Alphbetto's

Alphbetto's

About the Game

There is a library. It has a chair.

At night, in an empty library, the characters of the great classics sit down at your table. They are not here to chat. They are here to gamble the only thing they have left — that tomorrow someone will still remember them.

Alphabetto's is a roguelite letter-deckbuilder. Here every hand you win is a line of their book coming back to life, a page that doesn't get forgotten, a book that doesn't die.

Your deck is also everyone else's deck. A rule that hurts.

There is no "your deck" and "the rival's deck" here. The deck is one, and everyone plays from it. Every card you add to your collection can win your next run — or land in a rival's hand and gut you with it. That brutal-effect rare you want so badly? Then put it in. But it will also be available to whoever sits across from you tonight. Build your deck with a cold head, knowing your best weapons might also be theirs.

That is why signatures exist: you draw your mark on a card, and every time a rival plays it against you, they pay you royalties in ink. Your seal becomes their toll. A deckbuilding twist you will rarely have seen before.

The chain system

Your goal is to be the first to get rid of every card in your hand. The fastest way is to lay down chains of cards on your turn. To chain cards (letters), you work under two rules so simple you learn them in thirty seconds: same color in alphabetical order, or the same letter across different colors. You tune the length with wildcards, Greek, Cyrillic and character cards — and here is the strategic part: the last card you place fires its rule. So you decide which card to close your chain with, to decide which effect goes off afterwards. One decision per play. A combo tree with no bottom.

The deck is alive. The deck breathes.

Every card belongs to a family — the ones of breath, the ones of body, the ones of mystery, the ones of emphasis, the ones with no name. Every run, the cards that get played most push their family toward dominating the ecosystem. And the way you interact with the ecosystem, in turn, triggers different climates.

You will also have to keep an eye on the deck's temperature: it climbs with chaos, it drops with eco. At 90 degrees, everything outside the library burns and you fall into sudden death.

There is the Resonance climate, which rewards whoever serves the dominant family.

Saturation, which pays whoever holds out to drop the longest chain.

Silence, which cools the table down twice as fast.

Pure Chaos, which doubles the temperature and turns every play unpredictable.

...

And above all of it, the global events:

Infection, which poisons the deck.

Fracture, which breaks cards when the deck is replenished.

Ecosystem Collapse, which devours the deck in corruption.

...

There is one more resource you must master: ecosystem investments. Buy consumables at The Index of the book — heat the table to speed up the climates, refrigerate it to stabilize the start of the next round...

And at key moments of the run, decide your path through this adventure. Read the map and choose whether to walk into a rival encounter or take a different route — shops, lecterns to upgrade your cards, loose pages where you pick a card to add to your deck... But remember: anything you add to your deck, the rivals at the table will inherit too.

A library of twenty-five masterpieces.

Alice, Dracula, Hamlet, Frankenstein, Don Quixote, Lazarillo, The Odyssey, One Thousand and One Nights, Journey to the West, Beowulf, Carmilla, Candide, Fuenteovejuna, The Monk, Robinson Crusoe, Faust, La Celestina, The Three Musketeers, King Solomon's Mines, Gulliver's Travels, The Wizard of Oz, The Jungle Book, Ramayana, Les Misérables, The Decameron. Twenty-five works of world literature — the ones everyone should read at least once in their life — opened up as clues, bosses, character cards and relics, all of it at your disposal so you can help preserve the most important thing they have left: staying alive in your memory.

Every hand you win writes a line.

The library's works don't come all at once. They unlock line by line, in ink, on the playing table. The more you play a given book, the more of its real text appears — actual lines from the original, written by your hand of cards. And when the night is over, you can open the library catalogue and sit down to read what you restored.

Bosses that don't inflate HP — they break the world.

25 unique bosses, with special mechanics and a different personality every time they visit. One wipes your vowels. Another bans an entire color. Another chains every play you make to whichever family dominates the ecosystem at that moment. Another copies your own archetype and turns it deadly against you. They are not beaten with raw force: they are beaten by figuring out which rule of the world just changed — and why that rule, of all rules.

Something isn't right.

The clock at the entrance has been reading the same hour for a while now. And sometimes, between one run and the next, you find notes in the margins you don't remember writing.

The game doesn't explain. The game suggests. You decide what you think you saw.

Features

  • Deep roguelite + deckbuilder with real run-to-run persistence.

  • Shared deck across every player at the table — every card you add can win your run, or win someone else's. Your own deckbuilding becomes the challenge.

  • Signature system: stamp a card with your mark and collect royalties whenever a rival plays it.

  • Chain system with two rules and a closing decision that opens an infinite combo tree.

  • Card families + a living ecosystem — every run, the dominant cards push the ecosystem in a direction.

  • Deck temperature that rises with chaos and falls with eco; at the red line the deck enters sudden death.

  • Dynamic climates — Resonance, Saturation, Silence, Overload, Pure Chaos, Eco — that rewrite the table depending on the state of the ecosystem.

  • Global events: Infection, Fracture, Collapse. They change the flow of the run when you cross certain thresholds.

  • Global draft at key moments: you pick a card for the ecosystem. Everyone inherits it.

  • Ecosystem investments at the shop: heat it, cool it, tame it.

  • Sign, fuse, grade and mutate your cards: every slot of the deck grid is a build decision.

  • 25 unique bosses that rewrite the rules of the table instead of bloating their HP bars.

  • 25 great works of world literature across 7 sections that unlock as you progress.

  • Library catalogue where the works get written out line by line — unlock the real text from the originals — through your victories.

  • Original 68-track soundtrack, from soft reading-room jazz to the thick gothic of the restricted section.

  • Layered narrative revealed through notes, fragments and ambiguous events — the game never tells you what to believe.

  • Multiple endings. Reaching the first one is already hard. Finding the last one changes what you understood about the game.

  • English and Spanish.

  • 100% offline.

One developer. One whole project.

Every card, every effect, every speech bubble, every note misplaced in a loan-card cabinet was designed, written and assembled by a single person. If anything about what you saw struck a chord, add Alphabetto's to your wishlist. Every wishlist is one more chair pulled up to the table.

Initial Release