We Love It's Guide to…
A roguelite deckbuilder set in the taverns of Spirefall.
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Every war in Spirefall ends the same way: two spent commanders, overturned tankards, and a bard insisting he won on points.
Battles here are fought on tabletops, not battlefields - reputation is earned one Gauntlet at a time. Pick your banner. Sharpen your deck. Take a seat. The tavern is watching.

Between the spires and the fall line - where mountains meet sky and the ale flows slightly faster than good sense - lies a kingdom of rival factions, ancient grudges, and suspiciously competitive innkeepers.
Merchant princes count coin at one table. Technocrat artificers calibrate their contraptions at the next. Bards lie about everything at the table after that. And somewhere in the corner, someone is absolutely certain the stew was fine on Tuesday.
(It was not fine on Tuesday.)
You are a traveler with ambition, a starter deck, and just enough dignity to lose it gracefully in public.

Glory in Spirefall doesn't begin with a siege. It begins with a Gauntlet - a branching run of card battles, strange encounters, and shops that overcharge you with a smile.
Sit down. Outlast local champions, elite patrons, and the tavern keeper's "absolutely unbeatable" regular.
Stand up. Collect Emblems, refine your deck, and unlock new commanders, fortresses, and cards that change how the next run feels.
Win and the room goes quiet in the respectful way. Lose and the room goes quiet in the other way. Either way, you're one run closer to the kind of name people whisper when you walk in.

Sizing people up is free, and you can do it as often as you like. Look down the row, scout the tables waiting ahead, and read what Tully has written about the regulars in his journal. Learn a patron's tell once and you keep it - this run and every run after.

Six factions, each with its own economy, its own subsystem, and its own opinion of you. Three are playable in the free demo - the rest are waiting in the full game.
Archmage Technocrats — energy, spell tempo, and a fortress that charges a beam turret every time you fire it
The Merchant Coast — gold, contracts, and a trophy case that only fills with the heads you were actually paid for
Guild of the Inglorious Bards — instruments that rotate every turn, rewriting what your board does before you have finished reading it

Your commander is your deck's captain. Your fortress is the seat you defend - and it is not scenery with a health bar. Both are on the table from the first turn of every match, whatever you drew, so there is always a lever within reach.
Every fortress runs its faction's dirty work on a single order:
Demerzet — fires every charged beam in one salvo: pulsars into the enemy fortress, turrets into whatever is weakest
Etherium Spire — turns raw energy back into shield, point for point
Bloodwater Bay — answers most questions with FIRE EVERYTHING!, and every ready cannon and archer obliges
The Golden Exchange — posts a contract and keeps sending assassins until it is filled or the coin runs out
Songspire Keep — opens with its Tower already standing, and between them they have an answer for whatever song is playing
Over 200 cards across the game, endless combinations of guile and grit.

Units clash, fortresses take the overflow, and every card you play announces itself across the table. Spell speeds, guardians, magic mirrors, and a stack you can respond to when it matters.

Clear the tables and the Tavern Keeper stops being polite. She has held the last seat for a very long time, and she has never needed a bouncer - because what she keeps in the water beneath the floorboards does the job.
The Kraken does not attack. It holds. And then it throws whatever it is holding straight through your front gate.

Beat the Keeper and the deck that did it is frozen exactly as it stood, hung in your Trophy Gallery, and ready to ride again on a later run with its leftover gold. The Run Ledger keeps every gauntlet you have finished - the wins, the folds, and the name of whoever ended you.
The unlock ladder is visible from your very first table: new factions, second and third commanders, alternate fortresses, and deeper card pools, each showing exactly what earns it. Three victories opens the deck builder, and from there the decks are yours to design.

Full controller support, gamepad navigation through every menu, and a layout that compresses to Deck geometry instead of shrinking into unreadability. Play a full Gauntlet run on the couch, on the bus, or at an actual tavern, which we are legally obligated not to encourage.

Roguelite Gauntlet runs — branching paths, evolving decks, Emblem modifiers, and tavern bosses worth the story you'll tell badly later
Six distinct factions — asymmetric resources, unique subsystems, and commanders with enough personality to start their own tavern
Over 200 cards — fortresses, structures, spell speeds, unit abilities, and board positioning that reward planning and punish the overconfident
"One more run" progression — unlock commanders, fortresses, and cards that open new strategies, not just bigger numbers
Fortress automation — one order fires a whole board's worth of weapons, or sends assassins until the contract is filled
Free, repeatable scouting — intel on the tables ahead, and patron tells that carry between runs
Trophy decks — every deck that beats the Keeper is preserved, and playable again
Native Steam Deck support — full controller navigation and a HUD that fits the screen
Casual comfort — you're playing a card game inside a living tavern culture, and the game is in on the joke

The free demo puts three banners in your hands and the whole Gauntlet in front of you. It costs you nothing but an evening and possibly your composure.
We are building this in the open, and the players in our have moved more balance numbers than any spreadsheet we own. Tell us what felt unfair. We are listening, and we patch fast.
So swing your ale and raise your voice.
In Spirefall, we make our choice!
| Platforms | Windows, Linux |
|---|---|
| Age ratings |
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| Controller support | Xbox |
| Controller required | No |
| Demo | View demo on Steam |
| DLC / extras | 1 listed on Steam |
| AI disclosure | Portions of this game's art and audio were created using generative AI tools during development: card and character artwork, backgrounds and icons (including store page artwork), music, sound effects, and voice audio were AI-generated under human direction, then curated and edited by the developers. Game design, rules, code, card text and names, and all narrative writing are human-authored. Nothing is generated by AI while you play. |
| AI disclosure categories |
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| Website | Official website |