The Astral Plane awaits you, Summoner.

Embark on a journey through a vast, randomly generated world. Summon and command your army of diverse creatures to battle fearsome foes and cunning rival summoners.
Master the art of card collection and strategic play. Unleash a myriad of game-altering effects, from capturing enemy creatures, to fusing your minions together and imbuing them with synergistic traits.

Face off against five formidable champions in your quest to reclaim the mystical rings they've plundered. Each victory brings you closer to ultimate power and conquering the Astral Plane.
Forge unstoppable warriors. Equip, enchant, combine, and mutate your creatures to create terrifyingly powerful amalgamations.
With all of this, you will form an army that tests the limits of this realm.
See you in the Astral Plane, Summoner.

Hey there! We\'ve reworked the demolish card, significantly improved post-processing for all biomes, fixed some bugs, and did some prep work for an upcoming content update...
\nMajor Changes:
The Demolish card, which destroys walls over a room to render it walkable, no longer spawns enemies in place of walls.
[/*]Additionally, when you demolish walls over a room that\'s adjacent to an empty space (i.e., a ledge), walking onto that room will generate more adjacent rooms to allow further progression. This is a siginificant buff to the card, as it can now be used to carve a direct path through ruins, to the main dungeons.
[/*]Made the demolish card drop much more frequently.
[/*]Significantly reduced the intensity of post-processing effects across all biomes. This makes the game far more readable in general. Especially late game, when units tend to clutter the screen. To clarify, this means: Less intense contrast, less hue shift, less intense desaturation, less film grain, etc. The undead (swamp) biome, and the greed (dungeon) biome in particular are most noticeably affected by these changes.
[/*]Rebalanced shrine rewards, nerfed a particularly overpowered shrine reward.
[/*]
Major Fixes:
Fixed extremely strict spawn conditions that were preventing a unit, the Formless Elemental, from spawning in most cases.
[/*]Prevented phasing through most rooms while over-encumbered.
[/*]Fixed camera clipping through ice biome walls.
[/*]
Minor Fixes:
Lowered volume of shop music. It\'s still loud, but it\'s no longer defeaning compared to the rest of the game\'s tracks.
[/*]Fixed some incorrectly scaled UI sprites that appear for npc interaction states.
[/*]Fixed a visual bug that caused boss character models to spawn over shrines.
[/*]
Any feedback is welcome! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions.
Steam reviews are also deeply appreciated. We read them all, and take them to heart. To everyone who left a review or gave us feedback, thank you very much!
Lastly, thank you for playing our game, and helping us iron out all the wrinkles. It means alot to us.
- Cam
Hey there! We\'ve added highly requested hotkeys for card management, fixed some more bugs, overhauled the camera during interactions, and fixed some performance issues.
\nMajor Changes:
Hover over a card and press \\[D] to discard it immediately, without needing to click and drag it onto the discard drop zone.
[/*]Added a sell card hotkey \\[S], available when targeting a shop room.
[/*]Added some instruction labels that correspond with the card hotkeys, with the shop instructions label showing the card\'s sell value without needing to click on the card.
[/*]Added a new wall-cutout shader, for preventing walls/roofs from obscuring npcs and other POI\'s while interacting with them.
[/*]
Major Fixes:
Rewrote camera logic for npc interactions, the camera will no longer clip into a wall (in addition to the issues listed above).
[/*]Locked doors now appear in the prison dungeon as intended, improved locked prison room rewards.
[/*]Locked doors now appear as intended in randomly generated mini-dungeons, mini-dungeon rewards have been improved as well.
[/*]The title screen now (temporarily) caps framerate by default if vsync is disabled, so it shouldn\'t cause massive fps spikes anymore.
[/*]
Minor Fixes:
Using the scroll wheel on the title screen no longer causes rapid input-controller conflicts.
[/*]
Any feedback is welcome! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions.
Steam reviews are also deeply appreciated. We read them all, and take them to heart. To everyone who left a review or gave us feedback, thank you so much!
Lastly, thanks again for playing our game and helping us iron out all the wrinkles, it means alot to us.
