
Kingdom of Ashes - Fallen Era
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Description
A single-player roguelike deck-builder in a kingdom broken into fifteen countries. Draft cards, chain elemental resonances, and pick a route past 90 map hazards. Where you stand decides what you fight — and win a region, and it stays claimed.
Released
June 4, 2026
Price
Platforms
Windows
Developer
ArcadeDeck
Publisher
ArcadeDeck
About
The night the kingdom fell, you alone survived. From the ashes of a broken throne, forge a deck, master the elements, and march back into the dark to face what took it from you.
Kingdom of Ashes is a single-player roguelike deck-builder where every run is a climb through a kingdom that has been broken into countries. Where you are decides what you fight, what the ground does to you, and what the fight pays. Draft cards, stack relics, chain resonances, and take a country for yourself — or be unmade in it.
Key Features
- Roguelike Deck-Building — Draft your opening deck card by card, then reshape it every fight. 220 cards in the base game, across seven elements plus neutral and utility schools. No two runs build the same engine.
- Fifteen Fallen Heroes — Each with their own starting core, signature mechanic, and traits that unlock as Mastery levels climb. A Pyromancer plays nothing like a Bloodseer, and nothing like a Runecaster who counts elements instead of copies.
- Elemental Resonance — Play three cards of one element in a single turn to trigger Resonance. Or take the Runecaster's Rune Chain and be paid for diversity instead, across 3, 4, 5 and 6 unique elements.
- A Kingdom of Countries — Fifteen regions, six of them in the base game, and a region is not a colour swatch: it is six hazards that belong to it. The Riven Crags come down past your guard. The Undermarch buries what you carry. The Wrack Strand corrodes what you hold.
- Ninety Map Hazards — A combat node can carry up to three, badged on the map before you step in, and every one of them pays: more gold, better rarity, more Ash. Climb the ladder and they get denser — a fourth rolled hazard, then one pinned to the elite, then one pinned to the boss.
- Claim the Ground — Win a run in a region and it remembers the highest Ascension you took it at. That claim has three tiers, and each one gives that country's own named blessing a better chance to fire — Fortify, Fury, Sure-Footed, Wellspring, Equinox, and eleven more, one per region.
- One Board, Eighteen Node Kinds — A 5×14 map with a spine you can never skip and two branch columns either side: the near column is risk, the far column is reward, and nothing that pays out is reachable without a fight in front of it. Battles, elites, shops, rests, shrines, treasures, mysteries, echoes, mimics, gauntlets, armies, duels, merges, scriptoriums, bounties, crucibles and hunts.
- A Bestiary That Belongs Somewhere — 44 foes in the base game, every statline derived from one threat-and-shape table rather than hand-typed, and every region keeps its own boss. The ground names its keeper before you draw a card.
- Persistent Meta-Progression — Earn Ash from every run, win or lose, and spend it at the Forge. Bank Essence to unlock legendary cards in the Card Shop. Every hero carries a Passive Tree — Mastery, Doctrine and Conquest — whose points are minted by playing that hero, not bought.
- One Ascension Ladder — A0 to A20, account-wide rather than twenty separate grinds, and a lever screen that shows exactly what each rung adds before you take it. About ten wins to the top, not four hundred.
- Built to Be Read — Card faces print what the card will actually do right now, not what is printed on it. Five text sizes, six reading fonts including OpenDyslexic and Atkinson Hyperlegible, and a reduced-motion toggle.
- Localized in 7 Languages — English, Korean, Japanese, Chinese, French, German, Russian.
- Three Expansions — Scorching Region, Overflow and Day & Night each add their own mechanic family, their own three countries with their own bestiary, and (for the last two) their own heroes. Together they take the game to 20 heroes, 418 cards, 43 relics and 107 foes.
Built for One More Run
Tight runs. Ground that fights back. A soundtrack of ember and ruin. Lose, learn, forge, return — and this time, hold the country you died in. The kingdom is ash, but the crown is still down there, waiting.