$19.99Into the Crypt Cards that fight and open doors
Build a deck, smash through a shifting crypt, and survive its depths alone or with up to two friends.
Is Into the Crypt worth it?
Into the Crypt is worth it if…
- you want a deckbuilder where your cards also open doors and chests
- you like long, meaty runs more than quick fifteen-minute ones
- you enjoy building a deck around one class mechanic and pushing it further
- you want a dungeon crawl to share with one or two friends
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Cards that fight and open doors
Every card does double duty. In combat it is your weapon: you play attacks and defenses from a first-person view, turn by turn, against creatures with their own tricks. Between fights the same deck is your toolkit. Doors and chests stay locked, and you either spend a key or swing an attack card at the lock. Cards have durability, so every forced break-in costs you: that attack might not survive to the next battle. It turns a simple walk to the next room into a small decision about what your deck can afford to lose. Breakable objects in the rooms hide potions and treasure, if you have a hit left to spare.
Three classes, three ways down
You pick one of three classes, each with its own deck and its own extra mechanics. The Berserker builds Fury while fighting and decides when to cash it in for Overload, turning a slow burn into one explosive turn. The Alchemist gathers ingredients mid-combat and brews potions on the spot, so a bad hand can become the ingredients for a way out. The Druid fights alongside companions, strengthening them through Offerings and choosing when to swap who stands beside you. After each boss you pick a class-specific Depth Rite, leaning harder into your combo or bending the build somewhere new.
A deck that grows with every run
Hundreds of unique cards and dozens of status effects give you a lot to chew on. After each fight you draft new cards, upgrade the ones that carry your strategy, imbue individual cards, or banish a card from ever appearing in the run again. Artifacts reward the way you already play. The enemies push back: over 155 of them, most with abilities that make you rethink which card to play. Protectors shield their allies, summoners call reinforcements, and bosses change tactics mid-fight, so reading intentions matters as much as the cards in hand. No two runs play the same, and the crypt has a daily delve if you want a fresh challenge every day.
Bring a friend into the dark
The crypt is built for company: up to three of you descend together, each with a separate deck, and no duplicate classes at the table. You can inspect your teammate's hand, so planning stops being guesswork: one of you sets up the combo, the other finishes it. Figuring out how two decks fit together is half the fun, and the fights give you plenty to coordinate around. It works solo too, but a shared run turns the long descent into something you talk your way through, door by door, boss by boss.
How long does a run take?
How long does a run take?
Longer than most deckbuilders. A full run through the three depths is a commitment of several hours, and even a single floor can take a while. The walking between rooms is skippable, but the fights themselves are meant to be thought through. Plan your sessions around it: this is a game for settling in, not for a quick break.
Can you play it solo?
Yes, and it is a complete game that way. The solo run is the core: you pick a class, choose your path through branching rooms, and face the crypt's enemies and bosses on your own. Co-op is there when you want it, with up to three players and separate decks, but nothing in the crypt requires a friend.
Is it scary or just dark?
Dark more than terrifying. The tone is grim and the creatures are strange and unsettling, with witty and ominous encounters along the way, but this is a card battler at heart, not a horror game. Expect dread in the atmosphere and tension in the fights, not jump scares.
What do you do between fights?
Plenty. Branching paths lead to merchants, treasure and secrets, and over 70 choice-filled events push decisions at you: bargain with unsettling inhabitants, try a minigame, or accept an offer whose consequences catch up later. You can also rob the tombs of other fallen players, in solo and co-op, and decide whether to pay your respects or scavenge what they carried.

























