Your deck. Your board.
Every gem on the board came from your satchel — a 121-gem deck you craft and upgrade between fights. What you put in is what you'll see. Load up on red gems and red floods the board. Ignore a color and it barely shows up.
No random refills: replacement gems falling from the top are drawn directly from your Satchel like cards from a deck. When it runs dry, your discard pile shuffles back in. You have complete control over the board's supply.
The enemy matches on that same board. You built it. Use that to deny them the colors they need for spells!
SPELLS
Match gems to fill your mana, then spend it on powerful spells. The more of a color you carry, the harder those spells hit.
GEM UPGRADES
Find duplicate gems and combine them into something stronger. A fully upgraded gem hits noticeably harder than what you started with.
ENCHANTMENTS
Spend gold to attach a bonus effect to any gem — a lifesteal burst, a poison sting, an extra shield. It triggers every time that gem lands a match.
EXTRA TURNS
Match 4 or 5 gems in one move and your turn keeps going. Chain them back-to-back and momentum swings fast.
CLASS GEM
One gem on the board is yours alone. Activate it to unleash your class's signature power — once per battle, so pick your moment.
BOSS PRESENCE
Every boss warps the fight with a unique passive. Some punish greedy matches. Some flood the board with traps. Learn them or lose.
Every run, a new path.
Branching maps across 4 regions. Take the safe road or push into elite territory for bigger rewards. No two runs play out the same.
Everything you earn — gold, levels, companion bonds, spare gems — carries over. Each run your satchel gets a little stronger and you go a little further.
You'll die. The run ends, but nothing you've built is lost.
Push your luck.
Optional fights hidden across every map, each one playing by its own twisted rules. The board behaves differently. The stakes are higher. The loot is better.
Some runs are won or lost here.
Three classes, each with its own spells and playstyle.
WARRIOR
Built to brawl. Skull matches hit harder than any other class, and the more you rage, the more damage you deal.
MAGE
Spell-slinger. Casts spells cheaper than anyone, keeping abilities flying every few turns instead of hoarding mana for ages.
ROGUE
Patient and lethal. Stack poison until it hurts, then burst it. Gold matches build defence, so you're never just waiting to strike.
Each companion grows with you across runs. Level them up and they'll show up in battle with a powerful ability when you need it most.
Pick one early and stick with it — the bond pays off.
Fight across 4 distinct regions.
MAGMA GOLEM
VOID HORROR
DEATH KNIGHT
BLOOD CULTIST
SHADOW ASSASSIN
DEMON LORD
CHAOS MAGE
FIRE ELEMENTAL
FALLEN PALADIN
PIT FIEND
ORC BRUTE
VOID STALKER
GOBLIN CHIEFTAIN
ANCIENT TREANTNo ads. No in-app purchases. No energy timers. No pay-to-win.
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