A deckbuilding roguelike built around queue-based card play. Cards are assembled into a sequence and executed together, resolving left to right, with combo bonuses accumulating across the queue.
Runs move through repeating cycles of nodes, shops, and boss encounters. Bosses award passive modules that change how queues resolve and scale. Five unlockable decks and 10 tiers of ascension add scaling difficulty.
The problem. Most deckbuilders resolve a card the moment you play it, so a turn is a string of small choices and the order they come in rarely matters much. I wanted the order to be the whole decision.
The decision. Cards go into a queue and resolve in order, with combo bonuses accumulating across the queue, so the decision is sequencing, not just selection. Five unlockable decks, ten ascension tiers. The hard part was showing what a queue will pay out before you commit to it, so the queue keeps a running total as you build it and you see the payoff before you execute.
What shipped. Released on Steam, 2026. The first thing I'd change is how the Glass placement rules get taught. Right now most players learn them by breaking a queue.