$24.99HELLCARD Paper Dungeons, Shared Battles
A co-op roguelike deckbuilder set in paper dungeons. Fight the Archdemon's hordes in tactical card battles where monster placement matters, alone or with up to three heroes. Every run builds a new deck, every floor brings new decisions, and the dungeons keep pulling you back for one more descent.
Is HELLCARD worth it?
HELLCARD is worth it if…
- you enjoy roguelike deckbuilders and want one built around a real battlefield instead of a flat lane
- you want a co-op campaign to run with one or two friends, turn by turn
- you like runs that end when you die, with unlocks that make the next attempt start differently
- you have a soft spot for a hand-crafted, paper-and-ink look
Screenshots
Card battles with a battlefield that matters
Most deckbuilders treat enemies as a list. HELLCARD puts them on a board. Monsters stand in near and far sections in front of your heroes, and they can only hit someone they are facing at the right range. So you decide where to stand, what to pull close and what to keep at a distance, and you can use their formation against them.
Picture a turn: a pack of melee imps crowds the near slot in front of you, so you drop a card that hits everything in that section at once, then step back before the survivor swings. Placement is the puzzle underneath the deck, and it is what makes fights feel tactical instead of just about playing your biggest number.
Descend alone, but never truly alone
Solo play comes in two shapes. You can descend into the dungeons entirely on your own, or you can recruit computer-controlled companions who fight alongside you. In singleplayer you direct everyone's cards, so a run becomes about steering a whole party rather than one hero.
Companions grow on their own between battles, picking their own upgrades, which keeps runs unpredictable in a way that fits the roguelike spirit. You start each run alone and the party builds up as you go, floor by floor, until you are deep enough that the Archdemon's hordes need all three heroes on the field.
A deck that grows differently every run
Each run starts small: a starter deck, a dungeon, and a long way down. Between battles you spend gems to upgrade, remove and refine your cards, pick up artifacts that buff you for the whole run, and draft new cards from what the floor offers. Upgrades do not just add numbers, they transform a card into something else entirely, so a modest early pick can become the core of your build by floor ten.
Classes play very differently from each other, with their own card pools and strategies, and unlocking new starting artifacts opens builds that change how a run begins before it even starts. Death ends the run, unlocks carry over, and the next descent plays out differently.
Three heroes against the hordes of hell
Co-op is where HELLCARD is at its best. You coordinate turns, split targets, and build your decks with the team in mind rather than in isolation.
You can join friends or strangers' lobbies, and battles stay fast and tactical even with a full party. When a plan comes together, a coordinated turn clears a packed board in one sweep. When it goes wrong, at least everyone goes down together.
























