A Lovecraftian card battle game. Pair two heroes, roll across a board-game dungeon, and assemble combos that break the numbers wide open — before the Doom Counter hits ten and the world gates collapse for good.

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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?

“Sealbound: Cthulhu Rising is entering Early Access because the game is still in active development, and we want players to help shape several major parts of the final game.

The current version includes a playable first chapter built around our core card battle boardgame loop: pairing two heroes, building a deck, moving across a gate board, managing the Doom Counter, and fighting a Mythos boss. However, many important parts of the game are not finalized yet. We are still developing card archetypes, gate events, boss mechanics, meta-progression, narrative chapters, and the long-term structure of the game.
Early Access is important for us because these systems depend heavily on how real players experiment with the game. Player feedback will help us decide which hero combinations are the most interesting, which card mechanics should be expanded, how difficult each gate should be, what types of events should appear more often, and what kind of progression and endgame structure the full version should have.
We are not using Early Access only for final bug testing or polish. We are using it to develop the game with the community while major gameplay, progression, and content decisions are still open.”

Approximately how long will this game be in Early Access?

“We expect Sealbound to be in Early Access for roughly 4-6 months. Updates land on a regular cadence, and we'd rather ship a great 1.0 than rush a date — so content milestones, not the calendar, will decide when it leaves Early Access.”

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

“Early Access ships the foundational loop. The 1.0 release will be shaped by what we learn: we plan to add cities, acts, and Mythos bosses based on which regions and themes players respond to most. The card pool will grow around combo archetypes the community discovers and requests. Meta-progression depth — unlocks, runs, ascension — will expand based on how long players actually engage. We're not building toward a fixed finish line; the community's play patterns and feedback will determine the scope and priorities of 1.0.”

What is the current state of the Early Access version?

“The current Early Access version includes the first playable chapter of Arkham Dungeon: Cthulhu Rising. Players can choose a pair of heroes, build a 20-card deck, travel across a gate board, encounter battles, elites, shops, and events, manage the Doom Counter, and fight a Mythos boss.

At this stage, the game includes 6 playable heroes and around 120 cards. These systems are playable now, but they are not final. Hero roles, card archetypes, enemy encounters, event rewards, boss mechanics, and progression pacing are still being developed and adjusted based on player feedback.

The current version should be understood as the foundation of the game rather than the final game with only polish remaining. Additional chapters, more cards, expanded gate content, deeper meta-progression, more narrative content, and the final endgame structure are open the opinion. Community feedback during Early Access will help determine which systems we expand, develop, redesign, or prioritize before the 1.0 release.

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

“The price will likely rise as we add content toward the 1.0 release. Early Access players get it at its lowest price.”

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

“We gather feedback through the Steam Community discussions — balance notes, card and hero ideas, and bug reports all feed directly into the update schedule, and every content patch ships with notes on what changed and what's coming next.”
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About This Game

Seal the Gate Before the Final Doom arrives.

The scholars of Miskatonic University opened a gate between worlds — and something answered.

We thought it was a blessing. However it was wrong. Now their army march across every city on earth, and the Doom Counter climbs. But inside the gates, we found hope: heroes who heard our call and chose to fight. Pair two, build a deck, and roll into the dungeon. Seal the gate — or the world ends.


Build your own deck

Choose two heroes from a roster that each bend the rules a different way. Every pairing rewrites your charge economy, summon tempo, and payoff routes. Twenty cards. One machine. Tuned to explode.

Roll through a dungeon board

Each world gate is a tactical board. Dice movement drops you on battles, treasure, shops, rest,  elites, and the boss. A run is a chain of board decisions long before the final raid — press your luck, route around an elite, or bank charge for what's waiting at the end.

Hold back the Doom

The world map tracks gates collapsing and raging across major cities. Every loss pushes the Doom Counter toward ten; every first purge drags it back. Let Doom reach ten and the gates close for good.

Solve the Mythos

These bosses aren't damage races. Nyarlathotep, Ithaqua, Hastur and others arrive wrapped in immunity puzzles — find the strategy they're hiding behind, then build the one line that breaks it.

Every hero breaks the rules differently

  • Carter — Pays life for burst damage

  • Queen — Bypasses defenses and strikes like an assassin

  • Neo — Raises the charge ceiling and shows the real power

  • Blue — Collect the Mecha parts and summon the Blue Kaiser!

  • Lumie — Fortifies your slots and shows the power of friendship

  • Dracor — Summon the dragons! 

  • Soccer Boy — Play the ghost soccer

Combat at a glance

  • Shared hero HP pool per side

  • 2 hero slots, 5 minion slots, 5 spell / trap / miracle slots

  • Lv1 summons are free; Lv2 once per turn; higher levels need tributes

  • Charge rises each turn and powers hero skills and special cards

  • Taunt, stealth, pierce, ranged, blink, traps, and persistent field effects

  • Enhance Normal card to forge an Epic tier card!

AI Generated Content Disclosure

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

Some of the assets in this game were created with the help of generative AI tools:

Visual art — character, card, boss, background, and UI artwork was generated using AI image tools, then reviewed, curated, and edited by the developer before shipping.
Audio — background music and sound effects were produced using AI audio generation tools.
All game design, card mechanics, systems, and gameplay were created by the developer. Every AI-generated asset is human-reviewed and curated to fit the game's art direction and quality ba

Mature Content Description

The developers describe the content like this:

This game is set in a Lovecraftian dark-fantasy world and contains mild mature themes presented in a stylized, non-graphic way:

Cosmic & psychological horror: Eldritch monsters, occult rituals, and "sanity"/"madness" mechanics in boss encounters. These are atmospheric and abstract, not graphically disturbing.
Stylized fantasy violence: Combat is card-based and abstracted (damage numbers, defeated minions). There is no gore, dismemberment, or realistic injury.
Self-sacrifice mechanic: One hero (Carter) can pay her own life points to power up her attacks, described in flavor text with imagery such as "blood-red stage." This is a gameplay resource mechanic, not a depiction of real-world self-harm.
The game contains no sexual content or nudity, and no depiction of drug or alcohol abuse.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i3 / AMD Ryzen 3 (dual-core)
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 / OpenGL 3.3
    • Storage: 2 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5 / AMD Ryzen 5
    • Memory: 8 GB RAM
    • Graphics: Vulkan 1.2
    • Storage: 4 GB available space
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