A deck-building roguelike of body horror where your whole party shares one deck: when a hero falls, every card they own dies with them. Pick 3 of 5 broken souls, survive permanent mutilation and unraveling minds, and descend.

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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?

“Borrowed Flesh is a party-based roguelike deckbuilder, and that genre lives or
dies on things no solo developer can settle alone: how the classes interact, how
punishing permadeath and the Stress system should be, and which heroes players
actually want to descend with. The three acts are playable end to end, but the
roster, the card pools and the risk economy are still open questions I want to
answer *with* players rather than guess at on my own.

Early Access lets me put the run in players' hands, watch which builds they
gravitate to and which ones the game quietly punishes, and then build the
remaining classes, relic systems and events around that evidence. Several systems
already in the game — the Werewolf's Blood, the Necromancer's souls — came out of
that kind of iteration, and I want the next ones shaped the same way, out in the
open.”

Approximately how long will this game be in Early Access?

“Around 9 to 12 months. That is the time I need to build out the additional heroes
and their card pools, implement the relic-fusion system, finish the hand-drawn
art for the event deck, and run the balance passes that come from player data. If
the community pushes the design somewhere I didn't expect, I'd rather extend that
window than leave a system half-built.”

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

“-More heroes. The Early Access roster lets you take three companions into
the dungeon. I plan to add new playable classes with their own mechanic — the
way the Werewolf has Blood and the Necromancer has souls — with the community
helping choose which archetypes come next.
-Relic fusion. A system for combining trinkets into unstable, run-defining
versions that rewrite mechanics and carry real risk. It is designed but not
implemented.
-Deeper event design. Hand-drawn art for the remaining events, and more
events with their own interactive scene instead of a menu of choices.
-Harder, longer play. Escalating difficulty tiers for repeat runs, more
cards, relics, elites and boss variants, plus additional languages.

The exact ordering of that list is one of the things I want Early Access players
to decide.”

What is the current state of the Early Access version?

“The full three-act descent is playable, from the branching map through events,
campfires, shops and elites to each act's boss. Five heroes are implemented, of
which you take three; there are 100+ cards, around 40 enemies and dozens of
relics, plus the Stress system, permadeath, mutilations and multi-phase bosses.

What is still in progress: several classes and their card pools are still being
written, the relic-fusion system is not in yet, part of the event deck is running
on placeholder art, difficulty tiers for repeat runs don't exist yet, and the
balance of the later acts is deliberately unsettled — I want it tuned against real
runs, not my own. Expect rough edges in those areas; that is where your feedback
goes directly into the build.”

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

“Yes. Borrowed Flesh will be cheaper during Early Access and the price will rise
for the 1.0 release, as the roster and systems grow. Everyone who buys during
Early Access keeps the game and every update at no extra cost.”

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

“Directly, and on the record. I'll run a public roadmap on the Steam community hub
and put the open design questions to a vote there: which hero
class gets built next, how far permadeath should go, whether the Stress system
should be able to end a run outright. Each major patch will ship with a note
explaining which player feedback drove it.

I also want the numbers, not just opinions: I'll collect run reports from players
— which companions they pick, where runs end, which cards never get played — and
use them to drive the balance passes rather than my own assumptions. Bug reports
and suggestions go through the Steam forums, both read by me
personally, since I'm the only developer.”
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About This Game

When a hero dies, their deck dies with them

A card-driven roguelike of body horror, in the lineage of Slay the Spire and Darkest Dungeon. Lead a party of broken souls down through three acts of a world that devours itself — from the first descent into the Catacombs and deeper still into the Sanctuary of Flesh, where something vast and starving waits in the dark.

Build your deck. Hold your party together. Descend.

💀 A party that truly dies

Your heroes share a single deck and act as one — but when a companion falls, every card they own becomes unplayable. Lose your healer and the wounds stop closing. Lose your damage and the kills dry up. Death isn't a number on a bar; it rewrites your whole hand on the spot.

