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In Turnbound, you are trying to outsmart your way to freedom from a haunted board game where each session pits you against the trapped souls of other players, battling against the tiles left behind by other real players in asynchronous PvP battles. It’s a game of competitive inventory management, where every tile you place in your grid has a strategic cause-and-effect loop that ripples through battles and rewards those with foresight and creativity.

Will your design outlive your ghostly opponents… or join them?

Arrange and synergize

Draft and place new weapon, item, and trinket tiles to unlock combos and upgrade your Hero through a branching set of abilities.

With each tournament round you’ll manage your grid-based inventory by choosing which tiles to buy, upgrade, deploy, or sell. Organize tactical synergies which execute rewarding cause-effects loops that give you an edge against your opponents!

Play at your own pace

Compete against builds left behind by other players and watch your own loadouts battle - on their own.

As each asynchronous multiplayer autobattle completes, use the helpful playback tools to better understand how your choices played out so you can improve your grid.

Become unbeatable

Survive the trials with Heroes from your favourite legends to unlock new abilities, tiles, and cosmetics! If you keep playing your tiles right, you might just keep your soul intact - and make it to the top of the highest competitive chambers.

Key features

- Choose from recognizable Heroes of legend with their own items, abilities and trinkets inspired by their lore

- Organise and optimize your inventory and build

- Assemble and merge powerful items into new synergies

- Autobattle other players and test your strategies with asynchronous multiplayer

Turnbound
1TKDeveloper
1TKPublisher
To be announcedRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Dev Log #4: Alice Gameplay Design

Happy New Year and welcome to 2026 spirits! The 1TK team is officially back and working hard, preparing and getting ready for the early access release on January 22nd! We have several things to discuss and update over the next few weeks as we get closer to release, but to begin, let\'s step back a moment to discuss Alice and her gameplay design.

Prefer to watch?

Join the team as they talk about Alice and her gameplay design in the video below:

Similar to Wukong, Alice has an abundance of lore surrounding the character that everyone knows well, meaning that when we went through the book and picked out the defining moments for her, we realised that we wanted to focus on a few core aspects, primarily that it is a dreamlike world and story with quite a few moments surrounding eating and drinking.

This inspired us to design our version of Alice as a consumable heavy hero with several sleep effects that primarily debuff her opponents and buff her own tiles. We even explored the possibility of making tiles larger or smaller with consumables, but the answer turned out to be a resounding absolutely not from our Design team . However, we knew she naturally leans toward gameplay with risk and reward, especially since it aligns with the character\'s lore, so we wanted to ensure that some of her mechanics follow the same trend.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/499d1758160d199a55d41ea18bc0daca4abf5084.png\"][/img]Pictured are two vastly different Alice boards, one more geared towards consumables, the other, destruction effects to simultaneously buff Alice and gain thorns.

Shop Abilities

Her first shop ability, which gives her the ability to create a little white rabbit tile, and if that tile survives a battle, you get a reward that can help potentially shape the rest of your run.

On the flip side, her second shop ability is less focused towards risk and reward, but helps you manage that risk a little better by giving you the ability to reroll the shop.

Ultimates

You also see this within her ultimates, especially her first one, which, when you trigger it, it sends 4 opponent tiles to sleep and two of her own, and these ultimates are activated by triggering enough consumables but there is a possibility that they never trigger, so, it can be a big risk and/or reward for when you achieve this.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45797191/4af50a52d68a1fd41257d980462af270b236ac94.png\"][/img]Pictured are 4 tiles asleep on the opponent\'s board from Alices Ultimate.

The second of which is less focused on sending tiles to sleep but more about increasing the HP of your own tiles through every ultimate trigger. Weve seen it where, using Alices unique tiles and abilities, players have managed to get their tiles to staggeringly high numbers at the start of combat! Though this requires getting the right tiles!

Finally, a quick nod to the sleep effect.

To tie it all together, we wanted to ensure the sleep status felt and looked just right for her. This began with the idea of making the tiles flip when they sleep. On a 2D image, this was a challenge but also great fun. Especially with a little Zzzzz effect coming from them while they are flipped.\n\nThats all for now - thank you all again for being here - we think you folks are going to enjoy some of the upcoming announcements we have!

Thank you again for following us on this journey so far! Be sure to follow and join our social channels for more info:

Stay spooky and safe.\n\n

~ The 1TK Team.

[ 2026-01-09 19:09:08 CET ] [Original Post]

Minimum Setup

  • OS: Fedora 25. Ubuntu 16.04. SteamOS. Mint 18
  • Processor: Dual Core 64bit with SSE2 instructionsMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Vulkan 1.0 compatible (Nvidia Geforce 600 series. AMD Radeon HD7000 series. Intel HD Graphics 5500)Network: Broadband Internet connection
  • Storage: 500 MB available spaceAdditional Notes: Internet connection required
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