Dark fantasy roguelike deckbuilder. Five classes, 265 cards, one long road.

Latest Version

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Update
Aug 15, 2026
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10+

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Wyrdbound GAME

The Loom that weaves fate is coming apart, and the road to it is thirteen floors of things that would rather you did not arrive.

Wyrdbound is a turn-based roguelike deckbuilder. You start with ten plain cards and a single relic. Every fight you win, every campfire you sleep at and every stranger you rob makes the deck a little more yours — and a little more dangerous to pilot. Die and it all goes; the road is different next time.

WHAT YOU DO

• Play cards from a hand of five against enemies who announce their next move before they make it. • Read the forecast. Drag a card at a target and the damage it will actually deal — after every buff, curse and scrap of armour — floats above them before you commit. • Draft, upgrade, thin. Every card can be upgraded twice, and the second one usually changes what the card does rather than just its numbers. • Choose your road. Branching maps of fights, elites, shops, campfires, treasure and strangers. • Lose. Then work out why, and go again.

FIVE CLASSES, FIVE DIFFERENT GAMES

• Weaponsmith — Forge traits onto one weapon; every swing inherits them. Simple, sturdy, snowballs. • Beastmaster — Command an evolving companion, aimed by a mark you move between enemies. It fights and it dies for you. • Oracle — Schedule omens into the future and survive until they detonate. • Hexer — Pile on curses and tamper with enemy intent. Control the fight; win by attrition. • Alchemist — Brew reagents over several turns, then dump them into one devastating recipe. Fragile, explosive.

Each is unlocked by clearing a run with the one before it.

WHAT IS IN IT

• 265 cards, 136 relics and 24 potions • 31 enemies across three acts, each with its own trick to work out • 6 act bosses, and a final one at the end of the Loom • 16 road events with choices that cost you something • A compendium that fills in as you meet things

LEADERBOARDS

Post a run to the daily, weekly and all-time boards. You are ranked on how DEEP you got, not on whether you won — a good act 2 death outranks a lucky act 1 clear.

HONEST NOTES

• No ads. No in-app purchases. No energy timers. You buy nothing, ever. • Plays offline. Only the leaderboard needs a connection, and the game does not wait on it. • Landscape only, built for a phone held sideways. • One expedition at a time, saved as you go. Close it mid-fight and it will be there tomorrow.

Destiny is given; meaning is earned.
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