Procession Engine artwork$16.99 (−15%)100%1 user reviews
Co-op pick

Procession Engine

Not another turn-based deckbuilder. A real-time tug of war where you command a whole army: your buildings spawn it, your cards shape it, and two lanes decide whose stronghold falls first.

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Not another turn-based deckbuilder. Procession Engine is a real-time tug of war where your cards shape a whole army, not one hero.

Your stronghold on one side, theirs on the other, two lanes between. Armies march both ways, meet in the middle, and try to push through to the opposing stronghold. There are no turns. The enemy keeps building while you do, and the fight ends when a stronghold falls.

You don't play one hero. Your buildings spawn your army and your cards decide what it becomes: raise a new spawner mid-fight, arm a whole lane, or break a line with a spell. Cards ride a moving belt toward the edge, so play them or lose them.

54 buildings, from spawners and artillery to soul engines, each with three blueprint variants to find and upgrade. Socket elemental imbues onto them. Etch your best at the Workshop and they are already standing when the next fight begins.

Every building has four unique partners. Stand one flush against the right face of its partner and the pair forms an Accord, an extra bonus neither has alone. The yard lights the spots where an Accord would form, so where you build matters as much as which building you choose.

Bloomwardens: a living forest. Paint the battlefield in Bloom, grow your titans, create waves of sprouts to push the lane or bleed whatever comes at you.

Iron Concord: war industry. Forge mechanical frames, dock modules onto them, fight through with drone swarms, or level the lane with artillery.

Hollow Choir: a death cult. Use the souls of your own army, spread plague, raise what dies, or grow in power with sacrifices.

Play a run with up to two friends. Co-op is balanced for its own board: two players hold three lanes and three players hold five, so every fight plays differently. Unlock cross-race partner Accords and find new combinations to win.

Carve a path through three acts of skirmishes, elites, bazaars, strange events, relic shrines and workshops. Each act belongs to a different enemy faction and ends at one of its two bosses. Over 250 cards and over 250 relics, blueprints, tempering and the Lattice's run-long investments mean no two processions march alike.

Win, and the rules turn against you. Ten stacking Trials, each twisting the war further, until winning at all is the achievement.

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