A deck building roguelike without turns - place cards from your hand onto a timeline along with the enemy actions. Match your blocks against their attacks, and your attacks against the gaps in their defense. Playable in browser on itch.io right now. Game is in very early development - all art is placeholder, and all mechanics are subject to change.
Goes over a new update with a new preview system, and some thoughts on predictability in card games.
update #21 - new preview system
A new update with a new status, trinket, and card!
it's time to rage with a new buff status
A devlog with some new art and thoughts on a new preview system
adding trinket art and thoughts on previews
A devlog going over the update with a brand new mechanic!
decorate your cards with new stickers!
Trinkets now available in shops, along with a bunch of balance changes!
trinkets and tweaks
A new weekly update with a changed starting card and a new reward structure. Plus, shops!
tuning down the difficulty
A new weekly update with a complete restructure of the combats, and some thoughts on reward structure.
new structure implemented!
A new weekly update, now with all planned enemies and a couple more card options! Also some thoughts on structure for the future.
the final fight and some thoughts on game structure
A new weekly update with a new fight in a new set of enemies!
the phalanx marches as one
A new weekly update with a new fight in a new set of enemies!
a new theme and a pair of brothers
A new weekly update with a new boss and 2 new cards!
an update and thoughts on roguelike design
A new update with a new fight containing 4 distinct enemies!
can you beat the tron team?
A new update with 7 new cards making up a new playable archetype.
grab your way to a win with these new cards
An update going over the design of the Warbot, a new Jack of all Trades enemy.
the warbot stomps into battle!
An update going over the design of the Riptear, an enemy based on the Velociraptor.
clever girl - the most complex enemy yet
A wide ranging update - a new enemy, new status, new card, and new upgrade option.
playing with time
A new enemy added with two new status effects, and a description if its design process.
chomp based design - new update live now!
Some new cards added, with an interesting new mechanic.
a difficult implementation
A summary of the various UX changes made over the last week, and a short story about a lesson not learned.
a lesson learned (or not)
A discussion of the new content added and some thoughts on code and idea reuse.
full alpha demo released
An explanation of how this game came to be and an idea of what's coming up.
inspiration and future plans
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