A roguelike card battler built from regular playing cards. Win or lose, the more you play, the stronger you get. Play as King or Queen and face down the Joker.

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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?

“Card Monarchy offers billions of different decks, and Hero combinations, to fight billions of possible battle scenarios in the Quarters and Bottomless Pit. Simulations and developer playtests can only cover so much of that ground. Player feedback will shape the completion of the remaining Quarters and the final balance decisions put into the cards.”

Approximately how long will this game be in Early Access?

“3-6 months”

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

“Version 1.0 adds the remaining three Quarters - The Mines, The Tower and The Graveyard - each with its own encounters, bosses and enemy card pool.

Each Quarter ships as it is finished, during Early Access, rather than being held back for the 1.0 release.”

What is the current state of the Early Access version?

“Card Monarchy's major systems are built and tested. One of four Quarters is playable end to end. The Bottomless Pit and the Joust are enabled to provide additional playable experiences immediately.

Features included in early access:
One of four Quarters - The Abbey, with 13 encounters and a boss
Peasant difficulty mode in the campaign
40 collectable cards in the campaign, and all 52 in the Joust
847 million possible decks
Two of eight playable Monarchs
All eight map layouts - 1,105,920 distinct starting map/encounter variations
All five Monarchy Skills ranks, every node, all 25 of them
The Bottomless Pit in full - the endless descent
The Joust - local versus, plus Steam Remote Play Together”

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

“Yes. Pricing is not yet decided, but we expect it to increase as additional content is added to the game.”

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

“Players are encouraged to post their overpowered wins and their humiliating
losses to this game's Steam Community discussions. Every battle can be copied to
the clipboard with one press, and what gets copied is enough to replay that exact
fight - so a bug report is something that can be reproduced rather than
described. Bugs, unexpected matchups and card balance issues found this way go
into the final calculus of balance in Card Monarchy.

Post it in the Steam discussions or email our support team. We read both.

Balance and mechanics are where that feedback lands hardest. A card's cost, its
stats, its effects, the decks the encounters play and the difficulty they play
them at - all of it is data we can change in a patch. A rule that does not play
the way it reads can change too. That is what Early Access is for.

Keywords are open in both directions. Tell us how the ones already in the game
play, and tell us what is missing - a keyword we do not have, or something a
keyword should do and does not.

The remaining Quarters ship one at a time rather than all at 1.0, so there is
somewhere for all of this to land. Difficulty is the clearest case: Early Access
is Peasant only. Knight and Magi come with the full release, tuned against a
baseline you helped set.”
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This game is not yet available on Steam

Planned Release Date: Oct 13, 2026

This game plans to unlock in approximately 3 weeks

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About This Game

The deck is a deck of cards

Every unit, spell and curse is a playing card - suit and rank included. Rank sets a card's gold cost. Suit decides which Quarter it belongs to. The kingdom you fight over is built out of cards too.

Ten cards, no duplicates

Decks are exactly ten cards and you cannot run two of anything, so every slot is a real decision rather than a consistency tax. The deck cannot be changed once a run begins. That gives 847,660,528 possible Early Access decks, and more possible decks than there are people alive at 1.0.

Eight Monarchs, eight Hero Powers

Your Monarch is a King or Queen of one suit, and their Hero Power - usable once per turn, costing no deck space - is what shapes how you play.

Four Quarters, four identities

Each suit is a Quarter of the map with its own encounters, enemy pool and damage identity: Spades burn, Diamonds corrode, Clubs bleed, Hearts cure. Three ways to damage something over time, and one way to wash it off. Only one affliction can sit on a unit at a time, so applying a new one clears the old - burning your own bleeding target undoes your own work.

Runs that end

Your Monarch's health does not reset between battles. The boss is not marked on the map and never spawns within three nodes of the entrance. Losing your Monarch ends the run.

