Grimm Forge
How to Play
Grimm Forge is a roguelike deckbuilder set in a world where death is a bargain and survival is a craft. Each run is a single descent into the miasma. You build a deck, fight your way deeper, and decide when to extract before the corruption takes you.
Build your Grimm's arsenal
Deckbuilding
Every run begins with a starter deck shaped by your chosen discipline. As you fight deeper into the miasma, you earn new cards at combat rewards and purchase them from in-run shops. No two runs share the same deck. The cards you draft, upgrade, and remove define how your Grimm fights.
Cards belong to four disciplines (Combat, Flame, Stone, and Storm), but nothing stops you from mixing them. A Grimm who started in Flame can unlock Stone cards through guild training and build a hybrid deck that burns enemies while hiding behind walls of block. The choice is yours.
Browse the Card Library →Quick Reference
Know when to leave
Extraction
The miasma is not a dungeon to be cleared. It is a resource to be harvested. Every floor you descend increases your potential reward, but the miasma pressure builds with you. At certain nodes you will find an Extraction Point: a chance to leave with everything you've gathered.
Push too far and the miasma will erode your maximum HP, weaken your healing, and corrupt your stats. Die, and you lose everything in your active inventory. Only items stored in your Secure Pouch survive death. The decision to extract or push deeper is the core tension of every run.
Quick Reference
Turn-based card combat
Combat
Combat is turn-based. Each turn you draw five cards and receive three energy. Play cards to attack, build block, apply status effects, or trigger powerful combos. Enemy intent is always visible. You can see what each creature plans to do before you decide how to respond.
Block expires at the start of your turn, so you cannot simply stack it indefinitely. Status effects like Vulnerable, Weak, Poison, and Burning interact with each other in meaningful ways. Elites and bosses have multi-phase patterns that reward pattern recognition over raw damage output.
View the Bestiary →Quick Reference
Your Grimm grows. Your guild grows.
Progression
Successful extractions earn Guild Rank, a permanent account-wide progression that unlocks new vendors, expands loot pools, and grants passive bonuses to every Grimm you create. Your individual Grimm also earns XP, which can be spent to unlock new disciplines and expand your card pool.
When a Grimm dies, the character is gone, but the guild rank remains. A new Grimm starts with access to everything your guild has unlocked. Progression never resets entirely; each death is a setback, not a wipe.
Explore the Disciplines →Quick Reference
A branching path through the miasma
The Floors
Each run generates a branching node map. You choose your path through combat encounters, elite fights, events, shops, rest sites, treasure rooms, and extraction points. The deeper you go, the fewer safe nodes appear and the more dangerous the encounters become.
Floor depth is tracked as a miasma pressure level. At level 30 and above, your maximum HP begins to erode. At level 50, healing becomes less effective. At level 70, enemy stats are significantly amplified. The abyss does not reward hesitation.
Quick Reference
Ready to descend?
Enter the Forge
Create your Grimm, choose your discipline, and begin your first descent. The miasma is waiting.
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