- Cam
Hey there! We\'ve fixed a plethora of bugs, improved performance a bunch, and significantly mitigated stuttering. \n
Major Fixes:
The primordial pouch no longer saves horribly corrupted cards.
[/*]Performance impact of having many cards (10+) in hand is reduced.
[/*]Performance on average is just better, but you\'ll notice the improvements more the further you progress into a run.
[/*]Fixed a shader error that was repeatedly being thrown for all cards all of the time.
[/*]Many save stability improvements, especially surrounding pouch usage.
[/*]Significantly reduced stuttering, which was caused by a myriad of card-related bugs.
[/*]
Minor Fixes:
Fixed a missing roof reference in the (very common) Small Cottage pregenerated area.
[/*]Fixed lots, and lots of card bugs. So many. So, so many.
[/*]
Any feedback is welcome! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. \n\nSteam reviews are also deeply appreciated. We read them all, and take them to heart. \n\nThanks for playing our game and helping us iron out all the wrinkles, it means alot to us.\n- Cam
All new! Bears have come to the astral plane!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45445954/6a8aa5f4bf9686177237ffbadc81a0d7fabefab3.gif\"][/img]
Burly and rotund, bears spawn rarely and pose a greater threat than average. Bears come in 6 variants, one for each biome. Whats more, they\'re very territorial, gaining a double attack boost when they\'re defending their home. You\'d better check twice before taking on a bear!
With the new unit comes a new feature as well. Elemental damage is now displayed as particles on a units weapon, providing more useful information at a glance. Each element type has a particle system associated, so you can get a sweet frost hammer, or a cool as heck fire sword.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45445954/0f7348c579375fd920eb66a02d2e1ee33ab5235e.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45445954/d12922b75e4b526df943db8b6216e9d8f12d34ce.png\"][/img]
This update includes some small bug fixes as well, and some QOL improvements too:
Astral Eye and Hand Lock UI elements now save and load.
[/*]Shrines now clean themselves up after they are used.
[/*]The camera no longer clips into buildings when in speech states.
[/*]Some minor unit stat balancing.
[/*]Card draw has been tuned to greatly lessen mid & late game hand management. You shouldn\'t be stuck discarding cards for ages past the mid game anymore, because of excessive drop rates.
[/*]Fixed some issues with abstracting boss units that could corrupt the pouch.
[/*]More save stability improvements, and improved fallback logic.
[/*]
we await your bears....
Hey there! We\'ve moderately rebalanced the game\'s difficulty curve, made some critical camera fixes, improved the capture mechanic a bit, made some usability & translation improvements to the shop, major card visual fixes, and fixed a few other bugs.
\nMajor Changes:
Enemy units now scale more dramatically beyond the first boss defeated, and still receive a bump in difficulty for every boss defeated.
[/*]
Minor Changes:
The amplify card is now much cheaper to cast.
[/*]The capture card displays a new success/failure message on cast.
[/*]During battle, walls and roofs now fade out more quickly, and fade back in much more slowly.
[/*]Card drop areas (discard, send to pouch, etc) now flash to more clearly indicate that cards should be dragged onto them to interact with them.
[/*]Shop service clickable items now flash and have improved hover effects for clarity.
[/*]Card pack highlight color change for consistency.
[/*]
Major Fixes:
Cards no longer frequently shrink/grow permanently from most mouse events.
[/*]All roof and wall models are now occluded during battle, as opposed to only occluding roofs with a wall beneath them. Previously, this was causing the camera to frequently be blocked during battle within dungeons or near mini-dungeons, and it would occasionally even get stuck. This should no longer be the case.
[/*]Numerous shop service translation fixes.
[/*]Fixed corrupted cosmic elementals, which were becoming invincible after approaching max level.
[/*]
Any feedback is welcome! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. \n\nSteam reviews are also deeply appreciated. We read them all, and take them to heart. \n\nThanks for checking out the game!
Hey there! I\'ve made major improvements to performance and the save system/autosaving, completely overhauled shrines (the ghostly-looking statues that make a trade), rebalanced all minibosses and a few units, made the map state less jarring and more responsive while panning, and added a brief intro state upon starting a new game to give players some direction. Bug fixes too!
