Deckris Play the demo

A roguelike of pieces, runes, and the Five Suns

Deckris

Cards are pieces. The board is the system. Each Sun is an era that ends in collapse.

  • Piece placement
  • Deckbuilder progression
  • Spatial combat
  • Aztec mythos
First Sun — Solar Precision UI concept
First Sun · Solar Precision UI reference

Playable web build

Try the demo

An in-development export of the Deckris prototype, running in your browser. No install, no login — click the canvas and play.

Loading the current Godot 4.7 web build…

About

Cards are pieces. The board is the system.

Deckris fuses Tetris-style piece placement with deckbuilder progression and spatial combat. You don't play a card into a hand — you place a piece on a living, hostile board.

01

Pieces are cards

Each card is a playable piece with a geometry, a rune affinity, and possible modifiers. Drawing a card is drawing a shape and a spatial risk.

02

Space is the main system

The board can expand, break, sink, and move. Enemies, environment, and acts interfere directly with the space. Many defeats come from spatial collapse, not direct damage.

03

Multi-layered field

Foreground holds placed pieces. Background carries persistent effects, terrain, and corruption. Special layers add depth, shadow, instability, and time.

04

The Five Suns

Five acts, five eras, each destroyed in a different way. You play after the Fifth Sun, exploring the echoes and ruins of what came before.

Concept art

First Sun visual directions

Early UI/visual explorations for the First Sun act. Click any image to view it full-size.

Development status

What's in the build

Deckris is early in development. This web build is a prototype, not a release. Here's what's wired up today.

Completed

  • Debug logger + dev hotkeys
  • Run RNG seed hook
  • Settings, localization, input remap
  • Combat scene shell
  • Sun / Jade / Sacrifice rune data
  • Block + piece data (First Sun set)
  • 3D block / piece / grid spawners
  • Grid state + piece controller
  • Grid playfield: spawn → move → lock → clear
  • Player / Enemy stats and HUD
  • Blessing system + pickups

In progress

  • Grid runtime collision checks
  • Combat responsibility split (grid events → behaviors)
  • Behavior sets loaded from resources

Next

  • Basic piece rotation rules
  • Rune system hooks
  • Enemy AI behaviors