Free to play.Forty-Five Cards That Go Bang
You load bullets with strange effects into a five-chamber revolver, spin out synergies in turn-based duels, and roam an ever-changing frontier map. Rough edges, but the core trick is genuinely clever.
Is .Forty-Five worth it?
.Forty-Five is worth it if…
- you like deckbuilders built around drafting and synergies
- you enjoy turn-based fights where play order matters
- you like hand-drawn art and scrappy indie charm
Screenshots
Your deck is a loaded revolver
You do not just play cards, you load them. Each bullet goes into a chamber of your revolver, and rotation, firing order, and what you leave chambered all change what happens next.
That makes sequencing the whole game. You decide which bullet fires now, which one waits a turn to trigger a better effect, and how to set up damage, armour, or parries around enemy attacks. With over 50 bullets, some serious and some deliberately silly, small placement choices snowball into proper combos.
Draft synergies for the next duel
Between turn-based fights you explore the Frontier, pick up new bullets, and shape the deck toward a plan. One bullet buffs damage, another applies a state, a third pays off when fired in the right order.
Finding two bullets that click is a highlight. You try a pairing, it misfires, you swap the order and suddenly the same deck hits hard. Different enemy types push back with their own abilities, so you keep adjusting rather than playing the same line every fight.
A scrappy hand-drawn frontier
Every run uses a procedurally generated map with unique biomes, so the route, fights, and pickups shift each time. The look is 100% hand-drawn and cartoony, charming in a student-project way — the developers admit they are no Picassos.
Expect a short, replayable loop made by five students, not a big polished campaign, and the ending lands quietly.
Good to know before you load up?
How does the revolver change deckbuilding?
Chambers are limited, so your deck is also a loading puzzle. You choose which bullets sit where, when to fire them, and when to leave one chambered for later. Rotation and firing trigger different effects, which rewards planning two turns ahead instead of dumping your hand.
Can you play it solo?
Yes, it is single-player only. You take on enemies and bosses across the generated map on your own, one turn-based duel at a time.
How rough is it?
It plays like a student project with a strong core: fun combos and real challenge, but clunky menus, bugs, and thin explanations. Give it an hour to learn the chamber logic, and the synergies start to pay off.

















