A real-time tug-of-war roguelike deck builder. Your buildings spawn your army. Your cards, blueprints, and imbues decide what that army becomes. Place buildings in your yard, work the belt, and push two lanes until one stronghold falls.

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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?

“Procession Engine launches into Early Access with its full content set: three playable races, hundreds of cards and relics, three acts, and ten Trial difficulties. Early Access gives us balance data from real players at a scale internal testing cannot match. A game with this many interacting cards, relics, buildings, and units needs a large player base finding the overpowered combos, the dead picks, and the difficulty spikes before the numbers are final.”

Approximately how long will this game be in Early Access?

“Our target is six months to a year. We will not leave Early Access until balance holds steady across several consecutive patches.”

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

“The full version is planned to be the same game with settled numbers. During Early Access we expect heavy balance changes, including reworks to how individual units, buildings, cards, relics, and enemies function where balancing demands it. The focus of Early Access is tuning what already is released, not filling in missing pieces. Where the game grows beyond that will be shaped by how people play it.”

What is the current state of the Early Access version?

“The content of the game is in a completed state. All three races, all acts, all Trial difficulties, achievements, cloud saves, and partial controller support are in and working. Expect numbers and some unit, building, card, relic, and enemy behavior to change from patch to patch. That is the goal of this phase.”

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

“Yes. The price will increase when the game leaves Early Access.”

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

“Balance patches will be driven by community feedback and gameplay statistics, with regular patch notes explaining what changed and why. We are going to read the discussion boards and want reports of anything that feels mandatory, useless, or unfair.”
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This game is not yet available on Steam

Planned Release Date: November 2026

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About This Game

Procession Engine is a real-time tug-of-war roguelike deck builder. Your buildings spawn your army. Your cards, blueprints, and imbues decide what that army becomes. Place buildings in your yard, work the belt, and push two lanes until one stronghold falls.

Your deck is a conveyor belt.

Cards don't wait in your hand. They arrive on a moving belt and roll toward the edge. Play them, bank one for the right moment, or watch them expire. Passives pay you for every second they ride. Your resources never stop flowing, the belt never stops moving, and neither does the enemy. It's a deck builder where the deck itself is on a timer.

Every fight is a tug of war.

Your stronghold on one side, theirs on the other, two lanes between. Send armies marching, hold your line, and break theirs. There are no turns to hide in. The fight ends when a stronghold falls.

Customize your yard.

Your power doesn't just come from cards. 54 buildings, from spawners and artillery to soul engines and buffers, each with three blueprint variants to discover and upgrade. Place them in your yard during the fight, or etch your best ones at the Workshop so they're already standing when the next battle begins. Runs aren't just a deck you grow, they're a base you carry with you.

Imbue the machines.

Socket elemental imbues onto your buildings and the sigils orbit them on the field. Every element does something different on every building it touches, and some pairs fuse into stronger forms.

Invest in the Lattice.

Every node you clear ticks the Lattice, a web of run-long investments that pay out on every tick. Deepen the ledger for gold, provision every future fight's starting resources, or sharpen your eye for rarer cards. Small choices early will compound by act three. Most roguelikes give you a map, this one gives you a portfolio.

Three factions, many ways to customize your build.

  • Bloomwardens: a living forest. Paint the battlefield in Bloom and it feeds your titans, your sprout tides, and the feral packs that bleed whatever crosses it.

  • Iron Concord: war industry. Forge mechanical frames, dock modules onto them, and level the lane with artillery and drone swarms.

  • Hollow Choir: a death cult. Bank souls, spread plague, raise what dies, and pay for power in blood.

Make the run yours.

Card rewards, relics, blueprints, tempering, etched buildings, imbues, and the Lattice all bend the same run. 250 cards and over 250 relics mean no two processions march alike. The game is won in the choices between fights and proven in the fights themselves.

A campaign that fights back.

Carve a path through three acts of skirmishes, elites, bazaars, strange events, relic shrines, and workshops. Each act belongs to a different enemy faction and ends at the boss. Your stronghold's scars carry between fights, and every fork on the map is a choice.

Climb the Trials.

Win, and the rules turn against you. Ten stacking Trial levels, each twisting the game further, until winning at all is the achievement.

AI Generated Content Disclosure

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

Procession Engine is a hand-designed game that uses AI tools to speed up development. Every card, faction, and system was designed, balanced, and playtested by its developer. Generative AI tools were used under human direction as part of the production pipeline: 2D artwork (card illustrations and icons) and 3D model bases were generated to the developer's specifications and then reviewed, curated, and integrated by hand. Sound effects were produced with AI audio tools and individually selected and mixed. Portions of the game code were written with AI assistance and reviewed by a human. No AI content is generated at runtime.

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.4 GHz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 750 Ti / Radeon R7 260X / Intel UHD 620
    • DirectX: Version 11
    • Storage: 5 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Quad-core 3.0 GHz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 1060 / Radeon RX 570
    • DirectX: Version 11
    • Storage: 5 GB available space
    Minimum:
    • OS: macOS 12 Monterey
    • Processor: Apple M1, or Intel with a Metal-capable GPU
    • Memory: 8 GB RAM
    • Storage: 5 GB available space
    • Additional Notes: macOS 13 or newer recommended
    Recommended:
    • OS: Apple M1 or newer
    • Memory: 8 GB RAM
    • Storage: 5 GB available space
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