PC (Windows) · Nintendo Switch

Project Deck.

The deck is the defense.

Misprints are marching the path toward your Hearth. Draft your cards, raise your Wards and hold every wave in a real-time tower defense fused with a roguelike deck-builder.

3 chapters + Deep Deck 61 cards 6 difficulty tiers 1–2 players, local co-op
Project Deck gameplay: wards firing on a swarm of Misprints marching a folded path, HUD with Hearth integrity, Mana, Ink and a hand of five cards.
0Cards to bind
0Misprint traits
0Errata bosses
0Achievements

One loop, two clocks

Draft between waves. Defend within them.

Ink is the build phase: spend it on cards, upgrades and removals while the road is quiet. Mana is the combat phase: it refills at the start of every wave and buys the Wards and Spells you play in real time. Clear a wave and you earn more Ink. Let one Misprint reach the Hearth and you lose integrity — let the Hearth fall and the run is over.

I

Draft

Pick one of three

Every offer shows its numbers before you commit — cost, range, rate, damage, rarity and what it actually does. Draft a deck that answers the chapter you are in, or gamble on the one you are not.

The Draft screen: three card choices — Piercer (2, Common), Chiller (3, Uncommon) and Warden (4, Rare) — each with art, stats and a one-line description.
Draft — bind nothing, or take a page

II

Place

Arm a card, confirm a tile

Wards go on the lit tiles beside the path; anchors go on the path itself. Mana refills each wave, so a board that costs everything is a board you cannot repair — click, drag or drive it all with a pad.

Placement in progress: a card is armed in hand and the legal tiles beside the path are lit for confirmation.
Arm, aim, confirm

III

Defend

Break the seal and hold

Wards fire on their own. Spells are the answer you choose in the moment: Smite, Frost, Reroute, Banish, Ink Bomb, Overclock. Power-Ups bolt onto one of your own Wards and stay for the whole run.

A twelve-ward board holding the line while four Misprints march the path.
Twelve Wards, four Misprints, one road

The deck is the defense

Sixty-one cards, and every one is an army

Wards hold the road. Spells answer a moment. Power-Ups bolt onto a Ward for the rest of the run. Relics and Modifiers bend the rules, Economy cards buy you the next wave, and combo tags reward drafting two ideas that were meant for each other.

Wards

Towers with opinions

Piercer, Bolt, Splasher, Chiller, Bleeder, Anchor, Sentry, Warden, Scouter, Sniper, Beacon, Forge-Ward. Each is a stat line you can plan around — and every one upgrades.

Spells

One cast, full commitment

Damage, control, redraw, tempo. Aim at a lane, a pack or a single target; the game tells you plainly when a cast has nothing to do.

Relics & Modifiers

Run-long leverage

Inkwell, Grimoire, First Page, Patchwork, Editor's Quill. Stack them and a fair build turns into a broken one.

Piercer card face: 2 Mana, Common, Ward, range 4.5, rate 1, 12 damage, half again to the Misprint behind.
Piercer — punches through a line
Chiller card face: 3 Mana, Uncommon, Ward, 4 damage and a 40% slow for 2 seconds in a one-tile burst.
Chiller — slow, then damage
Warden card face: 4 Mana, Rare, Ward — wards within two tiles deal 25% more damage and take half damage.
Warden — buffs its neighbours
The Forge: choose a Ward to upgrade for Ink, or remove it for a partial refund.
The Forge — upgrade it or melt it down

Between waves

The Forge is where a run is won

Spend Ink to push a Ward to a higher level, or melt one down for a partial refund when the board has outgrown it. Three starting decks set the tone — The Printer's Kit (balanced), Bulwark (hold the road) and Ink & Fire (spells first) — and six archetypes carry you from there: swarm-burn, slow-and-burn, ranged-poke, economy-overflow, spell-burst and wall-and-harvest.

What you are up against

Eight traits, eight answers

Every Misprint forces a different counter

The storybook is printing itself wrong, and each error marches differently. Nine of them will not save you against the tenth — so the deck you draft has to cover the road, not just the wave in front of you.

