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Roguelike Deckbuilder

About this template

Picture this: players start with a handful of basic strike and defend cards and a branching map of encounters. Every battle won drops new cards to draft into the deck. Every card changes how they approach the next fight. The run ends when HP hits zero or they reach the final boss. Then they start over, smarter.

Summer Engine helps you build that loop through conversation. Describe the card combat you want, the enemies, the relics, the map structure. The AI sets up the systems while you focus on what matters: designing cards that feel good to play and encounters that challenge the player to think.

The best deckbuilders are built on hard choices under uncertainty. Which card do you pick? Which path do you take? Which cards do you remove to thin your deck? Every system in this genre feeds back into making each choice feel like it matters. That is the game you are here to create.

Who it's for

  • Solo devs who want to build a deckbuilder without spending months on the card engine plumbing.
  • Designers sitting on a spreadsheet of 200 card ideas who need a way to start playtesting them.
  • Anyone inspired by Slay the Spire, Inscryption, or Monster Train who wants to create their own take on the genre.
  • Small teams aiming for a vertical slice they can pitch to publishers or bring to a games festival.

Highlights

  • Card Design Sandbox

    Get a working card combat system running fast so you can focus on designing synergies, mana curves, and power spikes.

  • Roguelike Vertical Slice

    Build a 3-act demo with procedural maps, boss encounters, and enough meta-progression to hook playtesters for multiple runs.

  • Steam Next Fest Demo

    Create a polished 30-minute demo loop. Enough content variety for streamers to play differently each time. Wishlist conversion starts here.

Templates›Strategy›Deckbuilder

Roguelike Deckbuilder

Create a card combat game with procedural maps, deck construction through rewards, and meta-progression between runs. Describe your vision and Summer Engine builds the foundation with you.

SSummer Engine·0 remixes
Create your own

Highlights

Card combat

Players spend energy each turn to play cards that deal damage, block, or trigger abilities. Enemies telegraph their moves so every turn is a puzzle.

Procedural map

Every run generates a branching map. Players choose between safe fights, risky elites, random events, shops, and boss encounters.

Relics and synergies

Powerful passive items stack across a run. The right relic turns a weak deck into a broken combo machine.

Meta-progression

Players unlock new cards, relics, and characters between runs. Losing still moves you forward.

Features

  • Turn-based card combat

    Each turn, players draw cards and spend limited energy to play them. Cards deal damage, apply block, inflict status effects, or trigger special abilities. Enemies telegraph what they plan to do next.

  • Deck construction loop

    After each battle, players pick one of three card rewards. Shops let them buy or remove cards. The deck built over a run defines the strategy.

  • Procedural encounter map

    Each run generates a new multi-floor map with branching paths. Players choose between safe fights, risky elites with better rewards, random events, rest sites, and shops.

  • Enemy intent system

    Enemies show what they plan to do next turn. This turns combat into a puzzle: how do you best use your hand to handle what is coming?

Genre fit

  • Strategy
  • Roguelike
  • Deckbuilder
  • Card Game
  • Turn-Based
  • Desktop
  • Web
  • Mobile
  • Tablet

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