A competitive PvP deck-building fighting game. Manage your stamina, control the grid, and awaken your Chi to tear reality apart.
Matches begin as gritty, stamina-driven street brawls relying on strict footwork and boxing fundamentals on a 7-space grid. But as fighters exchange blows, they generate Chi.
Cap your Chi reservoir, and the rules of reality shatter. The concrete world dissolves into a vast Sumi-e ink wash landscape, unlocking gravity-defying, screen-painting Wuxia ultimates. You aren't just managing a hand of cards; you are managing physical space, reading momentum, and building toward a mythical climax.
Positioning is your greatest weapon and your strongest defense.
Combat takes place on a linear board. Movement is baked into cards. A Range 1 Hook will completely whiff if the opponent plays a Backstep. Control the center to control the match.
Characters have a directional facing. Vault over your opponent to attack their back. Hitting the Blindspot bypasses standard defensive cards and triggers massive damage multipliers.
No solitaire combos. Taking damage fills your Stagger Meter. Hold Combo Breaker cards in your hand to discard on the opponent's turn, instantly interrupting their attack chain.
A visual dichotomy. Experience the harsh angles of the city streets before tearing reality open into a timeless ink wash.
Neon, rain, and raw physics. The foundational arena.
Reality shatters. Physics bend to the legend.
Crisp cel-shading meets the anatomy of escalation.
Because spacing and the 1D grid are so critical, the characters need incredibly readable silhouettes. Hyper-realistic 3D models can get muddy when zoomed out.
The game relies on crisp, cel-shaded 2.5D models with thick, comic-book-style ink outlines (similar to Guilty Gear Strive or Sifu). This ensures facing direction and hitboxes are instantly recognizable.
The card UI isn't static; it reflects the journey from a novice street brawler to a Wuxia master.
Range 1. Deal 2 DMG.
Type: Opener // Cost: 1
Openers & Links. Designed to look like dog-eared training manuals or anatomical sketches on parchment. The art is confined strictly inside the muted wood, rusted metal, or simple leather frames.
Range 1. Deal 12 DMG. Shatter Stagger Meter.
Ultimate // Cost: 10 Chi
The High-Chi Finisher. When drawn, it visually commands the hand. The artwork completely breaks the frame using vibrant, explosive Sumi-e brushstrokes in stark reds, golds, and jades.
Three distinct philosophies of combat. Endless deck-building possibilities.
Corporate fixers and elite bodyguards. They fight in bespoke suits in high-rise parking garages, treating combat as a sterile, mathematical equation of spacing and angles.
Range 2-3. Deal 1 DMG.
Interrupt: If played during the opponent's forward movement, deal 5 DMG and halt their momentum.
Factory workers and underground pit fighters. They treat the body like a machine, chaining strikes together like pistons firing on an assembly line. Constant, relentless pressure.
Range 1. Deal 3 DMG.
Engine Rev: If this is the 3rd card played this turn, refund 1 Stamina and draw a card.
Bouncers, dock workers, and enforcers. They are the undisputed kings of the heavy, brutal street fights. They rely on pure physical dominance and utilizing the edges of the grid as weapons.
Range 1. Deal 6 DMG.
Wall Splat: If this attack forces the opponent into Space 1 or 7, deal an additional 4 DMG and Stun them.
Experience the core loop. Manage distance, execute combos, and trigger the Awakening.