SwarmScrawl arrives in tight packs. Splash damage or drown.
FastBlur shrugs off 40% of every slow you cast.
Slow-WardSmudge dies leaving an ink puddle: −40% Ward fire rate for 5s.
RangedDrip halts a tile and a half away and shoots your Wards down.
StealthGhost cannot be targeted at all until a Scouter reveals it.
WallFold halts one tile short of the Hearth and blocks the lane outright.
DoTBleed tears −1 Hearth per second until it is dead. Not until the wave ends.
RegenStain heals +6 HP per second. Kill it fast or not at all.
Gameplay: a built-up board of twelve wards on a folded path with several Misprints of different silhouettes marching it.
Wildcards, walls and swarmers on one path

Errata

Four bosses stand between you and the binding

Each chapter closes on an Errata with its own mechanic: a damage window, a path that folds under your build, four phases that escalate, and finally the page that was never written.

Boss fight: the Errata bar reads The Blot, 900 of 900 HP, marked VULNERABLE, with a dark blot spread across the path.

The Blot

Chapter One. Soaks the road and opens a vulnerability window — everything you saved for that window is everything you get.

The Crease boss staging: the path geometry folds and re-routes mid-wave.

The Crease

Chapter Two. It folds the path and re-routes the wave. The board you built is suddenly the wrong shape, and support Wards are how you survive that.

The Tatter boss staging: a four-phase Errata with 2200 HP and a hazard telegraph ring at the Hearth.

The Tatter

Chapter Three. Four phases, 2,200 HP, and telegraphed hazards dropped on the tiles you are standing on. Bring answers, not just damage.

The Unwritten

The Deep Deck finale, unlocked when the campaign is bound. No page describes it in the Codex — you have to reach it.

Roguelite campaign

Three chapters, six tiers, and a reason to come back

Each chapter is its own board, its own wave table and its own Errata. Pick your difficulty before you pick your deck — Relaxed, Normal, Hard, Brutal, Nightmare or Deep Deck — and every clear pays Ash, the meta-currency that unlocks new cards, relics and roads for the next run.

Chapter Select across three chapters plus the Deep Deck, with difficulty tiers and a cleared mark on finished chapters.
Chapter Select — six tiers, one long road
Star ratings

Every chapter, every tier, graded

Clean, careful and untouched each score separately, so a safe clear and a flawless one are not the same record.

Ash

Progress that outlives the run

Losing still pays. Ash unlocks cards, relics and chapters across three profile slots.

Achievements

Fifteen marks, two of them secret

Untorn Margin, Not a Drop, The Silent Hand, The Corrector — plus two the menu will not name.

Six tiers

Relaxed through Deep Deck

Pick the tier before the deck. Brutal and Nightmare pull the hard traits forward; Deep Deck is the finale.

Same seed, same twists, everyone

The Daily Challenge

One run per day, generated from the date: the same seed and the same two or three modifiers for every player, with a fully unlocked draft pool so nobody starts behind. Enemy HP up, no Forge, extra starting Ink — draw your hand and deal with it.

Seeded

Deterministic runs

One seeded stream drives every spawn, offer and drop. A run is reproducible, and a shot at it can be shared.

Seed codes

Seven characters

Every run prints a short code. Hand it to a friend, or type one in and play their exact offer.

Cosmetics

Bind it your way

Three book skins, three Ward auras and three card backs, bought with Ash.

Codex

Twelve entries, earned

Eight Misprints and four Errata, documented as you meet them — and only then.

The grimoire Contents page: New Run, Continue, Codex, Achievements, Options, Credits, How to Play and Daily Challenge, with the ledger showing chapter reached and total Ash.
The Contents page and the ledger
Victory screen: the chapter is bound, with star rating, run stats and the seven-character seed code.
Bound — stars, stats and the seed code

Built to be read

Sharp numbers, quiet options, no mouse required

The whole game is driven from a gamepad — menus, board, targeting and all — and everything you need to make a decision is printed on the card.

Options screen: difficulty, game speed, screen shake, reduced motion, UI scale, colour mode, audio volumes and the full controller mapping.
Every switch in one place
How to Play spreads explaining the Hearth and the path, placing Wards, starting the wave, the card types and the ledger.
How to Play, inside the book
Colour

Five modes

Normal, deuteranopia, protanopia, tritanopia and high contrast.

Motion

Shake and reduced motion

Turn the screen shake down, or off entirely.

Readability

Zoom and UI scale

Focus a card to read it at size, and scale the whole interface.

Controls

Gamepad first

Menus, board, targeting and all — no mouse required, two pads supported.

BIND
THE
BOOK

Draft your first deck

The deck is the defense.

Three chapters, sixty-one cards, four Errata and a Hearth that will not hold itself. Coming to PC (Windows) and Nintendo Switch.

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