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As long as you have the cards, the power is in your hands!

Play as a young adventurer eager to explore ancient ruins in this tile-based dungeon crawler with rogue-lite elements. Choose your character, create your unique spell deck and plunge into the ancient dungeons on a quest to rid the world of evil and forbidden cards.
Battle it out in tile-based combat with your spell deck to execute incredible combos that devastate the battlefield. Collect rare cards, loot treasure, rescue lost adventurers, then return to town to prepare for your next run. Dive deeper and work your way toward building the ultimate spell deck that will banish evil from the world forever.

KEY FEATURES

  • Magic Cards - Your cards are your arsenal. Split the ground open with earthquakes, hurl white-hot fireballs, and summon powerful allies to eliminate your foes.
  • Six Characters - Choose an adventurer, getting a signature starting deck that guides your initial play-style. Regardless of your initial decision, you may branch out and create any deck you want in the game.

  • Dungeon Crawling - Venture into any of the six dungeons in the world. In doing so, learn the tricks of each of the area's monster, make adjustments to your deck and seek specific cards.
  • Punishing Death - As you explore dungeons, you'll have the opportunity to either dive deeper or return to the Town to secure your spoils. Be careful not to dive too deep and lose your loot!

  • Elaborate Deck Building - Whether you're a power gamer looking for the strongest and most broken cards, the lab scientist who loves testing out novel, audacious combos, or the completionist, who yearns to 100% their card collection, you'll find something to love with the deck building system.
  • Adventurer's Town - Prepare for your next adventure while exploring the beautiful Town. Trade your cards, shop for new ones, open boosters, talk to NPCs and initiate challenging quests.
Dungeon Drafters
Manalith StudiosDeveloper
DANGEN EntertainmentPublisher
Q2 2023Release
🎹🖱️ Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive (532 reviews)
Public Linux Depots:
  • [1.41 G]
Patch Notes and Hotfixes [1.1.2.2]

[p]Hey everyone! SlimeHat\nWere glad to bring you another update!\n\nOur team is currently fully focused on the development of our next project, which were very excited to share once its ready. While that work continues behind the scenes, we wanted to take the time to ship a batch of quality-of-life improvements and fixes gathered over the past year. This update has been in preparation for a while, and were happy to finally get it into your hands.\n\nThank you, as always, for the feedback and reports youve sent our way. We hope everyone has a great end of year, and were looking forward to sharing more of what weve been working on in 2026.\n\nGame Description Image\n\n

1.1.2.2 Patch Notes

[hr][/hr]

Zoom feature on Gamepad

[hr][/hr]
  • When using a gamepad, pressing R3 (configurable in the options menu) and moving the right stick (or the equivalent on the player\'s current controller) will zoom in (and out) and allow the player to move the camera around. \n
  • This zoom is automatically deactivated after a transition and does not function during minigames, the main menu, or the pause menu. \n
  • This feature is intended as an accessibility option for players who have difficulty reading on smaller screens, such as the Steam Deck, whose native zoom is incompatible with the games controller inputs and inspired this feature. Controllers remain fully responsive while the zoom is active to avoid removing player control agency.
\n

Quality of Life and Fixes

[hr][/hr]

Big Fixes

  • Fixed the final Master Stranger quest issue where the card counter wouldnt increase after a failed attempt, forcing players to reload their save.\n
  • Fixed the issue where any entity with disabled visuals during an action, such as Stalking Trickster, would have its small HP bar under them disappear.\n
  • Fixed a bug where the Library and the Graveyard would remain hidden and locked after exiting to the menu while they were still locked on the players screen.\n
  • The Hold To Move option now properly returns/closes the options menu when selected while hovering over it.\n
  • The Inspect UI tooltip on gamepad was not positioned correctly when activated inside a dungeon with a card selected. Depending on resolution, the box would often appear in the middle or at the edge of the screen. It should now always be positioned correctly.\n
  • The fourth Master Oracle quest now properly displays its status when invalid or completed after the player enters a dungeon.\n
  • Fixed a softlock where a card could get stuck in the players hand until restarting the game if they died during the [spoiler]Demiurge[/spoiler] fight while in the middle of casting that card.\n
  • Some lower-end GPUs now should properly render shaders for [spoiler]Tower Space[/spoiler] levels instead of pink pixels.\n
  • The Bards initial deck has been adjusted to have 40 cards, matching the starting decks of other characters.

