$4.99 (−50%)Heretic's Fork Run hell from a desktop
Build towers with a deck of cards, keep sinners in their place, and turn each run's fresh hand of cards into a new plan.
Is Heretic's Fork worth it?
Heretic's Fork is worth it if…
- you like roguelike deckbuilders with a twist on the format
- you enjoy tower defense where the real decisions happen between waves
- you want short runs you can slot into a spare half hour
- you like your humor dry, corporate and slightly damned
- you play with a mouse and a proper screen, not a controller
Screenshots
A desk job in Hell
The pitch is a job offer: you have been hired as Hell's manager, and the underworld has an overpopulation problem. Your workstation is a full fake operating system, complete with an inbox full of corporate emails, spam and messages from management, plus a paperclip assistant who happens to be your boss. Between shifts you read the ridiculous company-wide announcements and pick through the story hiding in the paperwork. The dark humor runs through everything, and the pixel art and menu design lean into it. You are not fighting demons. You are their middle manager, and the sinners are a staffing issue.
Towers, garrisons and three flavors of punishment
Each shift, heretics try to break out through the rift between Hell and Earth, and your job is making sure they do not. You build monstrous towers and garrison units that deal Holy, Unholy and Hellfire damage, then watch them grind down the waves. Between waves you draw new cards and decide: add a tower, upgrade two matching cards into a stronger one, or banish a card that no longer fits your run, sometimes for a bonus. Your wage at the end of a shift depends entirely on how many sinners you punished.
A fresh hand every run
This is a roguelike deckbuilder first: you start each run small and grow your deck card by card, and what you draft decides how the next wave goes. Good results earn more cards, and there are hundreds to unlock, from new towers to demon variants, with tasks that push you toward specific challenges like winning with only certain tower types. Runs are short, so a failed shift just means dealing yourself in again. One honest caveat: the card pool is large and luck plays a real part, so some runs deal you a hand that is hard to win with. Part of the game is making the best of a bad draw.




















