Greatcleave

Deal 14 damage. Strength affects this card 3 times.
Dark-fantasy deckbuilder · Coming to Android
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

Deal 14 damage. Strength affects this card 3 times.
Exsanguinate

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

Deal 7 damage. Apply 2 Weak.
Searing Price

Deal 18 damage. Lose 5 HP.
Heartseeker

Deal 9 damage. Apply 3 Vulnerable, Weak and Poison.
Sixty-nine seconds from the full game: the climb, the champions, the Threshold, and what waits at the top of the stair.
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.

Act I · 15 floors
The lower terraces, where the fire first took hold.
A boss waits at the top. Which one changes every climb.

Act II · 16 floors
Vaults of a faith that ate itself. The relics still sing.
A boss waits at the top. Which one changes every climb.

Act III · 17 floors
The summit, and whatever is still sitting on the throne.
A boss waits at the top. Which one changes every climb.

Act IV · Sealed
There is a stair above the throne. It opens only after you have won a run with every one of the nine champions.
What carries over when an ascent ends.
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.
Harder vows, up to Ashfall 20. Each level carries every rule below it.
Achievements and cloud saves.
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.

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.

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.

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.

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.

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.

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.

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.

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.

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.
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.

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

Gain 2 Strength and 2 Dexterity. Draw 2 cards.

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

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

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

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

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

Spend up to 20 Block. Deal 12 damage plus the Block spent.
41 enemies stand between you and the summit, and most of them have something to say. These four meet you at the gate.

They kept the fires lit long after the god who asked for them stopped answering.
“The flame remembers your name.”
View in 3D ↗
Keeps the lower terraces clear. Does not ask who you are first.
“You walked into the wire.”
View in 3D ↗
Robs pilgrims on the lower stair. Runs the moment the odds turn.
“Purse. Now.”
View in 3D ↗
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.

Common
At the start of combat, gain 1 Strength.

Common
Start combat with 10 Block.

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

Common
Every 10th Attack deals double damage.
The citadel is still going up. Follow along as it takes shape.
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