Your deck. Your board.
Every gem on the board comes from your 121-gem satchel, a deck you build and adjust between battles. What you put in is what drops. Fill your satchel with red gems, and red floods the board. Leave out a color completely, and it never spawns.
No random drops: replacement gems falling from the top are drawn straight from your satchel like cards from a deck. When it runs out, your discard pile shuffles back in. You decide what colors enter the match.
The enemy shares that same board. Deny the colors they need to cast spells, while only you get the bonuses from upgraded gems and enchantments.
SPELLS
Equip up to 6 spells alongside your class Signature Spell. The more gems of a color you carry in your satchel, the harder that color's spells hit.
GEM UPGRADES
Merge 3 matching gems in your chest to rank them up: Common to Rare (2×), Legendary (3×), and Mythic (4× mana and damage, plus higher trigger rates).
ENCHANTMENTS
Spend gold to imbue gems with Burning, Poisoned, Shielding, Healing, or Charged. Only you trigger these enchantments. Enemies matching them only get the basic gem.
EXTRA TURNS & OVERLOADS
Match 4 or more gems to earn an extra turn, or 5 or more to spawn wildcard gems. Chain 4 cascades in a single turn and the board Overloads, dealing 20% max HP damage.
CLASS GEM
A special gem that only you can use: Radiant Skull, Prism, or Toxin Vial. Activate it once per battle for your class signature board effect.
ENEMY TRAITS
Enemies and bosses have passive traits that change how you play, such as punishing mana hoarding, reflecting damage, or trapping gems with Freeze, Curse, and Scorch.
A new path every run.
Branching maps across 4 regions, from Darkwood to The Depths. Take the safe path, rest at campfires, or take on elite fights for bigger rewards.
Everything you earn carries over between runs: gold, levels, unlocked spells, companion bonds, and spare gems. Each run your satchel gets a little stronger and you push a little further.
You'll die. The run ends, but your progress stays.
High risk, high reward.
Optional challenge nodes on every map that combine a combat modifier with a board anomaly. There are 24 combinations that shake up the rules for both you and the enemy.
Survive the battle to earn bonus gold, XP, and a guaranteed Rare or Legendary enchanted gem.
Three classes, each with its own passive, signature spell, and class gem.
WARRIOR
Built to brawl. Skull matches deal bonus damage, free-action Rage stacks up to +50% all-damage, and Radiant Skull detonates every Skull on the board.
Red + Yellow Mana
MAGE
Spell-slinger. Spells cost 2 less mana and grant Arcane Ward shields on cast. Chain spells to prime Spellweave for free-action Arcane Blasts.
Blue + Green Mana
ROGUE
Venom & Coin. Stack poison and detonate it with Creeping Death to burst and heal. Gold matches grant Shield and deal bonus damage.
Green + Red ManaNever fight alone.
Grimm, Pip, Ember, and Shade level up with you across runs. Raise their bond to boost their passive bonus (all-damage, enchant triggers, starting mana, or evasion), and unlock a once-per-battle active ability at Bond 3.
Pick a companion and stick with them. Higher bond levels pay off.
Battle through 4 regions: Darkwood, Scorchlands, Frosthollow, and The Depths.
Every run is different.
For fans of classic puzzle RPGs
If you miss head-to-head match-3 battles where you deny enemy mana and cast spells, Gembound was built for you. The twist is the satchel: every replacement gem falling from the top comes from a 121-gem deck you build, upgrade, and enchant across your run.
No gacha, no energy timers, no pay-to-win. Just a complete indie match-3 RPG with deep tactical combat.
No ads. No in-app purchases. No energy timers. No pay-to-win. Fully playable offline.
Yes. Gembound takes inspiration from Puzzle Quest's head-to-head shared board, mana gathering, and spellcasting. The twist is your gem satchel: instead of random gem drops, replacement gems are drawn from a 121-gem deck you build, upgrade, and enchant across your run.
Your satchel holds 121 gems. What you put in is what drops onto the board. Load up on red gems and the board floods with red; exclude green and green never drops. Replacement gems are dealt from your satchel like cards from a deck until empty, then your discard pile reshuffles.
None. Gembound is a buy-once game with zero ads, zero in-app purchases, no energy timers, and no pay-to-win mechanics. Everything in the game is unlocked purely through gameplay.
Yes. The game is fully playable offline. All saves and progression are stored locally on your device, with optional cloud sync through Google Play Games.
Gembound is available now on Android through Google Play, with a Steam PC release coming soon.