Cribbage played straight, with a roguelite engine on top: 57 powerups, 26 rank-card consumables, 10 pegs that rewrite the run. Game modes to spice things up. Take on a 21+rival campaign, enjoy offline at four skill tiers, or play online with ranked matches and a weekly challenge on one shared deal.

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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?

“Double Skunk is a cribbage roguelite built by one developer on the side. The core systems are stable: the scoring engine, the pegging round, the run loop, and three game modes you can play right now. What still needs to settle is the kind of tuning you can only get from a real player population. Run-to-run balance, opponent behavior at higher difficulties, and the long arc of the campaign all need more hands on the game than one person can put on it alone. Early Access is the honest way to ship that: get the game in front of cribbage and deckbuilder players, let their runs shape what 1.0 becomes, and ship the work incrementally instead of in one big bang.”

Approximately how long will this game be in Early Access?

“Approximately six to nine months. The plan is to use Early Access for several rounds of content additions and balance tuning based on player feedback before declaring 1.0. We'll publish a roadmap when the Early Access build launches and update it as work lands.”

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

“The Early Access build ships with the full core gameplay loop, three game modes, and a campaign that plays end to end. We plan to use the full version to deepen the content around that loop: more opponent variety per zone, more story beats between milestones, balance tuning at the highest difficulties, and polish passes across art, audio, and UI. Specific powerups, consumables, and peg unlocks may be added or revised based on what the Early Access community finds broken, undertuned, or boring.”

What is the current state of the Early Access version?

“Early Access launches with the full cribbage scoring and pegging engine, three game modes (Campaign, vs AI, Online Multiplayer), a roster of forty powerups, a growing set of consumables, run-tier and campaign-tier card marks, and a campaign of tournament tours from regional clubs through a national championship. Three opponent personalities are available across three difficulty tiers. The systems that determine whether the game is fun (scoring, pegging, the run loop, the build economy) are all in. What's still rough at launch is the polish layer: more visual variety between zones, the story beats between milestone rings, balance at higher difficulties, and the long tail of edge cases that only surface when many people are playing many different builds.”

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

“We plan to raise the price modestly when Double Skunk exits Early Access. The Early Access price reflects the in-progress state of the build and the value of joining the community early. The full version's price will reflect the additional content, polish, and tuning that Early Access feedback produces. Players who buy during Early Access get the full version at 1.0 without paying the difference.”

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

“The Steam Community Hub will be the primary channel for announcements, patch notes, roadmap updates, and bug-report threads. I'll read every post and respond where my time as a solo developer allows. Patch notes for every Early Access update will explain not just what changed but why, so the reasoning behind balance tweaks and content choices is visible. Major design decisions that affect the run loop (such as adding or rebalancing core powerups or changing the structure of the campaign) will be aired in advance for discussion before they ship. The roadmap will live as a pinned post on the Community Hub and update as work lands so the trajectory of the build is always visible.”
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Planned Release Date: Q4 2026

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About This Game

Cribbage, played straight

Six cards dealt, two to the crib, cut for the starter, peg to thirty-one, then count the show. Fifteens, pairs, runs, flushes, nobs, his heels. Nothing about the base game is invented, and the rival counts as hard as you do.

Muggins is on the table

Undercount your own show and the rival is welcome to whatever you left behind. Catch the rival short, and those points cross to your side of the board. Most digital cribbage drops this rule because it punishes carelessness. It stays here because it is correct cribbage, and it means you count every hand twice.

57 powerups, 26 consumables, 10 pegs

Three build systems sit on top of the cards, and each does a different job.

Powerups install permanently in your rail. They change what the count is worth: what a pair pays, what a run does to the rival's position on the board, how much a card earns while the running total sits low. They carry levels, and you can upgrade one or sell it back when a run outgrows it.

Consumables are rank cards, not spell cards. Throw one into a pegging round and it counts as a real card of that rank, closing a run, making a pair, forcing a thirty-one that was not in your hand a moment ago. Lay one before the discard instead and it bends a single hand: an extra draw, a card swap, a re-cut starter, a look at the rival's hand.

Pegs sit under the whole run and rewrite its rules rather than one hand's arithmetic. Start seven holes up the board. Deal seven cards instead of six. Sell your own Muggins rights for gold if you would rather not be caught. See the rival's discards before you make yours. Double your points for Go.

