Heretic's Fork artwork$4.99 (−50%)85%Very Positive
Deckbuilding pick

Heretic's Fork Run hell from a desktop

You are Hell's new middle manager, and your department is one tower. You draft cards between waves to bolt on Holy, Unholy and Hellfire firepower, merge duplicates into stronger versions, and watch escaping sinners walk into it. Bureaucratic, pixelated, and oddly relaxing until the rift starts leaking.

Screenshots

Build a tower out of cards

Each shift is a run: sinners stream toward the rift between Hell and Earth, and your single central tower has to stop them. Between waves you draft from your deck, play upgrades for damage, range and attack speed, and merge matching cards into higher-tier versions that hit much harder.

You commit to a damage type or mix them, stack garrisons and effects, and chase the combo that turns the next wave into paperwork already filed. When the draw lines up, the tower shreds everything on its own while heavy metal plays. When it does not, you feel it fast, since runs live and die on the cards you are offered.

Middle management in Hell

The job framing is half the charm. You pick a demon subordinate to run site operations, take shifts for different departments modeled on the circles of Hell, and earn wages based on how many sinners you punish.

Unlocks keep coming too: new cards, characters with modified abilities, variant runs, and harder tasks that reward the stranger builds.

What else should you know?

How does a run actually play?

You play cards, start the wave, and watch. Active abilities can even fire on their own, so most decisions happen between attacks: which upgrade to take, what to merge, which damage type to feed. You pick one of five cards after strong results, and the deck grows heavier as the shift goes on.

Can you change your build mid-run?

Only a little. There is no way to remove cards once they are in, so tower cards keep diluting garrison draws and a run that misses its key upgrades stays awkward. Pick an early direction, merge hard into it, and save experiments for the next shift.

What do the different demons change?

Each subordinate runs the site differently, with its own abilities and starting options that push you toward faster attacks, bigger hits, or weirder variant rules. Finishing runs and harder tasks unlocks more of them, plus new cards that widen the pool for later attempts.

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