MOONFALL — Dark Fantasy Card Roguelike
A crumbling moon. Six warriors. One last run.
Moonfall is a card-based roguelike built around deep tactical decisions, brutal difficulty scaling, and a progression system that rewards mastery over hundreds of hours. Every run is procedurally generated. Every
choice is permanent.
SIX HERO CLASSES, SIX DIFFERENT GAMES
Each class has a unique resource mechanic that changes how you think about every card in your hand.
Ironclad is a warrior who converts incoming damage into Rage, then burns it for explosive burst turns. Shade chains low-cost attacks to build Combo Points before detonating them with finishers. Moonweaver
controls the battlefield through crowd control — Silence, Blind, Polymorph — delaying enemies long enough to set up a kill. Dawnkeeper accumulates Light tokens through combat and healing, then consumes them all
at once in a single overwhelming strike. Tracker sets traps that trigger on enemy actions, summons a beast companion, and charges Focus for precision shots. Shifter transforms mid-combat between Cat Form for
burst damage and Bear Form for armor generation, adapting to whatever the fight demands.
The classes don't just feel different on paper. They require different routes through the map, different relic priorities, and different approaches to every boss encounter.
242 CARDS
Forty shared cards form the common pool available to every class. Each hero draws from thirty class-specific cards that deepen their core mechanic. Nine Legendary cards round out the set — each one a tribute to
iconic items from classic fantasy raids, with effects that can reshape an entire run.
Card types include standard attacks and spells alongside equipment that persists between turns, Prayer cards that count down before triggering powerful delayed effects, and Counter cards that punish enemies for
specific actions. Joker curses can also enter your deck through events and boss encounters — dead cards with no effect that clog your draws and force decisions about removal.
FIFTEEN STATUS EFFECTS
The status system goes beyond the standard Poison, Burn, and Armor. Stunned denies a full turn of enemy action. Blinded reduces hit chance by fifty percent — unreliable, but cheap enough to stack. Transform fully
incapacitates an enemy but breaks the moment they take damage, triggering an Enrage that amps their next attack. Silenced locks out skills and special phases without stopping physical attacks. Vulnerable
amplifies damage taken per hit consumed, on a charge basis. Mana Drained depletes enemy resources immediately or as a damage-over-time. Regenerate applies healing over time — a buff when it's on you, a serious
problem when it's on a boss.
CC immunity doesn't reset after a break. Chaining control is possible, but the mana cost is real.
SIXTY RELICS
Every run offers a selection of relics spanning Common, Rare, Legendary, and class-specific tiers. Class relics are designed to interact directly with each hero's unique resource — accelerating Combo generation,
extending CC duration, boosting damage against controlled enemies, or reducing the cost of form shifts. The relic selection is what separates a functional deck from a dominant one.
FIVE CHAPTERS, TEN BOSSES
The difficulty increases steadily across five chapters: Deep Forest, Forgotten Village, Sleeping Castle, Moonlit Garden, and The Falling Moon. Each boss has a multi-phase pattern that adapts as the fight
progresses. Several bosses counter specific strategies — one drains mana, another regenerates, another inserts Joker cards into your deck at the start of the fight. At higher ascension levels, bosses resist or
fully ignore certain crowd control effects, which forces a different approach than what worked before.