Fri Dec 05 2025
This release improves crash reporting to help us find and resolve application bugs faster. A few bugs have also been fixed, and a few unused files have been deleted.
Didn’t expect to enjoy this but it’s fun, I like the elements that you retain across play throughs, and it’s really well written…plus it helps exercise my aging memory. One more: was just fighting a whelk, had almost zero health, it poisoned me just as my weapon broke completely. I tapped my hand to see if I could equip something mid combat, and it said basically I could only do that outside of combat. The background flashed for a sec (s as I assume I died) but then the button to return from the equipment note wouldn’t work…and the only way to get out of that screen was to force quit completely. Fortunately it loaded back up just fine (with the immediate note that I’d died as expected) so no big problem… just a single bug in what otherwise an extremely clean game! :)
This game is an RPG - the kind where you equip items to yourself and such, and battle enemies in turn-based encounters. However, it's not 2D or 3D world traversal like a pokémon or zelda game, nor is it strictly text-based traversal like old retro RPG games from the late 70's and early 80's. You traverse by flipping and matching cards or tiles. Some of the cards have actions that may trigger a text-based interaction with an NPC character, other pairs might trigger a text-based battle, others will be for collecting pickup items, etc. The game has a menu for equipping items that you have already collected. It comes with a well done retro aesthetic that complements the gameplay.
When you first pick up this game, you’ll think it’s some weird Memory game with some combat thrown in. It’s not. It’s a thematic, decision-heavy hardscrabble. The game organically presents objectives that, on completion, yield information, equipment, key items, or changes in the dungeon. These persist into subsequent runs. Coming up with an executing a plan to pursue these objectives represents the core gameplay loop. The matching system induces a risk-reward dynamic, creating variance in the cost of fully exploring a room or taking side paths. It also creates this neat dynamic where if you’re hurrying to find the exit, you might stumble on something interesting that prompts you to stick around. You’d think the card-based rooms would be same-y, but there’s a narrative frame for different parts of the map, and the NPCs, environmental hazards, monsters, and items participate in that frame in unexpectedly immersive ways. The comprehensive journal and map are a very thoughtful addition to the game. I’m looking forward to the release of the next chapter.
I really appreciate that the developer revamped the game so that progress is much better. I redownloaded it to start over and I can tell already it’s been greatly improved. Thank you, developer, for listening to feedback and addressing issues, it’s really appreciated. This game is monetized right with no ads or IAP. The design is awesome and the gameplay is unique and fun, the right balance of luck and strategy. There’s a lot to do but it’s not overly complicated, making it good for casual and advanced gamers alike. I like that it saves progress at all times too so you can jump in and out quickly on a break. You’ve done everything right, developer, and I highly recommend this game to others.
My favorite game on my iPad in a long time - the only thing is I think the brother is impossible and I admit I’m getting a little tired of trying to make it there and then just get annihilated. I don’t know if it’s because of a skill issue (me!) or what… anyways I love playing, I just hope I can progress finally one day. Super awesome game though!
I don’t often find games, let alone mobile games, that get me legitimately interested in the lore, development, and make me want to 100% it. But here we are! So far this has been a sick game and it deserves more popularity
A fun concept, runs well! Though the match mechanic needs to have a more engaging risk/reward factor (as someone said on TouchArcade). Maybe a limited flip option or other impacts that force the player to be more careful about what they select? Otherwise, if you have to uncover everything anyway, what is the purpose?
Reminds me of a lot of other role playing rogue likes I’ve enjoyed playing but with its own unique story. Lots of secrets and replay ability in the first chapter. Looking very forward to seeing where this games goes and hope updates come soon :)