
Borrowed Flesh
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Description
A deck-building roguelike of body horror where your whole party shares one deck: when a hero falls, every card they own dies with them. Pick 3 of 5 broken souls, survive permanent mutilation and unraveling minds, and descend.
About
When a hero dies, their deck dies with them
A card-driven roguelike of body horror, in the lineage of Slay the Spire and Darkest Dungeon. Lead a party of broken souls down through three acts of a world that devours itself — from the first descent into the Catacombs and deeper still into the Sanctuary of Flesh, where something vast and starving waits in the dark.
Build your deck. Hold your party together. Descend.
💀 A party that truly dies
Your heroes share a single deck and act as one — but when a companion falls, every card they own becomes unplayable. Lose your healer and the wounds stop closing. Lose your damage and the kills dry up. Death isn't a number on a bar; it rewrites your whole hand on the spot.
🩸 Five doomed souls — pick three
Every run you choose 3 of 5 heroes, each with their own resource and their own way of ruining an enemy's day:
- Amos, the Warrior (Rage) — the wall. He stands in front of the people he loves and gives back everything he's given.
- Isolt, the Medic (Mana) — the surgeon. She closes wounds, quiets ruined minds, and does things to a corpse that a corpse shouldn't come back from.
- Sela, the Huntress (Mind) — the hunt. She reads the room, sets her shot up, and takes it once. That's usually enough.
- Mor, the Necromancer (Souls) — the harvest. The dead are raw material. She keeps what they leave behind, and sends it back out to fight.
- Ulrik, the Werewolf (Blood) — the beast. The moon turns whether you're ready or not, and what it turns him into doesn't play by the same rules.
🗺️ A procedural map, never the same twice
Every run reshapes the branching path down — its battles, its events, and the choices that turn the course of your descent.
🧠 Minds break before bodies do
Your heroes see things down here, and they carry them. Push them far enough and something gives: a mind that goes quiet and cruel, or — rarely, beautifully — one that hardens into something better. Some enemies aren't trying to kill you at all. They're working on the ones still standing, and they're patient about it.
🦴 Some wounds don't heal
A terrible blow — or the wrong choice — can cost a hero an arm. They keep fighting. They're never the same. There are ways to put someone back together, and none of them are free.
👹 Bosses that don't let go
Multi-phase bosses with cinematic signatures that change shape the instant you think you've won. Some aren't satisfied with simply killing you — and what they do to a hero they catch is better left to discover for yourself.
🎲 Tempt fate
The road is paved with temptation: strange entities that offer gifts with a price, two merchants fighting over your purse — one honest, one who dares you to gamble it all — and rule-breaking trophies that bend the laws of combat in your favor... or against you.
☠️ A roguelike with teeth
- 100+ cards across five classes, dozens of enemies, and a deep pool of relics and rule-breaking trophies.
- Three acts that escalate from dread to nightmare, each with its own bestiary, music and hand-painted scenes.
- Every run reshuffles the map, the encounters and the temptations — and which three souls you bring.
- Permadeath that bites: mutilations, lost souls, broken minds and the fallen all stay with you to the end.