Build your deck, command five lanes, and defend your castle in a real-time roguelike card battler. Pause the action to deploy units, cast skills, use potions, and adapt your strategy as you climb through battles, events, shops, and bosses.

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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?

“Castle of Smash is built around interconnected systems: deck construction, real-time lane combat, tactical pausing, enemy behavior, commander abilities, relics, potions, progression, and branching encounters. These systems benefit greatly from being tested by a wider range of players and playstyles.

The core game is playable, but Early Access will allow me to improve balance, difficulty progression, encounter variety, usability, and long-term replayability using direct player feedback and gameplay data.

I want the final version to be shaped not only by whether players win or lose, but also by whether battles feel fair, strategic, understandable, and satisfying. Early Access provides an opportunity to identify weak strategies, overly dominant combinations, unclear mechanics, repetitive encounters, and frustrating difficulty spikes before the full release.”

Approximately how long will this game be in Early Access?

“I currently expect Castle of Smash to remain in Early Access for approximately 2 to 5 months.

This is an estimate rather than a fixed deadline. The length of Early Access may change depending on player feedback, the amount of balancing required, technical issues discovered during testing, and the scope of improvements that prove valuable to the game.

I intend to move to full release when the game’s progression, encounter variety, balance, presentation, stability, and overall replayability meet the standard I have set for the finished version.”

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

“The full version is planned to expand and refine the existing game rather than replace its core structure.

Planned areas of development include:

• Additional cards, units, relics, potions, encounters, and enemy formations
• Greater variety across runs and tower environments
• More handcrafted events and meaningful route choices
• Additional balancing for commanders, decks, rewards, and difficulty levels
• Improved enemy decision-making and encounter pacing
• Expanded progression and unlockable content
• Better tutorials, explanations, and onboarding for new players
• Continued improvements to interface clarity, visual presentation, sound, and animation
• Additional accessibility and quality-of-life options
• Performance improvements, bug fixes, and greater overall stability

The final scope may evolve in response to community feedback. Features will be prioritized according to how strongly they improve the strategic depth, clarity, fairness, and replayability of the existing game.”

What is the current state of the Early Access version?

“The Early Access version contains the core Castle of Smash gameplay loop and is intended to support complete, replayable runs.

Players can choose from multiple commanders, construct and improve a deck, and fight real-time battles across five lanes. Battles can be paused to examine the field, deploy multiple cards, reposition pending deployments, use potions, and prepare coordinated responses.

The current version includes:

• Real-time five-lane card battles
• Tactical pausing and multi-card deployment
• Units, skills, mana sources, and enchantments
• Multiple commanders with distinct abilities and starting strategies
• Branching runs containing battles, elite encounters, shops, rest sites, events, and bosses
• Card rewards, upgrades, relics, potions, and persistent unlocks
• Multiple enemy factions, castles, battlefields, and unit abilities
• Difficulty options and adaptive enemy systems
• Save and load functionality
• Run data collection tools for voluntary playtesting feedback

The game is still under active development. Players should expect balance changes, interface revisions, rewritten encounters, content additions, progression adjustments, and occasional bugs.

Some areas—particularly encounter variety, final balancing, onboarding, presentation, and long-term progression—will continue to be expanded and refined throughout Early Access.”

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

“No”

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

“Community feedback will be a central part of Castle of Smash’s Early Access development.

I plan to use Steam Discussions, player reviews, structured feedback questions, playtesting sessions, and optional run-data reports to understand how players experience the game.

Feedback will be especially valuable in evaluating:

• Whether losses feel fair and understandable
• Whether players can identify decisions they could have made differently
• Which commanders, cards, relics, and strategies feel too strong or too weak
• Whether each difficulty level provides an appropriate challenge
• Which encounters feel exciting, repetitive, confusing, or frustrating
• Whether players have meaningful opportunities to recover from disadvantage
• Whether tutorials and interface elements communicate important information clearly
• Which combinations and playstyles players find most satisfying

I intend to publish update notes explaining significant changes and the reasoning behind them. Community suggestions will be considered alongside gameplay data and the overall design direction of the game.

Not every requested feature will necessarily be added, but feedback will directly influence balance priorities, quality-of-life improvements, encounter design, accessibility, and the order in which unfinished parts of the game are addressed.”
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Planned Release Date: Aug 6, 2026

This game plans to unlock in approximately 2 weeks

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About This Game

BUILD YOUR DECK. HOLD THE LANES. SURVIVE THE CLIMB.

