Free · Plays in your browser · No install

Climb the spire.
Forge your deck.

A high-fantasy deck-building roguelike. Five classes, three acts, a different boss every climb. Daily challenges share one dungeon for everyone — beat it, share your score, climb the leaderboard.

  • 224 cards
  • ·
  • 75 relics
  • ·
  • 46 enemies
  • ·
  • 12 bosses
  • ·
  • 10 ascensions

Five climbers

Pick a way up

Each class brings its own deck, signature relic, and class-locked uncommon relics that only the right climber can pick up.

  • Warrior

    Iron and oath

    Warrior

    A surviving juggernaut. Stack Strength, weather the blows, end fights with one heavy swing.

    Heavy Blade

    Signature card

    Heavy Blade

    Strength counts triple on this one. Stack STR, swing once, end the fight.

  • Mage

    Storm and stillness

    Mage

    A spellcaster of frost and lightning. Build elemental stacks, unleash AOE bursts, manipulate energy.

    Meteor

    Signature card

    Meteor

    Slow, expensive, ends rooms. Pair with Burn stack and Energy Potions.

  • Rogue

    Shadow and venom

    Rogue

    A poisoner who fights long and patient. Stack Poison and Bleed; outlast the kill with quick low-cost attacks.

    Envenom

    Signature card

    Envenom

    Every attack now applies one Poison. Boss fights melt in eight turns.

  • Druid

    Bramble and balance

    Druid

    A nature climber who heals as they fight. Stack heal-on-attack, weather long combats, scale Strength and Dexterity together.

    Elder Form

    Signature card

    Elder Form

    +5 Strength and +5 Dexterity at once. Late-game survival meets late-game burst.

  • Pyromancer

    Heat and hazard

    Pyromancer

    A fire-channeler who hoards Heat. Stoke the meter for scaling damage, vent it for burst or block — but Overheat at the cap and you burn yourself.

    Firestorm

    Signature card

    Firestorm

    Deals 9 damage plus your Heat. Hoard the meter, then let it all out.

Cards

224 ways to fight

Real art, hand-tuned numbers, three colour-coded card types (attack, skill, power). Every run drafts a new deck out of these.

The loop

What you do

  1. Pick a node

    Branching map, 15 floors per act. Battles, elites, campfires, shops, treasure rooms, story events.

  2. Fight

    Spend 3 energy a turn. Play cards, watch intents, time your blocks. Combats are 4-8 turns each.

  3. Draft

    Win → pick a card to add or skip. Elites and bosses also drop a relic. Shops let you spend gold.

  4. Beat the boss

    One of four per act, drawn at run start. Repeat for the next act. Three acts total.

  5. Climb again

    Beat all three acts → unlock the next Ascension. Ten levels to climb, each one changes the math.

In writing

Free climb. Cosmetic skins.

All five classes and the full three-act climb are free, permanently. The shop offers optional cosmetics across nineteen categories — skins, card backs, name effects, map themes, frames, damage numbers, cursors, profile banners, combat backgrounds, stamps, card finishes, soundtracks, voice lines, profile titles, energy orbs, HP bar styles, map node themes, card borders and title-screen ambience — plus an in-game ✦ Embers currency you can also earn by playing. No pay-to-win, no loot boxes, no advertising.

Pyrekin is operated by Pyrekin Ltd. and is currently in early access. Cloud-saved runs may be reset between major patches.

Devlog

Built in public

All posts →

FAQ

Quick answers

  • Is it really free?

    Yes. All five classes, every card, every relic, every event, every boss, every act. Cosmetic skins / card backs / map themes are optional purchases — see the shop.

  • Do I need an account?

    No to the demo — one fight, no signup. Yes to cloud-saving runs, leaderboard submissions, and the daily challenge.

  • How long is a run?

    A full three-act climb takes 45-90 minutes. A single act on its own runs 15-30.

  • Mobile?

    Plays on phones — combat has its own compact layout, hand snap-scrolls, long-press inspects any card / relic / enemy. Add Pyrekin to your home screen for a fullscreen launcher.

  • Why a browser game?

    Lower friction. No download, no launcher, no install. Everything you need to climb is one click away. More about the project.

The Spire is open.

Pick a class. Climb. The first run is short and the next one is sharper for it.