Three cards, three slots, one simultaneous throw. Read the enemy's tell, commit, and fuse your winners into cards that break the triangle. Then decide whether to bank your loot or push one floor deeper.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access was the right call and the feedback proved it. Players found faults I could not have found alone — including a launch bug that stopped the game responding to the mouse on some machines. That report is the reason the game was rebuilt from the ground up rather than patched.

It stays in Early Access because the balance is genuinely unfinished, and balance is the one thing that actually needs players. Calling the game finished while it still needs them would be the dishonest version of a 1.0.”

Approximately how long will this game be in Early Access?

“Longer than I said, and I am not going to name a third date. What I will name is the remaining work: balance. When that is settled it leaves Early Access.

This build (0.95) is the rewrite. It is the largest single update the game will get.”

How is the full version planned to differ from the Early Access version?

Shipped in 0.95: the extended hybrid library, all of Act 1 with its enemy archetypes, and meta-progression — the Bazaar, the between-runs shop, banked gold, daily and weekly missions, 20 ascension tiers.

Cut rather than delayed: Story Mode and the field-wide Battle Royale. Battle Royale is a different game with a different session shape, and building it inside this one would have made both worse; it is being built as its own thing. Story Mode was scope I could not do well.

Left for full release: balance passes driven by what players actually find.”

What is the current state of the Early Access version?

0.95 — a full rewrite on a new engine.

Complete and playable end to end: Act 1 in full — 24 floors, 25 enemy archetypes, 12 hybrid cards, 20 relics, 20 scrolls, 20 events, 10 curses, 8 combos, 4 playable classes, 30 achievements and 20 ascension tiers.

What is not finished: balance. See the update notes for the full list, including what is cut.

No AI-generated art. There are no image files in the build at all — every visual is drawn in code.”

Will the game be priced differently during and after Early Access?

“The Early Access price will increase at 1.0 launch to reflect additional content.”

How are you planning on involving the Community in your development process?

“I will receive feedback on cards, hybrids, traits, enemies, and effects, and create new ones while balancing the current ones with the community.”
Read more

Buy Rogue Paper Scissors

 
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

Everyone knows the rules. Nobody knows your hand.


Rock beats Scissor. Scissor beats Paper. Paper beats Rock. You have known that since you were six.

Now play it three slots at a time, against something that is also trying to read you, with your deck on the line.

One throw, three slots, no take-backs


Each round you commit a card to each of three slots and they resolve at once. No initiative, no turn order, no waiting to see what they do — you choose blind and find out together.

Before you commit, the enemy gives you a tell. It is never the whole truth. Some archetypes lean on one type; some lie about it. Reading the tell is the game.

The three types stopped being cosmetic


A won slot pays a currency chosen by the type that won it:

  • ROCK grants shield — HP you get to keep
  • PAPER grants glue — the resource that fuses cards
  • SCISSOR applies bleed — damage that arrives later, whatever they do next

So a hand is not "which card is strongest". It is which payoff you need this floor, and you have to guess right about a card you cannot see.

Fuse the winners


Feed two cards and some glue into the forge and get a hybrid: 12 of them, each breaking the triangle in a different way. Glass Guillotine hits for double and destroys itself unless it kills. Mirage Blade forces a draw and denies them the slot. Type Lock tells you what is coming — the most expensive information in the game, and it has to be earned.

Bank it, or go one deeper


Loot is not yours until you extract. Every floor you clear, you choose: leave with what you are carrying, or push on and risk all of it.

24 floors, four playable classes, 25 enemy archetypes, 20 relics, 20 scrolls, 20 authored events, 10 curses and 20 ascension tiers for when normal stops being hard.

Drawn in code. No AI art, no image files.


There is not a single .png in this game. Every card face, every hand glyph, every hybrid mark, every enemy crest and the background itself is drawn at runtime by about a thousand lines of vector code. That is why it scales cleanly to any resolution, why the download is small, and why it looks like one thing rather than like assets gathered from six different places.

You can check. Look in the install folder.

Built for the desk it runs on


Real windowed and borderless modes, real resolution switching, mouse-only play, adjustable text size, and a 1280x800 layout that fits a Steam Deck.

A word on the rebuild


0.95 is not a patch. It is a full rewrite, and the reason is in the reviews: several players reported the game not responding to the mouse at all. That is not something you patch around.

It is still Early Access, deliberately. The balance is not finished and the art is not finished, and calling it done while that is true would be the dishonest version of a 1.0. Read the update notes for the whole list — including what is still open.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

2D Asset Generation
Debugging
QA Testing

System Requirements

    Minimum:
    • OS *: Windows 7 (64-bit) or later
    • Processor: Intel Core i3-2100 / AMD FX-4300 or equivalent
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compatible graphics card with 512 MB VRAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Sound Card: DirectX compatible
    • VR Support: N/A
    • Additional Notes: Broadband Internet connection required for Steam features
    Recommended:
    • OS: Windows 10 (64-bit) or later
    • Processor: Intel Core i5-4590 / AMD FX-8350 or equivalent
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 compatible graphics card with 1 GB VRAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: DirectX compatible
    • VR Support: N/A
    • Additional Notes: Broadband Internet connection required for Steam features
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
Review Filters