
A 2D turn-based auto-battler about collecting gods. Summon 432 guardians from Korean, Chinese, Japanese, Egyptian, Norse and Greek mythology, then fuse duplicates into the copies you own to raise their borders from silver to celestial. Your deck decides the fight.
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is a 2D turn-based auto-battler about collecting the guardians of six mythologies and sending five of them into a fight. Korea, China, Japan, Egypt, Norse and Greece bring 432 gods and monsters into one catalog, and the loop of summoning, fusing and raising them feeds straight back into combat. There is nothing to press once a battle starts. What decides it is which cards you picked and who you sent out first.
[Collect 432 guardians from six mythologies]
Dokkaebi and the reapers of Korea, Sun Wukong of China, Yamata-no-Orochi of Japan, Ammit of Egypt, Fenrir of the north, Zeus of Greece: six mythologies sit in a single codex. Every card carries its own effect text, so two cards of the same rank rarely do the same thing. The only thing that moves your summon odds is the Luck stat on your trainer, raised through six equipment slots and the relics you collect.
A second copy of a card is material for the first. Borders climb from silver to gold, then rainbow, then celestial, and the power multiplier climbs with every step. XP books raise levels on a separate track, so a card grows along two axes at once: rank and level. There is no such thing as a dud summon.
Battles run as a 1v1 gauntlet. A winning card keeps whatever HP it has left and moves straight on to the next opponent, so the order you send them in bends the entire match. Skills fire on their own when their conditions line up, and allies on the bench push the front line through auras. Speed goes up to 5x, which leaves your hands nothing to do. All of the thinking happens on the deck screen.
The story moves through six worlds in order. Every boss carries seven difficulty steps, which comes to 252 fights if you take all of them. Opening a world also opens its raid: Haechi, Sun Wukong, Yamata-no-Orochi, Ammit, Fenrir, and Zeus alongside Poseidon. Their health pools run deep enough that fights go long, and that is where damage over time and revival builds start to earn their slot.
Experience, instant summons, relics, and the World Tower. The first three are farming ladders whose rewards grow with the floor. The World Tower is a separate 500-floor climb for each region, and every hundredth floor adds one creation god to your summon pool: thirty of them once all six regions are climbed. There is no other route to them. Floors are the only way in.
Everything you built outside stays behind. You descend floor by floor, summon cards that exist only for this run, take one of three on offer, and fuse them into a deck from nothing. Modifiers land differently every time, so the same build never comes around twice, and when your three lives are gone the deck goes with them. Dungeon coins are the only thing you carry back out, and they buy nine tiers of rings and permanent upgrades.
[Put your name on the boards]
Ranked PvP is asynchronous, so there is no queue to sit in. Two ladders run side by side. One takes your cards exactly as you raised them. The other flattens every card to the same attack and health, which erases who has played longer and leaves effects and composition as the only variables. Four record boards run alongside it, tracking total summons, deepest dungeon floor, highest tower floor and best training dummy damage, each ranked to 1,000. The dummy is an immortal target that grows 3% stronger every turn, so your deck's raw output comes back as a single number.
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Languages: English, Japanese, Simplified Chinese, Korean, French, German, Spanish - Spain, Russian, Traditional Chinese, Portuguese - Brazil
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $142 | 0 | — | $4.99 | |
| — | 0 | — | — | |
| $0 | 0 | 57% | Free | |
| — | 0 | — | — | |
| $78.5K | 248 | 81% | $12.99 | |
| — | 0 | — | — |