\nMajor Changes:
Massive performance increase when showing health bars for units (revealed by clicking the eye in the top nav, partially enabled by default). This was a massive bottleneck before that would halve performance with only a handful of units, especially on lower spec hardware and the steam deck. Its performance impact is now negligible.
[/*]Modified a few renderer settings for an average 5% performance increase across the board on most devices.
[/*]Completely reworked shrine rooms, as they were very unstable previously and causing partial save corruption. They now no longer involve combat, and their cost/payouts have been completely changed to be more of a strategic risk/reward instead of a flat gain that requires tedious combat encounters. For instance, you might find a shrine that leaves you with 1 hp in exchange for a large sum of gold, or a larger hand size, etc.
[/*]Heavily rebalanced miniboss encounters, as most their units were extremely overtuned for how frequently minibosses spawn. They\'re now much weaker, but still stronger than the average units you\'d find randomly in the field.
[/*]Added a brief intro phase that plays upon starting a new game. This showcases the main dungeons a bit, and the player\'s location relative to them. It isn\'t as robust as a proper intro cutscene, or something like that, but will hopefully help to give players some semblance of an overarching goal from the get-go.
[/*]Opening the map no longer jarringly spins the camera at high speed to always face north, and instead remains facing the same direction as the player.
[/*]Autosaves are now recorded every 6 rooms traversed, which should improve the save backup system and significantly help us to recover saves if issues arise.
[/*]
Minor Changes:
Panning on the map is now much faster at farther zoom levels, instead of taking ages to pan to a dungeon.
[/*]Localization fixes for shrines, Japanese-specific localization fixes for shrine rewards.
[/*]Dog-type units no longer attack quite as quickly, but move much faster.
[/*]Dungeon entrance teleport rooms, which require interaction before permitting a teleport, are now much more visible and distinct from regular teleport rooms.
[/*]
Major Fixes:
Fixed corrupted unit indexes on build, which should resolve numerous save issues for future saves (and existing saves that haven\'t yet encountered unit replacement/vanishing issues).
[/*]Fixed safe rooms failing to spawn naturally in the field. These will now appear regularly to (hopefully) break up the monotony of fighting the same units over and over, as was intended in the last patch.
[/*]Hp bar indicator canvas display fix.
[/*]
\n\nAny feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Thanks for checking out the game!
Patch Notes
Lots of fixes to save validation, save backup system improvements, shrines (statue rooms) received some spawn fixes, significantly decreased the absurdly high spawn rate of shops and miniboss rooms, greatly increased the spawn rate of safe rooms to make map traversal less of a slog, some minor balance improvements, fixes for boss units being underleveled.
Bug Fixes:
Cards and units no longer duplicate on load.
[/*]Combined and mutated units no longer force saves into the backup directory.
[/*]Shrines no longer lock you into a corrupt state on battle failure.
[/*]Numerous improvements to the save backup system, and performed extensive save stress testing to help prevent future issues.
[/*]Boss units are no longer extremely underleveled.
[/*]
Balance Changes:
Shops and minibosses now spawn far less frequently outside of structure spawns and dungeons, as they were preventing traversal and completely disrupted the balance of the game.
[/*]Safe rooms are now significantly more common, allowing map traversal without being forced to battle in every tile.
[/*]The consecration card\'s cost has been dramatically decreased.
[/*]The spawn rate of demolish (wall destroy) and expand (room generate) cards has been significantly increased.
[/*]
Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions.
If you encounter any issues at all loading saves, you can send us your save and we\'ll fix it the same day we see your message. Thanks for checking out the game!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45445954/9dbafad2a34ca6127ecb3b68788e38055c7b75eb.png\"][/img]The full game has been released!
Thanks everyone for testing the demo and giving feedback! We have some threads in the forum here on steam that you can use to report any issues you come across.
Additionally, we updated the demo with the credits page, and the opening hub area.
Thanks again!
Major Update
Hello again! This is the largest single update we've released so far, so I'll just get right into it.
We've added two major dungeons to the game, along with many, many small dungeons and secrets that spawn throughout the map. This is a massive change to the gameplay loop, and required a complete overhaul of the world generation system. We hope that exploration will feel far more interesting as a result. We've added lots of other content as well, detailed in the list below.

