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Gembound

GEMBOUND

A roguelite match-3 where
your gem satchel IS the deck. Build it.

Get it on Google Play
Red gem Skull gem Yellow gem Blue gem Green gem

Your deck. Your board.

BUILD YOUR SATCHEL

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.

COMBAT

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.

RUNS, REWARDS, REPEAT

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.

Rift Encounter portal

High risk, high reward.

RIFT ENCOUNTERS

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.

CHOOSE YOUR CLASS

Three classes, each with its own passive, signature spell, and class gem.

Warrior

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

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

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 Mana

Never fight alone.

4 ANIMAL COMPANIONS

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.

Grimm the wolf companion
GRIMM
Pip the raven companion
PIP
Ember the phoenix companion
EMBER
Shade the cat companion
SHADE

65 ENEMIES & BOSSES

Battle through 4 regions: Darkwood, Scorchlands, Frosthollow, and The Depths.

Troll King
TROLL KING
Goblin Bomber
GOBLIN BOMBER
Magma Golem
MAGMA GOLEM
Fire Elemental
FIRE ELEMENTAL
Death Knight
DEATH KNIGHT
Abyssal Eye
ABYSSAL EYE

GAMEPLAY

Every run is different.

For fans of classic puzzle RPGs

INSPIRED BY PUZZLE QUEST

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.

BUY ONCE. PLAY FOREVER.

No ads. No in-app purchases. No energy timers. No pay-to-win. Fully playable offline.

Get it on Google Play

FREQUENTLY ASKED QUESTIONS

Is Gembound similar to Puzzle Quest?

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.

How does the match-3 deckbuilding satchel work?

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.

Are there any ads or microtransactions?

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.

Can I play Gembound offline?

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.

What platforms is Gembound available on?

Gembound is available now on Android through Google Play, with a Steam PC release coming soon.

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