What We Carry
About the Game
A brutal modern roguelike deckbuilder inspired by classic rps and text-based masocore.
You move forward, carrying everything you’ve become.
In What We Carry, the world ahead is hidden from view. You walk a single path through darkness with only a mirror to guide you—reflecting yourself and what lies behind you, but never what waits ahead.
Survival is not about reflexes.
It’s about decisions.
As you travel, random event cards interrupt your journey, each presenting a choice with no clear answer. Help or ignore. Risk or retreat. Preserve yourself—or sacrifice something you may need later. Every decision plays out immediately, reshaping your run through stat changes, new conditions, lingering burdens, or sudden death.
Some choices make you stronger.
Others simply make you heavier.
Overview
A World You Can’t See
Exploration through limitation. The mirror reveals only fragments of truth, forcing you to interpret danger through reflection and consequence.
Event-Driven Strategy Gameplay
Randomized event cards challenge your judgment, resource management, and willingness to take risks.
Meaningful Choices With Permanent Consequences
There are no correct answers—only outcomes you must live with, or die from.
Guided Learning
Using a unique premonition system, previous outcomes may be glimpsed at on new adventures allowing you to learn from your prior mistakes and craft a hero worthy of slaying the great balrog.
Your Inventory IS Your Deck
Every item you carry makes up your deck. That random stick you picked up, those spare nails, and yes even that juicy hunk o' meat. You have your life, limbs, and backpack full of loot to walk this world. Better make 'em count..
High Replayability
Each run offers new events, outcomes, and endings shaped by what you choose.
There is no map.
No warning.
No relief from consequence.
Only the mirror.
Only the path.
Only what you carry.
Design Philosophy
Goal & Content Based Updates
Each update will aim to add more content to the game pushing it to have deeper story and gameplay elements such as build designs and branching story paths. (Event Cards, Items, Skills, Characters, Enemies, etc.)Community Input
Submit your own ideas for Event Cards, Items, and even Characters.An Ever Branching Story
With the design style of the Event and Result Cards, What We Carry has the potential to deliver stories all unique to one another. With different passives, debuffs, items, attributes, and more influencing your options and outcomes, the possibilities are endless.
Available Tables (0)
View available tables...Events Timeline
View full events timeline...Initial Release