A fast-paced roguelite card battler where you raid villages. Deploy your army, cast wild spells and build the perfect deck to crush every kingdom in your path.

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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?

“Village Invaders already has a playable single-player run that goes from the Medieval villages all the way to Hell. Early Access gives me the chance to improve the parts I cannot tune on my own: card and talisman balance, village generation, progression, difficulty, and how many different ways there are to build a run that actually works.

I want to see which strategies players find, where the game gets unclear or frustrating, and which ideas are worth growing before version 1.0.”

Approximately how long will this game be in Early Access?

“I currently expect Village Invaders to stay in Early Access for roughly 9 to 12 months. That is an estimate rather than a guaranteed release date; the schedule may change based on player feedback, testing, and how the larger systems planned for version 1.0 come together.”

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

“My current plan for version 1.0 adds more places to raid, more cards, more village buildings and more ways to grow between runs. I will also keep balancing the existing run and smoothing out its rough edges.

I also plan to add building your own village and fighting other players' villages. Neither of those is playable in the current Early Access build, and their final scope may change as they are built and tested.”

What is the current state of the Early Access version?

“The Early Access version contains a single-player roguelite run you can play from start to finish, through Medieval, Jungle, Desert and Hell villages. It currently includes 35+ unit and spell cards, 15+ talismans, procedurally generated villages, card rewards, shops, upgrades, daily and lifetime challenges, and progression that carries between runs.

As an Early Access game, expect balance issues, bugs, and parts that still need work.”

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

“Yes. I plan to sell Village Invaders at a lower price during Early Access and raise the price for version 1.0 to reflect the content and systems added during development. Any price change will be announced in advance.”

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

“I will use Steam Discussions and Steam update posts to collect bug reports, balance feedback, the moments where players get stuck, and the decks people build. I will watch how cards, talismans, villages and progression hold up in real runs, and use that to guide balance changes, fixes and new content during Early Access.”
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This game is not yet available on Steam

Planned Release Date: Oct 16, 2026

This game plans to unlock in approximately 10 days

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About This Game

Village Invaders is a fast-paced roguelite card battler, and you are the one doing the raiding. Every village is generated from scratch, packed with defenses, traps and treasure, and no two raids play the same.

DEPLOY YOUR ARMY


Pick a card, choose where your troops come down outside the village, and send them in. They march, find their own targets and fight without waiting for orders. You decide two things: what you bring, and when you play it.


Every time you play the same card, it costs more elixir, so a good raid never repeats itself. Spend gold to buy a whole new hand, or to skip a village that looks like more trouble than it is worth.


THE ELIXIR IS INSIDE THE VILLAGE


Elixir does not refill on its own. The village keeps it in storage buildings, so every one you break puts more cards on the field.


Bring down the village's main building early and the remaining defenses stay weakened for the rest of the battle. To capture the village, every building has to fall.

EVERY UNIT DOES ITS OWN THING


Thieves run straight for the resource buildings. Assassins climb over walls to reach the defenses. A Horse picks up a nearby ally and carries it forward. Golems split in two when they die. Mummies hang back and summon copies of units from your deck. Skeletons charge the defenses and blow themselves up the moment they get there.

CAST WILD SPELLS


Freeze the defenses with Frost. Bring your fallen back with Revive. Double your attack with Duplication. Burn a path with Fire. Or cast Confuse and let the towers fire on their own village.


BUILD THE PERFECT DECK


Every village you capture offers a reward: a new card, an upgrade, a shop, or a talisman. No two runs end up with the same deck.


Last Stand turns a low elixir bar into a full assault. Patience Stone doubles the health of your next unit if you play nothing for four seconds. Gold Trade pays the elixir you are short of out of your purse. And for a few seconds after every spell, Battle Rune makes everything already on the field hit harder.

FOUR PLACES TO RAID


Medieval villages sit behind walls, and line the ground in front of them with hidden pits. The Jungle has no walls at all. The Desert hides sand pits along your path. Hell never lets its graveyards rest, throwing sword skeletons straight at your lines.


Between raids you take your reward, visit the shop, upgrade your cards and pick up talismans. Daily and long-term challenges unlock permanent upgrades you keep from one run to the next.


CURRENT FEATURES


  • A complete single-player roguelite run
  • 35+ unit and spell cards, from wall-hopping raiders to army-copying Mummies
  • 15+ talismans that can reshape a run
  • Procedurally generated villages packed with walls, traps, storages, support buildings, and defenses
  • A hand fueled by stolen elixir, with gold-paid redraws when luck turns ugly
  • Card rewards, shops, upgrades, and talisman picks between raids
  • Daily and lifetime challenges with permanent progression

Raid the village. Take the loot. Build a stronger deck and go again.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel Core i5-8400
    • Memory: 8 GB RAM
    • Graphics: GTX 1650 or AMD RX 580
    • DirectX: Version 11
    • Storage: 4 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11
    • Processor: Intel i5-11400 / Ryzen 5 5600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA RTX 3060 / AMD RX 6600
    • DirectX: Version 11
    • Storage: 4 GB available space
    Minimum:
    • Requires an Apple processor
    • OS: Macos Tahoe
    • Processor: M1
    • Memory: 16 GB RAM
    • Graphics: M1 GPU
    • Storage: 4 GB available space
    Recommended:
    • Requires an Apple processor
    • OS: Macos Tahoe
    • Processor: M2
    • Memory: 16 GB RAM
    • Graphics: M2 GPU
    • Storage: 4 GB available space
    Minimum:
    • OS: SteamOS 3.0
    • Processor: AMD Zen 2 4-core
    • Memory: 8 GB RAM
    • Graphics: Steam Deck GPU
    • Storage: 4 GB available space
    • Additional Notes: Vulkan Graphics Api
    Recommended:
    • OS: SteamOS 3.6+
    • Processor: AMD Ryzen 5 5600
    • Memory: 16 GB RAM
    • Graphics: AMD RX 6600
    • Storage: 4 GB available space
    • Additional Notes: Desktop 1080p 60 FPS. Steam Deck: 50–60 FPS;
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