Dark-fantasy deckbuilder · Coming to Android

Ashveil

A dead god’s citadel stands above the cinder line. Every ascent is different, every deck is yours to forge, and nothing that climbs comes back down unchanged.

Greatcleave

attack

Deal 14 damage. Strength affects this card 3 times.

Exsanguinate

attack

Deal 11 damage. Deal 4 more for every 10 HP you are missing.

Chain Bolt

attack

Deal 7 damage. Apply 2 Weak.

Searing Price

attack

Deal 18 damage. Lose 5 HP.

Heartseeker

attack

Deal 9 damage. Apply 3 Vulnerable, Weak and Poison.

Acts
4
Champions
9
Cards
226
Enemies
41
Relics
50

Watch the ascent

Sixty-nine seconds from the full game: the climb, the champions, the Threshold, and what waits at the top of the stair.

Recorded from the game in development, with its own music and sound.

Four acts to the summit

Each act is a new map of fights, shops, camps, and events. Build a deck from what you find, and carry mastery into the next ascent when this one ends.

The Act I map: choose a room, and the fight begins.
The Cinder Gate, environment artwork

Act I · 15 floors

The Cinder Gate

The lower terraces, where the fire first took hold.

A boss waits at the top. Which one changes every climb.

The Hollow Reliquary, environment artwork

Act II · 16 floors

The Hollow Reliquary

Vaults of a faith that ate itself. The relics still sing.

A boss waits at the top. Which one changes every climb.

The Ashen Crown, environment artwork

Act III · 17 floors

The Ashen Crown

The summit, and whatever is still sitting on the throne.

A boss waits at the top. Which one changes every climb.

Act IV · Sealed

Unknown

There is a stair above the throne. It opens only after you have won a run with every one of the nine champions.

Between runs

What carries over when an ascent ends.

The Threshold, every station built, ending at the hearth.
  • The Threshold

    A 3D camp at the foot of the stair that grows between runs. Spend embers to build the Forge, the Oath Stone, the Cartographer’s Table, the Merchant’s Stall, and more, while your champions wait by its fire.

  • Ashfall

    Harder vows, up to Ashfall 20. Each level carries every rule below it.

  • Coming soon

    Google Play Games

    Achievements and cloud saves.

Choose your champion

Nine champions, each with its own cards, a bound relic, and a different way to survive. One is ready from the start; the rest unlock as you climb.

The Stormcaller’s Starfall strikes the whole pack.
The Beastbound sheds the hunter for the stag-beast.
The Ironwall, champion portrait

The Ironwall

Oathbound of the Iron Covenant

Plate, patience and a two-handed answer. The Ironwall wins by refusing to fall over: stacked Block, growing Strength, and a greatsword that gets heavier the longer you swing it.

Plays as
Armor · Strength · Attrition
Difficulty
Straightforward
View in 3D ↗
The Hollowfang, champion portrait

The Hollowfang

Stalker of the Silent Wood · locked at first

Nothing dies quickly, and nothing gets away. Barbed snares, stacked venom and a longbow that punishes anything already bleeding.

Plays as
Poison · Snares · Ranged
Difficulty
Technical
View in 3D ↗
The Stormcaller, champion portrait

The Stormcaller

Reader of the Fallen Sky · locked at first

Reads the burning sky and writes back. Chained lightning, sigils that ignore armor, and enough draw to find the one card that ends the fight.

Plays as
Lightning · Sigils · Card Flow
Difficulty
Flexible
View in 3D ↗
The Bloodlord, champion portrait

The Bloodlord

Sovereign of the Red Vow · locked at first

Pays in blood and expects a return. Spend health for energy, draw and raw damage, then drink it all back before the turn ends.

Plays as
Self-damage · Lifesteal · Burst
Difficulty
High risk
View in 3D ↗
The Cinderborn, champion portrait

The Cinderborn

Child of the Deep Kiln · locked at first

Burns its own deck for fuel. Almost everything burns, and almost everything pays for it — the emptier the hand, the hotter the fire.

