Rogue Quest
About the Game
Rogue Quest is a roguelike deckbuilder where every attack is a poker hand. Build a Pair to chip, a Flush to crush, a Royal Flush to end fights. Pick a class, draft a deck, and ascend a cursed spire that gets meaner every floor.
This isn't a puzzle. It's a dungeon. Every hand is a fight, every floor a new threat.
How Combat Works
Draw five cards. Read the board. Decide which hand to play and which to hold.
A Pair scratches. A Two Pair stings. A Flush crushes. A Straight Flush devastates. Suits, ranks, and hand types each shape damage differently, and the right Power Cards can turn a modest hand into a killing blow.
Power Cards Break the Math
Five passive ability slots. 88 cards to fill them. Every Power Card listens for a trigger and fires an effect, and the right five turn poker into something stranger.
Vampiric. Heal 1 HP for every 10 damage you deal.
First Strike. +30 damage on the first hand of every fight.
Last Stand. Deal 50% more damage while below 30% HP.
Rainbow Aura. +3 mult when your scored cards include all four suits.
Chaos Engine. At the start of each turn, a random card gains a random enhancement.
Overkill. +3 permanent damage every time you kill an enemy.
Loan Shark. Pay 5 HP at combat start, gain 20 gold.
Midas Touch. All gold rewards are doubled.
Layer a Vampiric on a Last Stand build and dying makes you stronger. Run Midas Touch with Loan Shark and the spire pays you to bleed. Stack First Strike with a Straight Flush class fantasy and bosses lose half their HP before they swing.
One Power Card is a perk. Five Power Cards stacked is a build.
Each Floor, a New Path
Between fights, the spire branches. Shop with a wandering merchant. Rest at the healer. Forge your cards at the blacksmith. Read your fate at the mystic. Risk a random event. Every node is a choice, and every choice changes the deck you bring to the next fight.
Five Classes, Five Playstyles
Warrior. Built for sustained combat. Pairs and Full Houses hit harder, and every kill grows your block.
Rogue. Fast and precise. Draws an extra card each turn, with a 30% crit chance and a piercing opener.
Wizard. Rewards high-value hands. Straights and Flushes deal double damage and raise a ward.
Paladin. Durable and self-sustaining. Full Houses restore HP, and every win heals you back up.
Warlock. A frail pact-bearer. Heals 25% of damage dealt, with Three of a Kind and Four of a Kind as signature hands.
Each class unlocks its own mastery track, starter deck, and a private pool of class-only Power Cards. Berserker Rage stacks permanent damage every time a warrior takes a hit. Dark Pact pushes a warlock's life drain harder at the cost of max HP. Divine Wrath rewards a paladin who never lets the spire touch them.
Forge and Transmute
The blacksmith doesn't sell cards. He changes them. Enhance a card with burn, gold bonus, or extra damage. A few visits in, your deck stops looking like a deck of cards and starts looking like a weapon.
A Town That Remembers
Death is permanent, but progress isn't. Spend gold between runs to upgrade your town, unlock new classes, and improve your starting conditions. Every run teaches. Every run leaves the next one stronger.
Features at a Glance
Poker hand combat with damage scaling across ten hand ranks
5 character classes, each with class-only Power Cards and a mastery track
88 Power Cards. Slot up to 5 per run. Synergies stack.
Card forging and transmutation at the blacksmith
Procedurally generated floors with combat, shop, rest, forge, mystic, event, and elite nodes
Persistent town upgrades that carry across runs
Painterly dark fantasy art with torch-lit dungeon environments
The Spire Is Waiting
Climb high enough and the rules start bending back. Find out how far one good hand can take you.
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