Here's a list of the most notable additions/changes made to the game:
The Frigid Priory, a new dungeon found within the Karmic (ice) biome.
[/*]The Derelict Bastille, a new dungeon located in the Greed (ruins) biome.
[/*]New cards for creating rooms, and demolishing walls.
[/*]Card packs (and card pack packs).
[/*]Fire-sale shops.
[/*]Added keys and locked doors.
[/*]Lots and lots of new special rooms to find.
[/*]Redesigned the look of numerous cards.
[/*]Enemies may appear with cursed traits, permanently hindering them.
[/*]Bosses now appear at the end of their respective dungeons.
[/*]Fusion cards now combine traits, mutate cards may bestow innate traits.
[/*]Fusions can no longer lower unit stats.
[/*]Mutations further increase stats, but repeated mutations may yield cursed traits.
[/*]Lots of visual improvements, shader fixes.
[/*]Heavily optimized the map view and zoomed-out views.
[/*]Myriad of UI and card bug fixes, and sprite cleanup.
[/*]
Additionally, there will be 3 more dungeons, bosses, and biomes included with the full release of the game. Thanks for all your support, and see you at Next Fest!
Hey There! We've added more card VFX to accompany the card rarity/condition system, added lots of new units to miniboss fights, and added additional rewards for those fights. We also added a new card, Manifest, and a keybind for temporarily locking the camera view. The settings button is back, too.

Major Fixes:
Fixed new miniboss rings replacing old rings by default on equip.Fixed ranged weapons being nullified by friendly units within the same column.
Fixed incorrectly labeled weapon stats.
Minor Fixes:
Fixed a camera zoom edge case within the map view.Fixed visual bugs with fusion card arrow.
Fixed ring menu UI sometimes preventing clicking on units.
Additional Changes:
Added lots of new units to miniboss fights.Miniboss fights are rebalanced, contain much tougher units, and reward with a ring and card after each round (instead of just at the end of the 2nd round).
New card, Manifest, with numerous distinct variants.
Card holographic shaders, wear & tear shaders for card condition.
Hold Left Shift while orbiting the camera to lock it in place temporarily. It's just handy for taking good screenshots.
Added the previously missing settings button.
Lots of small visual improvements to card sprites.
Decreased teleportation gold cost again.
Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Thanks for checking out the demo!
Patch Notes
Shrines (statue rooms) received a moderate rework, some minor balance improvements, and fixes for card bugs.
Bug Fixes:
- Fixed numerous corrupted trait cards.
- Fixed corrupted max hp and max hand size increase cards.
Additional Changes:
- Shrines now only have 1 round to complete.
- Shrines now contain new varieties of enemies.
- Shrines have greater rewards and lower costs.
- Shrine units are now more powerful.
- Mutant spawn chance increases after defeating a major boss.
- Increased heal card drop rate a bit.
- Teleportation is cheaper, especially over moderate distances.
- Small increases to spawn chances for difficult enemies.
- Model and texture improvements for a few elementals.
Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Thanks for checking out the demo!
Hey There! We've got tons of new card VFX, and you can now lock the card view to the screen to prevent it from auto-minimizing.

Bug Fixes:
Fixed an issue that sometimes prevented the abstraction card from being played.Fixed an issue with the affliction and capture cards that caused the wrong units to be highlighted.
Fixed a missing background image for the heal card.
Additional Changes:
Overhauled appearance for captured/abstracted unit cards, and various trait cards.Slightly decreased cost of capture card.
Moderately increased success rate of capture card.
Yet another special thanks to Oslop for his feedback on the card view!
Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Thanks for checking out the demo!
Patch Notes
New fixes coming out for various bugs and localization issues.
Bug Fixes:
- Fixed an issue with the weapons not updating the correct values on the unit stat panel.
- Fixed an issue with APS (Attacks per Second) not being calculated correctly.
- Made Stat Modifier cards behave correctly for certain conditions.
- Fixed an issue with SFX on the Wisdom card.
- Fixed a performance bug with the quick view indicator.
- Fixed an issue with the room lifespan.
