Card Roguelike · 2026 · Godot 4
A dark-fantasy card roguelike set in supernatural Seoul — deck-building, relationship networks, and 8 diverging endings
After midnight, Seoul reveals a second city visible only to those bound by invisible debts. VIP booths become altars, corporate contracts bind souls, and idol agency agreements imprison spirits. You're a young man dragged into supernatural debt — survive three nights and find out who wrote your name in the Night Board's ledger.
Key environments: Chaebol Penthouse Banquet / Moonlit Cathedral Boardroom
Nightclub ritual chamber and environment concept sheet (Mirror Backstage, Rooftop, Apartment, Cathedral)
Slay the Spire-inspired combat: draw cards each turn, spend energy to play attacks/blocks/skills, manage deck through rewards and shops. Two core resources drive risk: Affection scales your power but triggers jealousy across allies; Contract gives explosive cards but drains your life.
Card art — Neon Cut (attack), Red Room Feint (evasion), Exorcism Live (purification)
More card art — Paper Talisman, Black Card, Backstage Pass, Oracle Reversal
Card shop interface: purchase cards, relics, and services between encounters
Three chapters, each with unique thematic enemies, elite bosses, and corruption modifiers. The roguelike map includes combat nodes, character events, confession rooms, shops, contract altars, and multi-phase bosses.
Protagonist combat sprite sheet (16 frames) / Neon Wraith — Chapter 1 elite boss
6 characters, each tracked across 7 dimensions: affection, jealousy, trust, secret progress, route stage, betrayal risk, and flags. Favor one ally and others grow jealous — above threshold, they confront you in combat. The party system uses 3 slots: Main Partner, Side Partner, and Support.
Red Thread (relationship binding card) / Neon Rosary (hidden character unlock relic)
The ending resolver checks 8 conditions in strict priority: betrayal ending, harem collapse, single-route true end, contract overload, purification path, hidden character route, neutral escape, and bad end. Each requires a unique state combination — no two playthroughs end the same way.
Moon Contract (seal relationship permanently) / Covenant Reset (break all bonds, restart path)
Each run generates a unique path through combat, events, and shops. Character events, recruitment moments, and confrontation scenes are all data-driven — no hardcoded content. The game ships with 31 JSON data files totaling 31,588 lines.
Relics & late-game cards: Red Lacquer Case, Velvet Finale, Final Invitation
The entire codebase — 10,551 lines of GDScript across 12 modules — was generated by Claude Code from 8 handwritten design documents. Human provided creative direction; AI handled architecture, code generation, data balancing, and cross-file QA.
Cyan = AI-generated relationship network modules