Wake her up
Aspects, Finishes and Sigils don't decorate a card. They mark her as Awakened. Elixirs wake cards at random; Shards wake the exact card you want. Both routes compete for the same money.
A plain Pair is worth almost nothing. A plain Pair played through an hour of Charms is worth millions.
The idea
Every round hands you a score to beat and four attempts to do it. What you play is a poker hand. What decides whether it lands is the stack of Charms you assembled over the last hour.
Chips × Mult = your score
The only equation in the game. Everything you buy exists to raise one of those two numbers.
Awaken · Fuse · Ascend
Aspects, Finishes and Sigils don't decorate a card. They mark her as Awakened. Elixirs wake cards at random; Shards wake the exact card you want. Both routes compete for the same money.
Hold four Awakened cards of one rank — any suits, in any mix — and fuse them. Four maidens go in. One card comes out.
She arrives with a signature ability that belongs to her alone, and there are thirteen of them to find. Reaching one is the run.
Trailer
All gameplay, captured from a work-in-progress build.
Screens
What's in it
Small round, Big round, then something with a name and a face that changes the rules while you fight it. Debuffed suits, locked hands, cards face-down. Beat the Cycle 8 boss to close out a run.
Bring a different Order every time
The Hollow Order gave up its face cards. The Sundered Order deals in two suits. The Ember Order presses on with an extra discard. Eight Trials sit on top for when the Orders stop being a problem.