The Story
Five chapters. Thirty Keepers. Every one of them a fight.
Each chapter is five fights and then the thing they were leading to. Beat a chapter's boss and you win its card: the one printing in the game that cannot be bought.
A roguelike creature deckbuilder
A card game about what you put next to what. Every card in it can be earned by playing: packs are a shortcut, never a wall.
Coming to Steam first. iPhone and Android to follow.
How a run works
Every Season your habitat resolves, left to right, and pays you Vitality × Bloom. Vitality is easy to find. Bloom is scarce, and it multiplies, which is why a fine run and a great one are not ten percent apart. They are multiples apart.
Each Season has a target, and the targets climb. Miss one and the run ends there.
Try it. Tap a creature to put it in the row. Order matters.
Six creatures, three places. The worst row of three scores 9. The best scores 96.
The creatures
Almost nothing scores on its own. Creatures pay for neighbours, for family, for position, for what has already died, and for how much of your deck is left. The habitat is a sentence, and the order of the words changes what it means.
Filmed in the game, in the game's own light. Nothing below was drawn for this page.
Twelve places to play
A run is played on a painted place. You start in the Sunlit Bog. The rest open behind things you actually did.
The Glade
Survive a Season and you earn Sap. Nothing new is for sale. The keeper works on the creatures you already have, sells buffs that last the run, and a ward against the Omen you can see coming.
Or spend nothing and save for the thing on the top shelf. You will not be told which was right. You find that out at the end.
Fights
The Story, Ranked and the Draft are fights against a Keeper: a creature with a habitat of its own. A coin decides who starts, and the start changes hands every Season.
You both place. Then you both attack: drag one of your cards onto one of theirs. Vitality is a creature's attack and Bloom is its defence. A blow bigger than the defence that is left breaks the card, and what is left over goes through to its keeper's Health. Whatever you hit, hits back.
Tap the coin
Ways to play
Five chapters. Thirty Keepers. Every one of them a fight.
Each chapter is five fights and then the thing they were leading to. Beat a chapter's boss and you win its card: the one printing in the game that cannot be bought.
Your own forty against the Keepers of your league.
Six metals, three divisions each, and a floor you cannot fall back through once you have reached it.
Pick one of three, twenty times. Then fight.
It ends on three losses or seven wins. It costs nothing to enter, and you play cards you do not own.
One board a day, the same for everyone.
The same seed, the same shelf and the same eight Seasons for every player until midnight. Nobody has a better deck and nobody got a kinder draw.
70 boards with exactly one best line.
The board is fixed, the hand is fixed and nothing is drawn. Then 50 fights to win in a single turn. No luck, and no hidden cards.
Eight Seasons, eight difficulties, your own deck.
Every run is a fresh deal: new order, new Omens, new problems. You lose runs. What carries forward is what you worked out.
Omens
An Omen changes the rules for a whole Season. You always see the next one coming. An Omen you cannot see decides the run for you. One you can see is something to build around.
Earned at the table
Frames are the loudest thing you can wear, so each one is a deed done at the table.
Every card back is a moving painting. Some are given for deeds. Some turn up as a pack's bonus card.
Free to play
Habitat is free to download and play. The only thing it sells is packs of creatures, and it says exactly what is in them.
Habitat contains optional in-game purchases, including packs with random contents. Terms of sale
Straight from the game
A short tutorial shows you the table. After that nobody tells you which creature was the right one. The game states what happened. What it means is yours to work out.
Free to play · coming to Steam
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