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Spirefall

The wars are fake. The grudges are real. A roguelite deckbuilder set in the taverns of Spirefall — win the Gauntlet, build your caravan, and conquer the greatest tables in the realm. One card at a time. Probably after questioning the stew.

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About the Game

Every war in Spirefall ends the same way: two spent commanders, overturned tankards, and a bard insisting he won on points.

Battles here are fought on tabletops, not battlefields — reputation is earned one Gauntlet at a time. Pick your banner. Sharpen your deck. Take a seat. The tavern is watching.

The Land of Spirefall

Between the spires and the fall line — where mountains meet sky and the ale flows slightly faster than good sense — lies a kingdom of rival factions, ancient grudges, and suspiciously competitive innkeepers.

Merchant princes count coin at one table. Technocrat artificers calibrate their contraptions at the next. Bards lie about everything at the table after that. And somewhere in the corner, someone is absolutely certain the stew was fine on Tuesday.

(It was not fine on Tuesday.)

You are a traveler with ambition, a starter deck, and just enough dignity to lose it gracefully in public.

Prove Your Mettle. (Yes, Mettle. We Checked.)

Glory in Spirefall doesn’t begin with a siege. It begins with a Gauntlet — a branching run of card battles, strange encounters, and shops that overcharge you with a smile.

Sit down. 
Outlast local champions, elite patrons, and the tavern keeper’s “absolutely unbeatable” regular.
Stand up. 
Collect Emblems, refine your deck, and unlock new commanders, fortresses, and cards that change how the next run feels. 

Win and the room goes quiet in the respectful way. Lose and the room goes quiet in the other way. Either way, you’re one run closer to the kind of name people whisper when you walk in.

Build the Caravan They Won't(Probably) Regret Following

Every card you earn is another soul willing to ride with you — troubadours, mercenaries, scoundrels, vagabonds, and at least one person who insists they’re “between jobs.”

Your deck is your caravan. Your commander is its captain. Your fortress is the flag you plant when the table turns ugly. Six factions. Asymmetric economies. Deep mechanical identities. The kind of build where your opponent sighs, your neighbor buys you a drink, and the pickpocket reconsidering your purse decides you’re bad news.

Then: The Road

The tavern is where legends start. The campaign is where they’re tested.

When your name carries weight, embark across Spirefall’s living world map — taking contracts, clearing dungeons, gathering materials, and crafting the cards that define your playstyle. Each stop is a node on the road. Each encounter feeds the deck. Each victory buys you a little more prominence… and a lot more enemies who’ve heard of you.

Your long-term ambition? Simple, modest, and absolutely not hubris:

Dominate every great tavern in the land.

From the Ale Haus at the crossroads to the high tables beneath the archmage’s spire — win the locals, earn the respect, and leave a trail of empty chairs and bruised egos behind you.

Will You Have What It Takes?

Maybe. The Gauntlet is unforgiving. The patrons cheat with smiles. The bards cheat with better smiles. Master Tully will happily take your coin and your pride — sometimes in the same hand.

But Spirefall has always belonged to the stubborn. The clever. The ones who hear the tavern bells ring, raise their mug, and play the next card anyway.

So swing your ale and raise your voice.


In Spirefall, we make our choice!

Features

  • Roguelite Gauntlet runs  branching paths, evolving decks, Emblem modifiers, and tavern bosses worth the story you’ll tell badly later

  • Six distinct factions — asymmetric resources, unique subsystems, and commanders with enough personality to start their own Tavern

  • Deep card combat — fortresses, structures, spell speeds, unit abilities and board positioning that reward planning… and punish the overconfident with over 200+ unique cards

  • Solo PvE campaignexplore a campaign world map, take contracts, compete in tavern gauntlets, craft cards from loot, and grow your reputation across the realm

  • Casual comfort — you’re playing a card game in a living tavern culture, and the game is in on the joke

  • “One more run” progressionunlock commanders, fortresses, and cards that open new strategies, not just bigger numbers