Explore
Move through the dark and decide how much of the board to reveal.
A dark, replayable deckbuilding adventure built around the tension between exploration, chain-based combat and a torch that never lasts forever.
Emberfade turns a dungeon run into a sequence of small decisions: reveal a room, read the threat, spend resources, then decide what is worth carrying into the next encounter.
Move through the dark and decide how much of the board to reveal.
Read the room: fight, recover, trade, investigate or keep moving.
Spend SP, extend the turn and decide when momentum becomes risk.
Choose cards, resources or stat increases that change the next floor.
Carry the consequences forward while the light and the run grow thin.
The board stays uncertain until the torch reaches it. Movement, health, sanity and the remaining light are kept visible so every step carries a readable cost.
The result is a map that feels navigable without becoming frictionless: the player can plan a route, but never owns the whole picture.
Cards define the immediate options, while SP, Recast and Focus define how far the player can push the turn. The chain creates a clear temptation: spend now for momentum, or preserve the run for what comes next.
Because combat is presented as a readable sequence of choices, the system can carry tension without hiding its rules behind spectacle.
A victory is not just a pause between fights. It offers several kinds of momentum: a new card, a resource, a deck edit or a permanent choice between protecting the body and the mind.
The map, Legendarium, card archive and status screen make the prototype feel like a world with memory. They give each run a place inside the larger collection of enemies, cards, trinkets and discoveries.


I shaped Emberfade around a playable design language: deckbuilding rules, exploration flow, chain combat, progression choices and the UI that makes those systems legible. The captures here show the prototype as it exists in play, with video reserved for the moments where movement, light and combat effects add useful information.