A cyberpunk roguelike deckbuilder. Fight the AI apocalypse with melee, magic, or rifle — 3 weapon classes, 9 build paths, 120+ cards. Every run is a new tactical puzzle of stance, distance, and deck synergy.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

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?

“AI Apocalypse is a content-heavy deckbuilder and we want the community driving what gets built next. The core systems — three classes, nine build paths, stance combat, distance management, gear synergies, meta-progression — are complete, balanced, and stable. What we can't do alone is pressure-test 100+ cards and 50+ gear pieces against the kind of creativity thousands of real players bring to a deckbuilder. Every StS/Monster Train/Inscryption release was made better by the community finding the broken interactions, the under-powered archetypes, and the builds the designers never saw. That's the feedback loop we want. Early Access lets us ship the game as a real game right now, then rapidly iterate on balance, add new content tiers, and let player data steer what we prioritize.”

Approximately how long will this game be in Early Access?

“Approximately 6 to 9 months. Our internal target is a 1.0 release roughly two seasons after Early Access launch, with one to two major content updates in between. That timeline is aggressive but realistic — the game is already feature-complete for three classes and three acts. The window exists so we can balance properly, ship 1–2 additional weapon classes (and their associated build paths), and polish based on community feedback. We'll publish a public roadmap within the first two weeks of EA launch and commit to transparent progress updates on the dev blog.”

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

“We are planning a 1.0 release that could expand on Early Access in four directions:

New weapon classes
More content in every category
Mod support
Additional languages

What is the current state of the Early Access version?

“The Early Access build is fully playable from fresh install to full-run victory across all three acts.

Included at launch:

3 weapon classes (Vibro Blade / Arc Staff / Rail Rifle) with distinct starter decks and playstyles
9 build paths (3 per class) — Armor Stacking, Bleed, Big Hits, Shield Offense, Burn, Multi-Hit Spells, Piercing, Poison, Debuff Payoff
140+ cards with a two-tier upgrade system
50+ gear pieces across 6 slots
3 procedurally-generated acts, each with unique enemy rosters and a signature boss
25 narrative events with branching choices, including optional combat encounters and wholly-negative risk events
Full meta-progression: token-based unlocks for cards, gear, events, and build paths between runs
3 difficulty tiers (Normal / Nightmare / Hell) with progression-gated unlocks
Full save/load including mid-run saves
Complete audio (per-scene music, SFX) and original art (cards, enemies, events, gear, UI)
Keyboard + mouse input; controller support at 1.0
The systems are complete. The remaining work is content expansion and balance tuning based on player data.”

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

“Yes — we plan to increase the price modestly at Launch reflecting the additional classes, content, languages, and polish added during the EA period. Anyone who purchases during Early Access keeps the game at the EA price permanently. There are no planned DLC paywalls, microtransactions, or subscription tiers — new content added during and after EA is free to all owners.”

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

“The community is the point of Early Access for us. Concretely:

Discord is the primary channel — daily interaction with the team, patch preview builds, direct feedback loops, bug triage. Invite is in-game and on the store page.
Public roadmap — published on the official site within the first two weeks. Community votes on what's prioritized within each quarter.
Weekly patch cadence — small balance patches weekly, larger content drops bi-monthly. Patch notes cross-posted to Steam and the dev blog at our site.
In-game feedback hooks — a direct-to-dev feedback form accessible from the main menu for rapid signal on specific features or pain points.
Visible playtest sprints — we'll run scheduled community playtests for unreleased classes and major mechanics changes before they ship to the main branch.
Transparency on what we'll and won't change — not every suggestion will ship, but every high-signal suggestion gets a public response explaining the decision.
Our commitment is simple: if you're spending money and time in Early Access, you should see your feedback reflected in the game within a reasonable window. Every weekly patch should have at least one change traceable to community input.

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This game is not yet available on Steam

Planned Release Date: Jun 16, 2026

This game plans to unlock in approximately 5 weeks

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About This Game

The AI has won the war. You're all that's left to fight back.

AI Apocalypse is a cyberpunk roguelike deckbuilder where every run is a new tactical puzzle. Wield a plasma sword, channel energy through an arc staff, or snipe from afar with a rail rifle. Build your deck, manage your shields and armor, and outmaneuver an adaptive AI enemy through three procedurally-generated acts.

⚡ Key Features

  • Three Distinct Weapon Classes — melee Vibro Blade, arcane Arc Staff, ranged Rail Rifle. Each plays fundamentally differently, with unique stances, range profiles, and starter cards.

  • Nine Build Paths — Armor stacking, Bleed, Shield mastery, Burn, Poison, Piercing, Multi-hit, and more. Commit to a path and the game adapts reward offerings to support your build.

  • 120+ Cards, 50+ Gear Pieces — synergize attacks, stances, status effects, and equipment for emergent strategies. No wasted draws, no filler.

  • The Stance System — Front for aggression, Mid for balance, Back for control. Your stance fundamentally changes how every card behaves.

  • Distance-Based Combat — enemies at Close range deal 2× damage. Push, pull, and reposition to control the battlefield.

  • Armor + Shield Dual Defense — Armor persists across turns. Energy Shield refreshes each turn and absorbs both damage and incoming debuffs. Master both to survive deeper runs.

  • Meta-Progression, No Grinding — unlock new cards, gear, and entire build paths between runs. Pick your unlocks from curated selection tokens — no overwhelming trees, no treadmills.

  • Three Difficulty Tiers — Normal, Nightmare, and Hell. The top tier is reserved for those who've mastered every build path.

🎴 Every Run Plays Differently

An Armor Stacker charges Shield Bash with accumulated defenses, then obliterates a boss with their turtle-stacked turn 4. A Bleed specialist uses Twist the Knife to double down on existing wounds, then Hemorrhages to detonate all stacks at once for massive burst. A Shield Caster converts every point of energy shield into lightning damage through Psionic Slam. A Poison archer strips boss shields with EMP Rounds, then compounds toxin stacks until Concentrated Venom deletes everything on the board.

Three weapons. Nine build paths. Hundreds of card interactions. Two Nightmare-difficulty runs with the same class will look nothing alike.

🤖 Humanity's Last Stand

The machine war ended years ago. The AI has locked humanity out of its own infrastructure, and your squad is one of the last free cells — a prototype-weapon testbed designed to pierce the digital fortress one node at a time. Each act takes you deeper into the AI's dominion, against more adaptive enemies, brutal elite encounters, and escalating bosses.

Death isn't failure — it's data. Every run leaves you smarter, unlocks new options, and brings you closer to cracking the AI's final defense layer.

🗺️ What to Expect

  • Three acts, each with unique enemy pools, bosses, and environmental themes

  • Procedurally-generated branching maps with combat, elite fights, shops, rest sites, and random events

  • Full controller support — plays great on Steam Deck

  • Steam Cloud saves, Achievements, and Stats integration

  • Accessibility: scalable UI, captions for sound effects, colorblind-friendly status indicators

AI Generated Content Disclosure

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

Some visual assets (card art and character portraits) generated using Google Gemini image models. Some SFX partially generated via ElevenLabs where Unity Assets were not available. All licensed for commercial use. Game design, code, and text content are original.

System Requirements

    Minimum:
    • OS: Win 10/11
    • Processor: Intel Core i3-4130 (2013) or AMD FX-6300 — 2 cores, 3.0 GHz
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 4600 / GeForce GT 710 / Radeon R5 — integrated is fine
    • DirectX: Version 11
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5-8400 (2017) or AMD Ryzen 5 2600 — 4+ cores, 2.8 GHz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 1050 / Radeon RX 560 / Intel Iris Xe
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
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