- Fixed issues with the context panel for cards disappearing the right side after hovering over a unit.
Localization Fixes:
- Fixed an issue where languages that typically have postpositive adjectives were displaying the adjective for creatures and weapons before the noun on cards specifically.
- Added a translation for the Blorg minion weapons (Spatula).
- Fixed translations in Spanish in the UI.
Additional Changes:
- Added the "Capture" card which works like abstraction but is more common and only has a percent chance to capture the creature it is played on.
- Camera can zoom in and out with the scroll wheel, can be reset by clicking in the scroll wheel.
- Card colors were corrected.
- Weapon stats balanced a bit.
- Rooms that have been traveled on no longer turn pure black.
Another special thanks to Oslop for catching the localization issues!
Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Thanks for checking out the demo!
Hey there! We've been listening to your feedback about the game being unclear and things like cards not being as straightforward as they should be, the map being hard to read, and shops being unexplained. We have some solutions in the works to those issues, and we also have a new UI that we think will help with visual clarity.

We've split the context menu into two sides now. This lets us slim down the total footprint of the UI depending on the thing you're looking at. So for things like the battle log, it now takes up half the space that it used to. Most of the interactable things that would show up in the context menu (card drop areas, shrine options, shop services, etc...) now show up on the right side. We also made some other states look a little nicer, like speech states:
Looks pretty good eh?
You can also close those two windows now with the letters Z and X. Z will toggle the left side, X will toggle the right side. You can toggle both at once with Tab. We also removed the settings button in the top right and turned it into a keybinding on the Escape key.

Your room will now auto rotate your units to orient in the direction you're facing. This lets you set your team up in a specific layout and just keep that as you run through rooms. This should make things easier, but we're willing to add back the rotate room functionality through keybindings if need be.
We hope you find the new UI a bit easier to use and more clean than the old. We're always looking to improve though so leave some feedback on anything you don't like about it. We have threads in the community hub or you can make a new one and let us know what you think. Thanks!
Patch Notes
New fixes coming out for various bugs and localization issues.
Bug Fixes:
- Fixed tutorial bug where it wouldn't respect the quit button being pressed, causing random issues down the line for players.
- Fixed a particle system issue causing bodies to not disappear after they were killed, also causing issues later on for players.
- Various fixes for the shops and services (you can no longer go in debt).
- Fixed units that attack fast seeming to punch twice in one animation.
- Fixed an issue with mutated unit's bones causing errors.
- Fixed missing rewards on some bosses and shrines.
- Fixed issue with units not entering the waiting state when they deal 0 damage. Units that deal 0 damage and can move will now move up to the next enemy and enter the waiting state, allowing battles to end.
Localization Fixes:
- Fixed an issue where languages that typically have postpositive adjectives were displaying the adjective for creatures and weapons before the noun.
- Fixed tutorial parts that were not being translated to Spanish. Additional fixes for the tutorial in Russian and Ukrainian.
- Added translations that were missing for the Window Mode setting.
- Fixed an issue with the "Pay Unit HP" trait activator not being localized correctly.
- Fixed the battle log missing localization entries.
Additional Changes:
- Cleared rooms stay cleared out for longer now.
- Balance changes to combine/mutate.
- Balance fix for On Discard activator.
Special thanks to Oslop for catching the localization issues!
Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Thanks for checking out the demo!
Patch Notes
We fixed a couple of bugs that were reported to us, no major changes at the moment.
Bug Fixes:
- Fixed an issue with the creature card given to the Summoner during the tutorial.
- Fixed an issue where the map would stay zoomed out after leaving the world view.
- Fixed the Random On Battle Begin and Random On Battle End localization not showing up in the game.
- Cards behave better now on controller.
Additional Changes:
- Made the Demo button more prominent on the main store page.
- Opened up the store page for the Demo, you can now leave reviews there.
Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Thanks for checking out the demo!
Minimum Setup
- OS: Ubuntu 12
- Processor: i5-6300HQMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 1050
- Storage: 2 GB available space
Recommended Setup
- OS: Ubuntu 12
- Processor: i5-1135G7Memory: 16 GB RAM
- Graphics: GTX 4090
- Storage: 3 GB available space
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