A map dealt fresh

Eight map layouts, each dealt fresh: encounters are drawn at random from the Quarter's pool, the boss hides in one of the final nodes, and backtracking re-rolls a cleared room into a new fight, a rest, an event, or nothing at all. That is 1,105,920 distinct starting maps per Quarter.

Monarchy Skills

A permanent skill tree at the Citadel that grows from finished runs - won or lost. Losing is not wasted time.

The Bottomless Pit - the run that does not end

An endless descent beneath the Citadel, unlocked by clearing the Abbey. Each level down, its host plays a fresh deck built to be harder than the last - and the level number is the difficulty, so how deep you got is the whole score.

Nothing heals. A Quarter run restores you after every victory; the Pit does not. Ten levels on one health bar is what turns depth into a question of resources rather than endurance. Every tenth level is a cliff - a full rest, a banked resume point, and a skill point every time you reach one. Your deck is locked between cliffs and open at them, so the Forge is the reward for getting there.

The opponent is not a corrupted enemy. It builds from the same 52 cards you do, one suit at a time, and spends Monarchy Skill points down that suit's line as it descends - a card player building the Monarchy's own deck better than you did.

The Joust - the whole deck of cards, no campaign

A separate local versus mode, unlocked by finishing your first run. All 52 cards and all 8 Monarchs are open from the moment you get in - nothing in the Joust is earned, because its only gate is arriving at all. The campaign is a curriculum; the Joust is a sandbox.

Both seats are configured independently as a human or the AI, which gives three ways to play: hand-off on one screen with the board flipping between turns, one seat against the AI, or both seats AI as a spectate queue. Before the match both decklists are revealed and each player bans a card from the other's - and the banned card is replaced, not lost, so a ban costs its target a substitution rather than a card.

Play the Joust with a distant friend via Steam Remote Play Together - and they do not need to own the game. Both hands are open at the table by design, so nothing is hidden by sharing one screen.

At a glance

In Early Access today:
  • One of four Quarters - The Abbey, with 13 encounters and a boss
  • 40 collectable cards in the campaign, and all 52 in the Joust
  • 847 million possible decks
  • Two of eight playable Monarchs
  • All eight map layouts - 1,105,920 distinct starting maps
  • All five Monarchy Skills ranks, every node, all 25 of them
  • The Bottomless Pit in full - the endless descent
  • The Joust - local versus, plus Steam Remote Play Together

What version 1.0 adds:
  • The remaining three Quarters - The Mines, The Graveyard and The Tower
  • 52 encounters and four bosses in total
  • All 52 cards collectable in the campaign
  • All eight Monarchs - 15.8 billion possible decks
  • Online lobbies for the Joust

AI Generated Content Disclosure

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

Card Monarchy was made using AI tools.

PRE-GENERATED CONTENT
- Artwork. The card art, character portraits, backgrounds and store images are AI-generated from hand-written prompts, then selected, cropped, composited and corrected by hand against a written art bible. Curation and prompt iteration are entirely at the hands of the producer until the style and output matches the vision.
- Music, voice and sound. Generated with ElevenLabs under a commercial license. Every generation is logged with its ID and date. Many of the sound effects were hand created. Some of the music has been sourced from free for commercial use sources.

NOTHING IS GENERATED WHILE YOU PLAY
The game makes no network calls of any kind and creates no content at runtime. Your opponent is not a machine-learning model. The play engine was generated by AI with extensive prompting and tuning by actual an actual programmer. The developer authored and tuned against millions of simulated battles and test harnesses to make the card battle combat feel challenging and fair.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: x86_64 dual core, 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 capable with 1 GB VRAM — Intel HD 520, GeForce GT 1030, Radeon Vega 3 or better
    • Storage: 1 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • OS: SteamOS 3.x, Ubuntu 22.04 LTS, or any distribution with glibc 2.35+
    • Processor: x86_64 dual core, 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 capable with 1 GB VRAM, Mesa 22+ or vendor driver
    • Storage: 1 GB available space
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