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Grimoire of Blanks

Every spell is unfinished. The consequences aren’t. Write your own spells by filling cards with words, twisting the same sentence into traps, room-wide attacks, or reckless combos in this 1–4-player roguelite deckbuilder.

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About the Game

Grimoire of Blanks is a roguelite spellcrafting deckbuilder about writing magic into unfinished cards.

Every spell begins with blanks. Fill them with words from your hand to decide what the card does, who it works on, and how far you want to push it. A simple fire spell can become a room-wide burn, a trap that waits for the right enemy intent, or a forbidden burst of power that asks for something back.

Write the Spell

Your cards are sentence frames. Your words are the dangerous part.

Drag words into blanks to build spells during combat. Effects, modifiers, conditions, and intent words can change the same card in completely different ways. The preview shows exactly what you are about to cast, but the choice is yours: play it safe, hold the setup, or write something reckless and make the room regret it.

Cast Alone or With Allies

Play solo or bring up to 4 players into the same run.

Co-op is not a side mode. Each player chooses a class, builds their own spellbook, and fights through the ritual together. One player can seal or freeze a target, another can punish that status, another can protect the group, and someone else can turn the whole setup into a very bad day for the enemy.

Choose Your School

Each class changes how you think about the same spell system.

The Scribe repeats damage spells through careful word economy. The Binder controls enemy intent with seals, traps, frost, and punishment loops. The Heretic pays life for forbidden power and turns pain into fuel. The Starmage builds around moon phases, starlight, void, and astral payoffs.

Your class gives you a direction. Your words decide how strange the run gets.

Survive What You Wrote

Power has consequences.

Some spells cost HP. Some burn through your hand. Some erase words, leave junk behind, or ask you to build around a drawback before it becomes a strength. Strong magic is rarely clean, and the best runs come from learning when to take the risk.

Read the Ritual

Between fights, choose which seals to open next.

Battle seals, elite fights, events, shops, upgrades, healing, and bosses shape each act. Build your deck, collect trinkets, clean up bad cards and words, and prepare for the next room before the ritual closes around you.

Built for Different Runs

Play solo or in up to 4-player co-op, choose between four classes, branch into different subclasses, and build around a changing pool of spell cards, words, trinkets, events, shops, elites, and bosses.