🩸 Five doomed souls — pick three

Every run you choose 3 of 5 heroes, each with their own resource and their own way of ruining an enemy's day:

  • Amos, the Warrior (Rage) — the wall. He stands in front of the people he loves and gives back everything he's given.

  • Isolt, the Medic (Mana) — the surgeon. She closes wounds, quiets ruined minds, and does things to a corpse that a corpse shouldn't come back from.

  • Sela, the Huntress (Mind) — the hunt. She reads the room, sets her shot up, and takes it once. That's usually enough.

  • Mor, the Necromancer (Souls) — the harvest. The dead are raw material. She keeps what they leave behind, and sends it back out to fight.

  • Ulrik, the Werewolf (Blood) — the beast. The moon turns whether you're ready or not, and what it turns him into doesn't play by the same rules.

🗺️ A procedural map, never the same twice

Every run reshapes the branching path down — its battles, its events, and the choices that turn the course of your descent.

🧠 Minds break before bodies do

Your heroes see things down here, and they carry them. Push them far enough and something gives: a mind that goes quiet and cruel, or — rarely, beautifully — one that hardens into something better. Some enemies aren't trying to kill you at all. They're working on the ones still standing, and they're patient about it.

🦴 Some wounds don't heal

A terrible blow — or the wrong choice — can cost a hero an arm. They keep fighting. They're never the same. There are ways to put someone back together, and none of them are free.

👹 Bosses that don't let go

Multi-phase bosses with cinematic signatures that change shape the instant you think you've won. Some aren't satisfied with simply killing you — and what they do to a hero they catch is better left to discover for yourself.

🎲 Tempt fate

The road is paved with temptation: strange entities that offer gifts with a price, two merchants fighting over your purse — one honest, one who dares you to gamble it all — and rule-breaking trophies that bend the laws of combat in your favor... or against you.

☠️ A roguelike with teeth

  • 100+ cards across five classes, dozens of enemies, and a deep pool of relics and rule-breaking trophies.

  • Three acts that escalate from dread to nightmare, each with its own bestiary, music and hand-painted scenes.

  • Every run reshuffles the map, the encounters and the temptations — and which three souls you bring.

  • Permadeath that bites: mutilations, lost souls, broken minds and the fallen all stay with you to the end.

AI Generated Content Disclosure

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

Borrowed Flesh uses generative AI tools to help create some of its 2D art assets, such as background
scenes and character and enemy illustrations. These AI-generated images are then edited, retouched
and composited by hand by the developer.

Mature Content Description

The developers describe the content like this:

Borrowed Flesh is a dark fantasy horror game with frequent, explicit violence and gore. Combat depicts dismemberment and permanent mutilation of the player's characters (severed arms, crippling wounds), bleeding, poison, characters being grabbed, swallowed whole and devoured alive by monsters, and detailed on-screen deaths. Enemies and environments feature heavy body horror: exposed flesh, bone, corpses and malformed creatures.

▎ The game also deals with themes some players may be sensitive to. A stress and sanity system can drive characters into breakdowns in which they harm themselves, attack their own allies, or suffer a fatal heart attack; character death can be permanent. Horror scenes include hanging imagery (an enemy that lowers nooses onto the party). The game contains mild profanity, and a card-gambling minigame played with in-game gold only, with no real money involved.

The game contains no nudity, no sexual content, and no depictions of sexual violence, 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 equivalente, 2.0 GHz
    • Memory: 8 GB RAM
    • Graphics: GPU compatible con Vulkan/OpenGL 3.3, 2 GB VRAM
    • Storage: 8 GB available space
    • Sound Card: Compatible con DirectX
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 (64-bit)
    • Processor: Intel Core i5 / AMD Ryzen 5
    • Memory: 8 GB RAM
    • Graphics: GPU compatible con Vulkan 1.0, 4 GB VRAM
    • Storage: 8 GB available space
    • Sound Card: Compatible con DirectX
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