Card & Curio Fixes and Changes

  • Izuna Drop now properly interacts with chasms, staying consistent with Throw and other similar cards/abilities.\n
  • Izuna Drop animation received a small polish.\n
  • Mulligan now properly considers itself in the math for flushing your hand. (The description said current hand -1, but it didnt account for Mulligan itself, so it was actually shuffling out -2 cards.)\n
  • Burnout and Tunnel Vision now have consistent description styles based on their effects.\n
  • The Fish Bait card properly no longer targets untargetable entities (stealthed enemies).\n
  • Player-made Gizmos no longer drop loot, as they should always have behaved like summons. Dungeon-generated Gizmos still drop loot.\n
  • Most of Traps, Glyphs, and Warnings received small visual polishes to better communicate their behavior and stay consistent with other similar features.\n
  • Finishing Move received a small VFX polish.\n
  • Downpour reengage preview has been fixed.\n
  • Potent Hex now has a hidden interaction with Frogs (monsters from the Rain of Frogs card), treating them as if they were always hexed.\n
  • Electrical Traps from the Thunder Charge card had their constant VFX removed, as they appeared to cause memory leaks and FPS drops on some computers and consoles.\n
  • Steps Ahead now properly applies Hex 1 if a monster triggers it before the traps first turn has passed.\n
  • The Golden Frog bug where its effect would trigger in the Arena has been fixed.

Monsters Fixes and Changes

  • Slime King split now properly creates summons. Previously, it was incorrectly splitting into non-summon slimes.\n
  • Summons that appear from Death Throes (Mummy, Spiderling, etc.) now always ignore tiles that are being reserved by ongoing actions (like Thunder Smite teleporting the player). This was not happening in some specific cases.\n
  • Blue Scroll no longer has a heal loop issue when trying to heal entities with extra lives.\n
  • Blue Golems fix for avoiding Beware of Rocks while standing over chasms had been accidentally rolled back in the previous patch. It should now be fixed again.\n
  • Duelist now has a small timer when not a summon before triggering Retaliate at the start of combat. This should help new players notice the effect more easily, as the delay improves readability.\n
  • Duelist no longer breaks its animation when trying to Drill while rooted.\n
  • Duelists now use a better positioning algorithm that takes blocked paths into account.\n
  • Duelists now enter their Challenge pattern when there is no available path to their target. Previews have also been adjusted to make this consistent.\n
  • Goblin Naginata and Mancatcher no longer heal instead of attacking when their Max HP is only 1. They previously looped their action, trying to heal themselves to have more than 1 HP without considering that 1 was their maximum.\n
  • Heal Totem from Magma City received a small VFX polish. It now visually destroys itself earlier during its action for consistency with the Flame Sage.\n
  • Palisades now have proper SFX when being summoned or destroyed.\n
  • Fixed the Trickster VFX where it would heal a dead entity.\n
  • Broodmother bomb now has proper SFX when exploding without an elemental effect.\n
  • Miasma monsters were sometimes appearing on the wrong visual layers. Their VFX should now display correctly.

Dungeons Fixes and Changes

  • Hexplosion Orb and Bowling Ball received small VFX polishes.\n
  • Activation Tiles from Glacial Library received a small VFX polish.\n
  • The Broken Shrine (and, by extension, any chance of Mallet Shrine spawns) has been removed from the first Tower Challenge floor, since players are very unlikely to have a gem at that point in the Tower.\n
  • Fixed the visual bug where Corrupted Shrines would lose their fade-out visuals when activated.\n
  • Mirrors now properly face their original direction when leaving and re-entering a room.\n
  • Jester statues blocking doors in the Tower ! rooms now have their layers correctly set when falling from the ceiling, preventing them from overlapping sprites below.\n
  • The layer of a specific Tower room tile has been fixed, as entities below it would previously overlap the tile incorrectly.

Miscellaneous Fixes and Changes

  • Added a new tutorial dialogue teaching the zoom feature that appears when playing with a gamepad.\n
  • The tutorial now shows both Death Throe and Counter icons that appear on the top bar of monsters.\n
  • The tutorial now also includes Unaspected effects in its text. Previously, it only mentioned positive and negative effects.\n
  • Fixed the Master Raider quest conversation where she would tell you to explore the Dune Dome when the actual dungeon was the Lost Wreckage (previously correct in both quest text and objective tracking, wrong only in dialogue).
\n~ Fressato

[ 2025-12-18 03:43:48 CET ] [Original Post]

Minimum Setup

  • Processor: Intel Core i5 4440 or betterMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTX 760 or better
  • Memory: 8 GB RAM
  • Recommended Setup

    • Processor: AMD Ryzen 7 1700 or betterMemory: 8 GB RAM
    • Graphics: Nvidia GTX 1660 Super or better
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