$17.99Pluto
A roguelike deckbuilder where you cast spells with your fingers. You are a wizard jailed for wizard crime, and your way out runs through cursed ruins, grotesque monsters and a lot of elemental splatter. The goal is not saving the world: it is getting to your niece's birthday party on time, ideally with all your bones.
Is Pluto worth it?
Pluto is worth it if…
- you like roguelike deckbuilders but want combat that asks more than "play the biggest card"
- you love hand-drawn art with a surreal, unsettling streak
- you enjoy dark humor and monsters that are grotesque and absurd at once
- you prefer runs you can finish in about an hour
- you like Slay the Spire and want a system with genuinely new ideas
Screenshots
Spells you cast with your fingers
Every spell is a pattern of elements, and you trace it directly with your fingers. Recipes can overlap: play a card whose element combination matches another card in your hand, and that second card fires too. So each turn becomes a small puzzle of what to cast, in what order, with which finger carrying which enchantment. Builds that stack regeneration can leave you healthier after a fight than before it. When a plan finally clicks and the whole hand lights up, it pays off hard.
A dark fantasy world that refuses to be grim
The world is hand-drawn dark fantasy: cursed ruins, haunted forests, monsters oozing menace and dread. Then you char an enemy into a puddle and the tone lands somewhere between horror and comedy, which is exactly where it lives. The art and sound design carry a lot of the experience; the sketchy, eerie look and the music give even ordinary fights an unsettling charm. The premise keeps it grounded too. You are not the chosen one. You are an uncle with elemental powers and a schedule.
Eight wizards, one-hour runs
There are 8+ playable characters, and they are not reskins. Each wizard comes with their own deck, mechanics and ideas about what balanced gameplay means, bending the spellcasting system in a different direction. The simpler ones teach you the fundamentals; the trickier ones, like the Paladin, take a few runs before their logic clicks, and that moment of understanding is worth the wait. Runs take about an hour, so a full attempt fits in an evening. Play the tutorial first. It saves a lot of confused gestures.
Is this game for you?
Can you play it solo?
Yes, it is a singleplayer game through and through. A run takes about an hour, so it fits a single evening, and the eight-plus characters each take several runs to learn properly. There is no multiplayer or co-op to worry about.
How gory is it?
Very, in a cartoonish way. You splatter monsters into charred puddles, bones crack, and the hand-drawn style makes the violence more absurd than upsetting. The game itself calls it gory, never grim, and the humor keeps the dread light.
How much replay value does it have?
Each character plays differently, so learning all of them is where the hours go. The trade-off: within one wizard, builds tend to converge on a similar strategy after a run or two. Come for the systems, the art and the cast more than endless build experimentation.

