Plays as
Burns · Fire · Escalation
Difficulty
Expert
View in 3D ↗
The Gravekeeper, champion portrait

The Gravekeeper

Shepherd of the Barrow · locked at first

Never fights alone. Raises bone Thralls that stand in front of him, take the blows meant for him and strike at the end of every turn — and are worth more broken than whole.

Plays as
Summons · Sacrifice · Attrition
Difficulty
Flexible
View in 3D ↗
The Bellringer, champion portrait

The Bellringer

Keeper of the Last Hour · locked at first

Strikes now, lands later. Tolled cards wait on the bell for a turn or three and then hit harder than anything else in the Ashveil — if he lives to hear them ring.

Plays as
Delayed · Planning · Burst
Difficulty
Technical
View in 3D ↗
The Duelist, champion portrait

The Duelist

Champion of the Glass Court · locked at first

Answers every blow. Moves between Guard and Riposte, and every card reads the stance it is played in: parry what is coming, then send it back sharper.

Plays as
Stances · Counters · Tempo
Difficulty
Technical
View in 3D ↗
The Beastbound, champion portrait

The Beastbound

Twice-Born of the Ashen Moor · locked at first

Two bodies, one run. Fights as a hunter, then tears free as a beast with its own health and its own half of the deck — and the beast can be worn down to spare the hunter.

Plays as
Shapeshift · Two Health Bars · Ferocity
Difficulty
High risk
View in 3D ↗

Forge your deck

226 cards in the climb, and every champion has their own. Cost sits in the furnace orb, type on the band, and rarity in the gem. Here are eight. Some cards are only found higher up.

A turn of cards: Strike, then Crushing Blow.

Angelus

skill

Set three tolls, ringing in 1, 2 and 3 turns. Each deals 6 damage to ALL enemies and gives 4 Block.

Ascendant Sigil

power

Gain 2 Strength and 2 Dexterity. Draw 2 cards.

Blood Coronation

skill

Lose 5 HP. Apply 4 Bleed to all enemies. Gain 2 Strength. Draw 1 card. Burns.

Exhaust

Bone Phalanx

power

Whenever a Thrall strikes at the end of your turn, gain 3 Block.

Burst Corpse

skill

Apply 6 Poison. When the target dies it detonates for its max HP. Burns.

Exhaust

Cornered Beast

attack

Deal 10 damage, plus 1 for every 2 HP the beast is missing.

Court's Reckoning

attack

Deal 14 damage plus the enemy's intended attack damage (up to 12). Enter Guard.

Covenant's Answer

attack

Spend up to 20 Block. Deal 12 damage plus the Block spent.

What waits on the stair

41 enemies stand between you and the summit, and most of them have something to say. These four meet you at the gate.

Every enemy falls its own way.
Ashen Acolyte, portrait

Ashen Acolyte

They kept the fires lit long after the god who asked for them stopped answering.

“The flame remembers your name.”

View in 3D ↗
Gate Houndsman, portrait

Gate Houndsman

Keeps the lower terraces clear. Does not ask who you are first.

“You walked into the wire.”

View in 3D ↗
Road Wretch, portrait

Road Wretch

Robs pilgrims on the lower stair. Runs the moment the odds turn.

“Purse. Now.”

View in 3D ↗
Bone Ogre, portrait

Bone Ogre Elite

Wears the gate guard it ate. The armor never fit.

“CRACK THE SHELL.”

View in 3D ↗

Relics

50 relics to find. Boss relics come with power and a real drawback, and some relics are only found above the throne. Here are four to start.

  • Iron Sigil

    Common

    At the start of combat, gain 1 Strength.

  • Keelstone

    Common

    Start combat with 10 Block.

  • Slagheart

    Common

    If you end your turn with 0 Block, gain 6 Block.

  • Tenth Tally

    Common

    Every 10th Attack deals double damage.

Follow the ascent

The citadel is still going up. Follow along as it takes shape.