A single-player roguelike deckbuilder where every tarot card has two faces — Upright and Reversed — and every play tilts a living Compass between Resonance and Tension. Climb the four-Act Tower, build a deck, and find out which current you actually run on.

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Bald im Early Access verfügbar

Die Entwickler dieses Spiels planen, das Spiel zu veröffentlichen, während es sich noch in Arbeit befindet, und möchten es mit dem Feedback von Spielern weiterentwickeln.

Hinweis: Spiele im Early Access sind noch nicht fertiggestellt und können in Zukunft Änderungen erhalten. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, warten Sie eine Weile, um zu sehen, wie sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

„Twin Compass is finished as a game: all four Acts, all thirteen Towers, the full 96-card Minor Arcana plus the Major Arcana, every relic, all the achievements. What it needs now is real players. I've balanced this alone against my own runs and playtesting, and a roguelike deckbuilder lives or dies on whether its difficulty curve and card balance hold up against hundreds of different decks and playstyles I can't fully predict on my own. Early Access lets me get the game in front of people who'll actually stress it, and fix what needs fixing with real data instead of guesses.“

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

„Hopefully only 3-6 months. That's an optimistic estimation.“

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

„The core game won't change shape: same Acts, same cards, same Champions. What I'm planning to finish during Early Access is the visual polish pass, replacing placeholder combat art with final hand-animated frames for every enemy and boss, so the whole game looks as finished as it plays. I also plan to use this time for balance passes on Ascension difficulty and the Daily Trial economy based on what players actually run into, and to get the Steam Deck experience verified and tuned on real hardware rather than just tested against the spec.“

Was ist der derzeitige Stand der Early Access-Version?

„The full game is playable start to finish right now. Every Act, every card, every relic and achievement is live, and a run can go from floor one all the way to the final boss. Controller support, including full Steam Deck mapping, is in. Where it's still rough: some enemies and bosses are running earlier-pass artwork while I finish their final animated frames, and I haven't yet done a hands-on hardware pass to confirm everything reads well on Steam Deck specifically. Balance is my own best guess from solo playtesting, not yet tested at scale.“

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

„I plan to price the game modestly during Early Access and raise it gradually as content and polish are added, so early supporters pay less for helping shape the game.“

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

„The community will have a direct role in shaping Twin Compass during Early Access. Player feedback, bug reports, gameplay discussion, and gameplay data will help determine what gets balanced, improved, prioritized, and added as development continues.

The Daily Trial is an important part of this process. Each day, every player receives the same seeded run at the same fixed difficulty, giving the community a shared and reproducible experience to discuss. Players can compare strategies, report specific encounters or balance issues, and see how different cards, enemies, and decisions perform under identical conditions.

The primary place for community discussion is the official Twin Compass on Discord

I'll use the Discord to collect feedback, discuss game systems with players, track bug reports, and gather suggestions for future updates. Because runs are deterministic and seeded, reported issues can often be reproduced and investigated directly rather than relying only on subjective descriptions.

Community feedback can influence:

Balance: card and suit values, enemy difficulty, encounters, and rewards may be adjusted based on player feedback and gameplay data.

Content priorities: community interest will help determine which new cards, enemies, relics, sigils, and encounters are developed next.
Difficulty: Ascension tuning and future difficulty modifiers will be informed by how players experience and discuss the game's difficulty.

Quality of life: interface improvements, usability, and game clarity will be prioritized based on recurring player feedback.
Future features: weekly shared-seed Trials and shareable seed codes are already built into the engine and planned during Early Access; community interest will help set their priority.

I'll be active in the Discord throughout Early Access, respond to feedback regularly, and provide patch notes with each significant update explaining what changed and why. I'll also post periodic development updates and "what I'm working on next" threads so players can weigh in on upcoming changes before they're finalized.

