Double Skunk is a cribbage roguelite. Powerups change what your count pays, and one-shot cards can shove the rival's peg back. Climb a ladder of named rivals, then play the weekly deal everyone shares, or take on a friend online.

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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 made by one person, and the fastest way to make it better now is other people playing it. The cribbage engine, the build layer, the campaign, the weekly challenge and online play are all in and playable. What I can't do alone is balance every powerup against thousands of real runs, or find the rough edge that only shows up in someone else's hands. Early Access lets that happen in the open, one patch at a time.”

Approximately how long will this game be in Early Access?

“About six to nine months. I'll call it 1.0 when the balance has been through real player data and the remaining polish is done. A roadmap goes up at launch and gets updated as work lands.”

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

“The core game isn't planned to change. The full version should have more rivals with more to say, more story between the campaign's milestones, balance tuned by what players actually build, and another pass on art, audio and UI. Powerups and consumables may be added or reworked along the way, based on what players find broken, weak or boring.”

What is the current state of the Early Access version?

“Playable from start to finish. Real cribbage scoring and pegging, the full set of powerups and consumables, a campaign ladder of named rivals with an endless climb past the summit, a weekly challenge on a deal everyone shares, matches against the AI from Easy to Expert, and online play against friends. What's rough: the balance has only been tuned by one person's play, some screens are plainer than they will be, and the campaign's story is still thin.”

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

“The price may go up modestly at 1.0. Anyone who buys during Early Access keeps the full game at no extra cost.”

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

“The Steam Community Hub is the home for patch notes, the roadmap and bug reports. I read every post and reply where one person's time allows. Patch notes will say why something changed, not just what. Bigger changes to powerups or the campaign go up for discussion before they ship.”
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This game is not yet available on Steam

Planned Release Date: Nov 4, 2026

This game plans to unlock in approximately 4 weeks

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About This Game

Cribbage with an engine under it

Double Skunk is a cribbage roguelite. Underneath, it's the real game played by the book, and between hands you build something that bends it.

Powerups sit on your rail and change what the count is worth. One pays extra for every fifteen after the first. Another knocks the rival back down the board the first time they show a pair. When one of yours pays off big, its animal walks onto the table and acts it out. Fifteen Bell's fox rings a brass bell over your show. Drumline's heron beats a snare drum beside the run you just pegged.

Your pocket holds cards that break the rules once. Play the Four into the count and it walks the total back while the rival's peg slides down the board. The Mine takes the crib whoever dealt. Pegs bring their own rule to the whole run. The Spy sees what the rival threw to the crib, and the Hoarder carries extra pockets.

Every point moves your peg, hole by hole. Tiles on the board pay out gold, cards and powerups, but only to a peg that lands on them.

Never played? The Coach deals you in

You don't need to know cribbage to start. The Coach teaches it in a short warm-up at the parlor table. In the first hand the Coach points at each card and says why it counts. In the next the cards are yours. You throw, you peg, and you count your own hand by tapping the fifteens and pairs, with a hint whenever you're stuck. Then you're straight into your first real match.

Know the game already? Skip the warm-up and sit down.

Twenty-one rivals between the back room and the title

The Long Tally is a tournament tour. Twenty-one rivals stand between a back-room parlor and the national championship, each with a painted face and a voice of their own. Captain Blue plays one suit and tells you which. He still wins. Brother Saunders brought a thermos to the Tundra and has never offered you any.

Higher up, the tables bring house rules of their own. Some put a chess clock on you, and near the top it's muggins, where any points you miss in your own count go to the rival. Some rungs let you mark a rank or a suit for good, and from then on those cards wear a tell on the backs of the rival's hand.

Losing never ends the climb. You pick how it stings when the campaign starts. Hold your spot and replay the same rival on a fresh board, or slide back a rung and win that trophy again.

Beat the champion and the tour keeps going. The Beyond runs on past the summit, where every match is one long game of duplicate cribbage and a heat meter climbs as you play. When it boils over, the rival gets a free hole, and it boils faster the higher you go.

One deal, every player, every week

Each week brings a new challenge, and everyone plays the same deal. It's duplicate cribbage, so every hand comes round twice, once from each side of the table, and the luck of the cards cancels out. Your build and the rival's are fixed for the week, the rival plays at Expert, and the leaderboard ranks how far ahead of the rival you finished.

Every week has its own twist, and Skip and Skat bicker about it before you sit down.

Play a friend, or play it straight

Invite a friend through Steam or find a stranger with Quick Match. Ranked games move your Peg Rating and your place on the season leaderboard. If either game crashes mid-match, you can both come back to the same hand. And when your rival plays a good one, you can tip your hat.

Offline, the AI plays from Easy to Expert. Set the house rules before the deal. Play a best-of match or duplicate, turn muggins on, or try reverse, where the first peg home loses. Pure Cribbage switches every new system off, for the game the way your grandmother played it.

Company at the table

Skip and Skat are the skunks on the box. They host the weekly challenge, and when you play a card from your pocket they climb onto the table and do it themselves, shoving the rival's peg back or staking a claim to the crib you just took.

The Pedlar runs the shop partway round each board. He'll buy back what you've outgrown, and he's always heard something about your next rival.

The Coach stays with you after the warm-up and has a word about your throws.

Every hand, graded

When the match ends, the summary grades your game against the book. It shows how much your throws and your pegging gave up against the best you could have done, how kind the cuts were, and which hand cost you the most. Open the review and replay any hand, with your keep beside the book's and the better card beside the one you played.

Win by a mile and DOUBLE SKUNKED slams across the rival's portrait. That's where the game gets its name.



Fully voiced in English, German, French, Spanish, Brazilian Portuguese and Italian.

A note on AI-generated content

Double Skunk is made by one person. The character art, music, sound and voice lines were generated with AI tools, then chosen, edited and put together by hand. Nothing is generated while you play. The cribbage rules, the scoring engine and the balance were written by hand.

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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