at the boss that is gated apart from the rest.
Six heroes
Learn what each one wants, bend a run around it, and come back to try the next.

Wizard
Spells and fragile power. Build the board to carry it.

Fighter
Steel and endurance. Hold the line and outlast them.

Rogue
Speed and cunning. Strike first, strike often.

Paladin
Oaths and light. Guard the formation, then punish.

Ranger
Patience and reach. Every shot placed with care.

Warlock
Bargains and shadow. Power that costs something.
Take the first road
Wishlist Fatespun and Steam will tell you when the doors open.