Not every suggestion will be implemented, but community feedback will directly inform what I investigate, improve, prioritize, and build during Early Access.“
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Infos zum Spiel

Two faces to every card

Twin Compass is a single-player roguelike deckbuilder built on one decision you make on every single card: Upright or Reversed. Upright leans defense, precision, and control, and pulls the Compass toward Resonance. Reversed leans risk, volatility, and self-cost, and pushes it toward Tension. The same card is a different card depending on which face you play.

The Compass is always watching

A single dial runs from -100 (deepest Resonance) to +100 (deepest Tension), and every card you play moves it. Sit in the middle and some cards reward the balance. Push to either extreme and the Compass Breaks — a hard swing of relief or consequence — then resets to zero and the climb goes on. The dial never tells you which side is right. It only asks, honestly, which side you're standing on.

Climb the Tower

Four Acts, thirteen Towers, ten floors each Tower: one power standing against you in every stretch of the climb, the Void that unmakes, the Cult of the Dark Star that goes cold on purpose, Chronos that will not let the last moment end, and Chaos itself, answering to no one, at the top. Past them is the axis, and the Stillness, and a choice about whether the Turning starts again.

Build around who you are

  • The Seeker — balanced, adaptable, reads the run and builds toward it.
  • The Shadow — low health, high energy, ends fights before her own HP is the problem.
  • The Oracle — high health, low energy, a small curated deck and a lot of patience.

What's in the box

  • The full 22 Major Arcana plus all four Minor Arcana suits — 96 Minor cards, every one with an Upright and a Reversed face.
  • A 36-Relic catalog, all earned through play.
  • A gold economy, shops, and events with real trade-offs.
  • Daily and Weekly Trials on a shared seed.
  • Ascension 0–10 for when Standard stops being enough.
  • 22 achievements, a Bestiary that fills in as you meet what's on each floor, and a Codex that remembers where you've been.

Plays like

A contemplative, atmospheric take on the genre — Slay the Spire's structure with the mood of Hades and Sunless Sea. Not fortune-telling. Not mystic parody. Just you, a deck, and a dial that keeps score.

Steam features

  • Full controller support and a Steam Deck layout.
  • Steam Cloud saves.
  • Steam achievements.
  • Plays fully offline — no account, no online requirement.

Offenlegung von KI-generierten Inhalten

Der Spieleentwickler beschreibt den Einsatz von KI-generierten Inhalten in diesem Spiel wie folgt:

Some of the visual assets in Twin Compass, including enemy and character illustrations, background art, and UI decoration, were created with the assistance of generative AI tools, then selected, edited, composited, and hand-tuned by the developer for use in the game. All game design, code, writing, systems, and final asset integration are human-authored. No AI is used at runtime, the game generates nothing on the player's machine and makes no external requests during play.

Systemanforderungen

Windows
macOS
SteamOS + Linux
    Mindestanforderungen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Betriebssystem: Win 10 64-bit
    • Prozessor: Dual-core 2.0GHz
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: Intel HD 4000+/WebGL2
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
    Empfohlen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Betriebssystem: Win 11 64-bit
    • Prozessor: Quad-core 2.5GHz
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: Any dedicated GPU 2016+
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
    Mindestanforderungen:
    • Erfordert einen Apple-Chip
    • Betriebssystem: macOS 11
    • Prozessor: Apple Silicon or Intel dual-core
    • Arbeitsspeicher: 4 GB RAM
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
    Empfohlen:
    • Erfordert einen Apple-Chip
    • Betriebssystem: macOS 13+
    • Prozessor: Apple Silicon
    • Arbeitsspeicher: 8 GB RAM
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
    Mindestanforderungen:
    • Betriebssystem: Ubuntu 20.04 / SteamOS 3
    • Prozessor: Dual-core 2.0GHz
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: Mesa 21+/WebGL2
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
    Empfohlen:
    • Betriebssystem: Ubuntu 22.04 / SteamOS 3
    • Prozessor: Steam Deck APU+
    • Arbeitsspeicher: 8 GB RAM
    • Grafik: RDNA2 (Deck)+
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
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