Burn With Me artwork$14.9992%Very Positive

Burn With Me Summon, burn, want more

Lay cards on a pentagram as an occult student, bargain with your Personal Demon, and pay for what you want in flames.

Is Burn With Me worth it?

Burn With Me is worth it if…

  • you like deckbuilders but want placement and order to matter more than raw card stats
  • you want a story game you can finish in an evening, with a hard mode if it hooks you
  • you enjoy eerie-cute art, occult mystery and a mood that is cozy and unsettling at once
  • you would rather trim a deck by burning cards than hoard them

Screenshots

Five cards on a pentagram

Each round you spread five cards across the points of a pentagram, and where they land matters more than what they are. A card played alone does one thing; the same card next to a neighbour, or in a certain slot in your hand, can change its value entirely. The goal shifts too: one chapter wants you to beat a score, another wants you to land as close to a target as possible without tipping over, because overshooting costs sanity. The rules are few and learnable in twenty minutes, but the order of play is where the thinking lives. It is less about big numbers and more about arranging the right cards in the right spots, then watching the ritual take.

Burning your cards, and your soul

Most deckbuilders treat destroying a card as a rare, expensive luxury. This one makes burning the point. To summon a Personal Demon, you permanently burn cards from your deck, trimming it toward the handful of cards that actually work together, and the story frames every loss as part of the deal. The students are trading pieces of themselves for their deepest wishes, and the mechanics say so: each character's flaws and obsessions show up as alternate win conditions and different meters. When a burn wins you the ritual, it feels like a bargain you probably should not have made. Which is the whole idea.

A deckbuilder that skips the shop

There is no store and no currency. After each round you get a choice of new cards, and that is the whole economy: what you draft is what you have. The deckbuilding stays light enough that people who usually avoid the genre say they got hooked anyway, while the position-based synergies still reward careful planning. Each of the six chapters changes the rules and the playstyle, so a strategy that carried chapter one may be useless in chapter four, and you relearn how to evaluate your cards each time. A hard mode raises the targets after your first run, if one go is not enough.

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