A corporate-horror roguelike deckbuilder. Clock in at VEIL & CO. and find your build. Reviews, reports and overtime forms are your cards—beat rivals, recruit coworkers, and climb week by week toward the month-end performance review. Burn your health, overdraw your mind, dig up darker secrets.

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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?

“SEVEIL combines a systems-driven roguelike deckbuilder with a chapter-based corporate-horror story. Early Access gives us the real play data needed to tune card balance, archetype identity, Employee Module progression, encounter pacing, and interface clarity across a much wider range of playstyles. It also lets the community help us identify which builds, encounters, and quality-of-life improvements need attention first as the story continues chapter by chapter. ”

Approximately how long will this game be in Early Access?

“We currently expect SEVEIL to remain in Early Access for approximately 12 months. This is an estimate, not a fixed deadline: the schedule may change depending on development progress, the scope of later chapters, and player feedback. We would rather adjust the timeline than declare the game complete before it is ready. ”

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

“The full version is planned to complete the story across six chapters, add further executive encounters and a hidden enemy, expand the playable archetypes and Employee Module roster, and deepen Endless Contracts. We also plan to introduce the Corruption and Mythos systems during Early Access, including a set of powerful once-per-run Mythos cards. Plans may change as development and feedback clarify what best serves the game. ”

What is the current state of the Early Access version?

“The Early Access launch version is planned to include the main story of Chapters One and Two, the full opening sequence and tutorial, every calendar node type, 118 cards across 6+ playable archetypes, 8 Employee Modules, and three mechanically distinct executive fights. English and Simplified Chinese are supported. The Corruption and Mythos systems are not part of the initial Early Access release and are planned for later updates. ”

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

“We plan to increase the price moderately as substantial new content and features are added, and the final 1.0 price may be higher. Any price change will be announced in advance. ”

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

“We will use Steam Discussions and our in-game feedback and bug-report channels to collect reports about crashes, balance, clarity, pacing, localization, and accessibility. We plan to publish patch notes and explain significant balance changes, review recurring feedback alongside anonymized play data, and use that evidence to prioritize fixes and quality-of-life improvements. Player feedback will inform development, while the game's core creative direction and story remain authored by the developer. ”
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About This Game

“We weave your dreams. We wish you gentle sleep.”

The world’s most celebrated century-old textile company is about to welcome its newest employee.

A year ago, your sister entered this building chasing a truth only she believed. She never came out.

Now you—Nate Marsh—are standing where she stood, looking for the answers that will not leave you alone, and for the truth behind her disappearance. Endless workplace conflict. Overtime. Attrition. Promotion. Corruption. The closer you get to the top, the further you get from yourself.

Does the company suspect you? All you know is that VEIL & CO. hired you without an interview and asked almost nothing in return.

That will have to be enough.

EVERY WORKDAY IS A BATTLE

Your first day begins with a Workplace Survival Assessment. It does not simply choose a class; it identifies how you survive. Each archetype controls different resources, changes how cards create value, and can even reshape the interface itself. Your result is not a cosmetic label—it is the logic your deck is built around. Then plan your route across the weekly calendar: fight, recruit, shop, recover, clear an inbox that never stays empty, and survive whatever management puts in your way. Sign the contract. Log in. There is no way back.

WORK IS COMBAT. BREAK YOUR OPPONENT.

Tasks. Projects. Performance reviews. Overtime requests. Emails forwarded eight times. Questionable energy drinks. The company grinds you down—and gives you the tools to grind back. Build from 118 cards across 6+ archetypes, including Resolve, Rumor, Empower, Overdraft, Blitz, and Leader. Each archetype carries a Keystone: the clearest expression of its rules, and a card that can turn a fight. Knowing how and when to use it is part of the test.

PLAN THE WEEK. BUILD YOUR WAY OUT

The weekly calendar decides which workdays come next. Choose your route through combat, recruitment, procurement, and recovery. Expand your deck, assemble your employee team, clear an inbox that never stays empty, and prepare for management’s review at the end of the week. Every stop costs you something—and determines what you carry into the next fight.

DEFEAT THEM. RECRUIT THEM. PUT THEM TO WORK.

Eight employees stand between you and your next promotion. Defeat them, copy their cards, and unlock their Employee Modules—company-built models of how they think. Bring those modules online and make yesterday’s rivals part of today’s workforce. Routine work drains Module Energy. Merit keeps them operational, while time together makes them stronger. Spend Merit on your own growth, or use it to maintain and develop your team. When a module runs out of energy and goes offline for good, will you still believe it was only a program?