Land on the tile or it does not pay

The board between hands is a prize track, not scenery. Tiles pay gold, hand out card markings, level a powerup, or drop a rank card in your pocket, and a tile pays only for the peg that lands on it exactly. Counting your move becomes route planning. Six venues carry it: a candlelit parlor, jungle, desert, tundra, mountain, and open space. Between boards, a shop opens, run by the Pedlar, who buys back what you have outgrown and has opinions about how you spend.

The Long Tally, and what waits past it

The campaign is a climb toward a championship. Twenty-one stops, each a named rival with a face, a voice, and a habit you can learn to read. Trophies mark the section lines. A loss costs you ground and never the run, and you choose which going in: hold your position and take the rematch, or slide back one spot and win the trophy back later.

Beat the rival at the top and the climb does not end. The Beyond runs past the summit with a cast of its own, no ceiling, and a heat meter that leans harder on you every rung. The format changes up there too, to a single forty-hand duplicate match instead of a race to 121.

One challenge a week, the same deal for everyone

Thirty hands of duplicate cribbage, which means every hand is dealt twice, once from each side, so the cards even out instead of deciding the week. Both kits are fixed and already installed at full level; the rival plays at Expert, and the leaderboard ranks the margin you pulled out of a deal everyone else played too. Ten challenges rotate through the slot, among them The Long Walk, The Reader, and The Carnival.

Online, ranked and casual

Real matchmaking, a match browser with ranked and casual lobbies, and a rating that moves with your results. If a game drops mid-match, crash recovery re-pairs both players at the same hand. Windows, macOS, and Linux players share one pool.

Your table, your rules

Offline, sit the rival down at four skill tiers from Easy to Expert. Expert runs a deeper pegging search and does not miscount.

Set the house rules before the deal, offline or online: best-of-N legs or a fixed duplicate count of 20, 30 or 40 hands, Muggins (count your own) on or off, the peg draft, powerups, consumables, undo, a chess clock, a visible skunk line, who deals first, and reverse cribbage, which flips what you are trying to do to the rival. Turn all build systems off, and you get pure, traditional cribbage with nothing on top. That is a supported way to play, not a downgrade.

Made by one person

The character art, the music, and the spoken voice lines were generated with AI tools, then selected, edited, and assembled by hand, one at a time. Nothing is generated while you play. The cribbage rules, the scoring engine, and the balance are ours.

AI Generated Content Disclosure

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

Static art assets (store-page capsules, in-game card art, in-game icons) and audio placeholders are generated via Replicate (Google Nano Banana Pro for image, Lyria-2 / AudioGen for audio) using human-authored prompts. Outputs are reviewed by the developer before shipping. No live AI generation occurs during gameplay; all assets are baked at build time.

I would like to pay for human assets, but I am moving fast. In the same way that AI turned 12 months of dev time into 2, it also affected how I skinned the MVP. This is best for communicating intention, and I can polish it with human art if there is traction.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.0 GHz
    • Memory: 4096 MB RAM
    • Graphics: OpenGL 3.3 / Vulkan compatible (integrated graphics OK)
    • Storage: 1024 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit or Windows 11
    • Processor: Quad-core 2.5 GHz
    • Memory: 8192 MB RAM
    • Graphics: OpenGL 3.3 / Vulkan compatible, dedicated GPU recommended
    • Storage: 2048 MB available space
    Minimum:
    • OS: macOS 12 Monterey or later
    • Processor: Apple Silicon (M1 or later) or Intel x86_64 dual-core 2.0 GHz
    • Memory: 4096 MB RAM
    • Graphics: Metal-compatible GPU
    • Storage: 1024 MB available space
    Recommended:
    • OS: macOS 13 Ventura or later
    • Processor: Apple Silicon (M2 or later) or Intel quad-core 2.5 GHz
    • Memory: 8192 MB RAM
    • Graphics: Metal-compatible GPU
    • Network: Broadband Internet connection
    • Storage: 2048 MB available space
    Minimum:
    • OS: Ubuntu 20.04 / SteamOS 3 (glibc 2.31+)
    • Processor: Dual-core 2.0 GHz x86_64
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.3 / GLES3 (Intel HD 4000 or equivalent)
    • Storage: 500 MB available space
    Recommended:
    • OS: Ubuntu 22.04 / SteamOS 3
    • Processor: Quad-core 2.5 GHz
    • Memory: 4 GB RAM
    • Graphics: Dedicated GPU, OpenGL 3.3+
    • Storage: 500 MB available space
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