Castle of Smash is a single-player roguelike deckbuilder where every card becomes an order on a real-time battlefield.

Choose a commander, assemble a deck of units and abilities, and defend your castle across five contested lanes. Deploy fighters, establish mana sources, unleash powerful skills, and reinforce your army before the enemy overwhelms your defenses.

The battle never stops—but you can pause it.

Freeze the action to study the field, deploy multiple cards, reposition your forces, use potions, and prepare a coordinated response. When your plan is ready, resume the battle and watch it unfold.

COMMAND FIVE-LANE BATTLES

Every lane presents a different threat. Reinforce a failing defense, exploit an undefended route, support a push with ranged units, or sacrifice ground while preparing a counterattack.

Your cards continue fighting after they are deployed. Victory depends on where you place them, when you commit your mana, and how quickly you respond when the battle changes.

PAUSE, PLAN, AND DEPLOY

Castle of Smash combines the urgency of real-time combat with the control of tactical pause.

While paused, you can:

• Examine every lane
• Deploy multiple cards
• Reposition pending deployments
• Prepare skills and potions
• Coordinate a decisive counterattack

Pausing gives you time to think, but it does not give you unlimited resources. Every decision still costs cards, mana, or valuable consumables.

BUILD A DECK THAT CAN SURVIVE

Construct your deck from several card types:

• Units enter the battlefield and fight automatically
• Skills damage, disrupt, protect, or reposition forces
• Mana sources strengthen your long-term economy
• Enchantments provide persistent battlefield effects

A powerful deck needs more than individually strong cards. Balance immediate defense against long-term growth, combine units with complementary roles, and make sure your strategy can answer different enemy formations.

CLIMB A BRANCHING TOWER

Choose your route through a dangerous sequence of encounters.

Face standard battles, take on harder enemies for greater rewards, visit shops, recover at rest sites, confront unpredictable events, and prepare for powerful bosses.

Your castle’s damage persists throughout the run. Winning carelessly can leave you too weakened to survive what comes next.

Choose when to take risks—and when survival matters more than another reward.

CHOOSE YOUR COMMANDER

Each commander changes the way you approach a run.

Lead aggressive armies, reinforce durable formations, duplicate summoned units, empower devastating skills, manipulate fallen fighters, or build around powerful elemental effects.

A commander’s starting deck and signature relic establish the foundation of your strategy, but the cards and upgrades you discover determine what that strategy becomes.

ADAPT YOUR ARMY

Expand and transform your build throughout the climb:

• Add new cards to your deck
• Upgrade valuable cards
• Collect run-defining relics
• Carry potions into critical battles
• Improve your castle and resources
• Unlock additional content between runs

You will not find the same tools every time. Build around what appears, abandon plans that are no longer working, and recognize unexpected combinations before the enemy does.

TURN A COLLAPSE INTO A COMEBACK

Battles are designed to shift.

A strong opening can deteriorate when the enemy establishes pressure. A failing defense can recover through a carefully timed deployment, emergency effect, potion, or skill. One lane may collapse while another reaches the enemy castle.

Victory is not just about creating the strongest army. It is about identifying the moment when the battle can still be changed—and acting before that moment passes.

KEY FEATURES

• Real-time card-driven combat across five lanes
• Tactical pause with multi-card deployment
• Roguelike deckbuilding and branching runs
• Persistent castle damage between encounters
• Units, skills, mana sources, and enchantments
• Multiple commanders with distinct starting strategies
• Card upgrades, relics, potions, and run progression
• Shops, rest sites, events, elite battles, and bosses
• Varied battlefields, factions, castles, and enemy formations
• Short-term tactical decisions combined with long-term deck construction

Your castle is under siege. Build your army, control the lanes, and see how far you can climb.

AI Generated Content Disclosure

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

AI has been used extensively in the production of this game.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Dual-core processor, 2.0 GHz or faster
    • Memory: 4 GB RAM
    • Graphics: DirectX 11-compatible integrated or dedicated graphics
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: Windows-compatible audio device
    • Additional Notes: Keyboard and mouse required. Minimum display resolution of 1280 × 720.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 or Windows 11 64-bit
    • Processor: Quad-core processor, 2.5 GHz or faster
    • Memory: 8 GB RAM
    • Graphics: Dedicated graphics card with 1 GB VRAM or modern integrated graphics
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: Windows-compatible audio device
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