Alchemaidens
Alchemaidens

A plain Pair is worth almost nothing. A plain Pair played through an hour of Charms is worth millions.

Roguelike Deckbuilder · Windows · Coming Soon · Single player

The idea

You are not drawing good cards. You are building a machine.

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

The part no other deckbuilder has

01

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.

02

Fuse the rank

Hold four Awakened cards of one rank — any suits, in any mix — and fuse them. Four maidens go in. One card comes out.

03

Field the Final Form

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

Sixty seconds of it

All gameplay, captured from a work-in-progress build.

What's in it

Eight Cycles. Twenty-eight villainesses.

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.

81Charms
13Maidens
13Final Forms
40Consumables
28Villainesses
15Orders
8Trials
18Rites

Bring a different Order every time

Fifteen starting hands of problems

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.

Read how it plays →