Beneath Oresa artwork$24.9978%

Beneath Oresa Fights Where Position Wins

Draft cards, choose a companion and fight turn-based battles in Oresa's streets, where standing in the right spot matters as much as the card you play.

Is Beneath Oresa worth it?

Beneath Oresa is worth it if…

  • you want a deckbuilder where positioning and movement decide fights, not just card order
  • you enjoy slow, careful turns where one fumbled card play can end a run
  • you like tuning a deck around a hero and companion duo instead of one fixed build
  • you have the patience for a punishing difficulty curve that rewards defense over raw offense
  • you care how a game looks: hand-drawn characters, comic-style art and animated strikes

Screenshots

Fights where standing still is a decision

Most deckbuilders play out on an abstract board. Here the fights happen in real tactical arenas, and where everyone stands matters. Cards have range: a melee attack carries you next to your target, a ranged attack lets you stay back, a knockback shove sends an enemy flying away from you. You can line up two foes so one super attack hits them both, move to another zone to dodge a hit, or knock enemies into each other. The turn-based combat stays fast, with hand-drawn characters and animated special strikes that make each fight look like a staged action scene.

A hero and a companion, dozens of duos

Each run starts with two choices: the hero you control and a second hero who fights alongside you as a companion. Every hero brings eight unique powers to the pair, so the companion changes how your run plays, not just who stands next to you. Dozens of duos are possible. Want a specialist who shines against bosses, or a proto-blacksmith who improves your card upgrades? Pick the partner that fits the plan, or throw together an improbable duo and see what happens. Heroes play differently from each other, and finding out how a new pair works together is half the fun.

A deckbuilder that makes you choose twice

You start each run with a small deck and grow it through fights and missions, drafting cards, artifacts and upgrades as you descend beneath Oresa. Two twists set it apart. First, every card upgrade asks you to pick between two versions: a strong bonus for one round, or the same bonus for the whole fight. Second, you cannot skip a card draft, so a bad offer stays in your deck unless you find one of the card-removal options and prune it out later. That turns every draft into a small puzzle about temporary value versus future value. Several factions and daily missions keep runs varied.

What should you know before starting?

How hard is it, really?

Hard. Enemies hit hard, your health is limited, and there is little room for mistakes: a single careless card play can end a run. The game leans on defense more than most deckbuilders, so survival first, damage second. It takes a few runs to click, and some players bounce off it early. If you like earning a win through careful play rather than steamrolling, that difficulty is the point.

Is there progress between runs?

Not in the usual sense. This is a true roguelike: a dead run is a dead run, and there is no meta progression that makes your next character stronger. What does carry over is experience, which unlocks characters and cards fairly quickly, and your own knowledge of how the heroes and mechanics work. Runs are short enough that one more try is always tempting.

Is there a story?

Not much of one. The setting, a cyberpunk city with dangers beneath it, carries the atmosphere, but the game is about the fights and the deck decisions, not a plot. If you come for mechanics and mood rather than narrative, that will not bother you.

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