BURN HEALTH. OVERDRAW YOUR MIND.

VEIL & CO. cares deeply about employee wellbeing. Your performance is still the only thing that matters. Spend your health to make a task hit harder. Spend your mind to take one more action. Or turn doing nothing into an art form and exhaust the other side first. At VEIL & CO., everything is a resource. At the table, you are your own final bargaining chip.

FACE THE EXECUTIVES.

Every executive comes with a story, an agenda, and a battle system built around the way they rule. Read their intent. Break their mechanics. Dig through the fragments they leave behind and find the way through. Defeat them. Become them. Surpass them. Only by reaching the center of power can you find the key to the mysteries buried inside the company.

LISTEN TO THE WHISPERS. WALK THE EDGE OF MADNESS.

Coming in later Early Access updates, the Corruption system introduces nine planned Mythos cards. They channel powers never meant for human hands, and each Mythos card can be played only once per run. The price is a step-by-step descent into an unknowable abyss of frenzy. Used at the right moment, that inhuman power can be total destruction—or your last remaining way out.

THE CONTRACT NEVER ENDS

Time is not linear inside the company. Neither is your employment. Until the contract is complete, you remain company property. Take on escalating Additional Contracts. Push back against unilateral Hegemony Clauses. Burn everything you have and face whatever waits at the end. There is no game over in corporate life—only an endgame that never gets tired. Every failure becomes experience on your career path.

Then you start again.

ABOUT EARLY ACCESS

IN THE DEMO

Play the story content of Chapter One with two distinct starting archetypes: Rumor and Leader. Build your deck, assemble a team, and fight through three in-game weeks before facing the first boss.

AT EARLY ACCESS LAUNCH

The Early Access launch version is planned to include the main story of Chapters One and Two, the full opening sequence and tutorial, every calendar node type, 118 cards across 6+ playable archetypes, 8 Employee Modules, and three mechanically distinct executive fights. The Corruption and Mythos systems are not part of the initial Early Access release and are planned for later updates.

We do not sell what we have not built. What we have built—and committed to ship—is listed above.

COMING DURING EARLY ACCESS

  • THE COMPLETE STORY

    Six chapters in total, with four major bosses and one hidden enemy. Climb through VEIL & CO. and uncover the answer waiting at the top.

  • MORE WAYS TO BUILD

    Continued expansion beyond 6+ archetypes, an employee roster growing past 10, and stronger deckbuilding tools that make the game’s overlapping systems easier to read—and harder to exhaust.

  • CORRUPTION AND MYTHOS

    Coming in later Early Access updates. Nine planned Mythos cards channel powers never meant for human hands. Each Mythos card can be played only once per run—from the start of a run until defeat or completion sends you back to the beginning.

  • ENDLESS CONTRACTS

    18+ Additional Contract modifiers and 8+ deeper Hegemony Clauses. The climb keeps burning. We look forward to your performance.

AI Generated Content Disclosure

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

Generative AI tools were used in parts of this game's development, always under human creative direction.

Art: The game's visual design is led by a classically trained 2D artist acting as art director. The UI style, overall color palette, character art, and environment style are all conceived and directed by a human, starting from hand-drawn sketches and detailed art direction. Generative AI is used only as an execution tool carrying out that direction—the distinctive style and texture of the game come from human artistic judgment, and every asset is directed, selected, and refined by the artist.

Music: The main melodies are composed by us by ear. Generative AI is then directed—with specific guidance on mood, instrumentation, and arrangement—to help realize the finished tracks.

Code: The game's code was generated using AI coding tools.

All content is reviewed and integrated by the developers before inclusion. The game contains no content generated live by AI during gameplay.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Intel Core i5-6500 or AMD Ryzen 3 1200
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 750 Ti or AMD Radeon R7 360, 2 GB VRAM
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Additional Notes: Requires a 64-bit processor and operating system. Minimum supported resolution: 1280 × 720.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 (64-bit)
    • Processor: Intel Core i5-8400 or AMD Ryzen 5 2600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 or AMD Radeon RX 570, 4 GB VRAM
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: DirectX-compatible sound card
    • Additional Notes: SSD and a 1920 × 1080 display are recommended.
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