A single-player samurai card game about linking blades. Each technique only chains with the one it fits, like dominoes, and the longer the chain the harder it lands. Your opponent's blades decide how much of it survives. Two schools, hidden paths, one campaign of duels.

Daftar masuk untuk menambah item ini ke senarai hajat anda, ikuti atau tandakannya sebagai diabaikan

Bahasa Bahasa Melayu tidak disokong

Produk ini tidak menyokong bahasa tempatan anda. Sila semak senarai bahasa yang disokong di bawah sebelum membuat pembelian

Permainan ini belum tersedia di Steam lagi

Tarikh Keluaran Dirancang: Q4 2026

Berminat?
Tambah ke senarai hajat anda dan terima pemberitahuan apabila permainan sudah tersedia.
 

Tentang Permainan Ini

One question, every turn

You don't play a card — you build a chain. Every technique has an opening and an ending, and

each one only links to the technique it fits. You lay them down face down, and when both duelists are

done, the two chains meet position by position.

The longer the chain, the more damage it carries. But every position is a clash, and a technique that

loses its clash adds nothing. You build the chain. Your opponent decides how much of it lands.

The edge, the feint and the guard

Attack beats Maneuver. Maneuver beats Defense. Defense beats Attack. When two techniques of the same

type meet, no number saves you: the position goes to whoever holds the initiative — and if

nobody holds it, both cancel out. Win a position and the initiative is yours, shielding you on the

next one. The duel has momentum, and taking it from your opponent is half the craft.

Two schools, two stretches of the wheel

  • Kurenai River — water. Its techniques live in the low values, and they link into each otherreadily: the river doesn't strike, it drags.

  • Mount Okuribi — ember. Its techniques live in the high values and open harder: fire doesn'tflow, it catches.

The two schools overlap on only a couple of values, so mixing them means fewer techniques that link —

and a deck built to bridge the gap on purpose.

The Dojo Path

A campaign across regions where you choose your opponent at each stage, and a forge where the pieces you

combine matter for what they share — their element, their region, their era. Like matching affinities, but

with steel.

And when the campaign is done

  • Free Duel — your decks against any rival.

  • Daily Challenge — a fixed duel, the same one for everybody, every day.

What it is, and what it isn't

  • A single-player game, paid and complete. You buy it once.

  • No microtransactions, no passes, no energy. Not now, not later.

  • No always-online requirement.

Pendedahan Kandungan Dihasilkan AI

Pembangun menerangkan cara permainan mereka menggunakan Kandungan Dihasilkan AI seperti berikut:

HASSO uses generative AI tools for part of its pre-produced content: the card illustrations, and the translation of the game's text into the languages it supports. All AI-generated content is reviewed and curated before it is included in the game. The user interface icons, the music and the sound effects are not AI-generated. No content is generated by AI at runtime: the player never sends prompts and never receives live AI output.

Keperluan Sistem

    Minimum:
    • OS: Windows 10 64-bit
    • Pemproses: Intel Core i3-4340 / AMD FX-6300
    • Memori: 4096 MB RAM
    • Grafik: GPU DirectX 11 con 1 GB de VRAM (Intel HD 520 o superior)
    • DirectX: Versi 11
    • Storan: 2048 MB ruang tersedia
    Dicadangkan:
    • OS: Windows 11 64-bit
    • Pemproses: i5-8400 / Ryzen 5 2600
    • Memori: 8192 MB RAM
    • Grafik: GTX 1050 Ti / RX 560
    • DirectX: Versi 11
    • Storan: 4096 MB ruang tersedia
Penapis Ulasan