

A roguelike deckbuilder where you fight monsters and stop for tea. Climb three blighted mountains as the Hunter, who traps and marks his prey, or the Whistler, who fights beside an ox, a fox and a hawk. Build a new deck every run, then rest by the fire and whisk against rivals in tea duels.
Overview
A roguelike deckbuilder where you fight monsters and stop for tea. Climb three blighted mountains as the Hunter, who traps and marks his prey, or the Whistler, who fights beside an ox, a fox and a hawk. Build a new deck every run, then rest by the fire and whisk against rivals in tea duels.
Description
Drink Tea Fight Monsters is a roguelike deckbuilder about climbing three blighted mountains and coming home between them. Build your deck from forged iron, braided cord, and beast companions. Carry an ember from home to the summit. Stop for tea before the next monster tries to kill you.
Demo: December 2026 · Early Access: Q1 2027 · Wishlist to be notified
Read each enemy’s intent and make your cards work together. Lay the trap, weather the charge, and turn preparation into a punishing strike. Draft from what the path offers, find combinations among your cards and charms, and build a different answer to the mountain every run.
Gold Mountain’s encounters ask more of your deck: protect a captive, contain a terrace fire, or break the support holding a raiding band together. Read the situation as closely as the cards.
Two characters, two crafts, two ways to build a deck:

The Hunter sets traps, marks his quarry, and holds his strongest blows for the right moment. Spend an opening now, or risk another turn for a greater payoff.

The Whistler starts with one animal and gathers the rest of her family on the climb: an ox in front of her, a fox at her back, a hawk overhead. Each brings its own command cards into battle. Call one, two or all three as the fight demands. They share one pool of strength, so spend it with care, and tend the family between battles.
In Gold Mountain’s tea pavilion, tea is a contest. Catch the kettle by its bubbles, its steam and its sound, and whisk until the foam stands at the rim. The judges read the surface, and a cold cup loses. Tea books found on the road teach you more each time. Winning never changes a fight. It changes how well you make tea, and the pavilion remembers.
Cross Gold Mountain’s tea terraces, Silver Mountain’s flooded bridges and the Lone Mountain’s wind-bent pines. Choose your zone, then your path through it: fights, shrines, shops and treasures.
A raided zone loses places as you climb. Reach them while they stand, or clear the raiders’ camp. Pass an elite and it may follow you. Risk another detour, or press on to the next zone.

Every fire on the mountain is a cup of tea. Carry two named teas and choose which to unwrap: a small help for the road ahead, or one saved for a harder night. A stranger may share the pot and leave a tea book.
Three rivers feed your village. Now the east water is failing, the tea terraces are turning black, and an old seat in the temple has gone cold.
Someone must go up and see.
At each summit, relight the old shrine with the ember you carried. Between mountains, come home, see the water change, and choose a gift for the next climb.
The first mending does not hold forever. Return at higher blight depths (difficulty tiers) for tougher encounters, with another companion or a newly found charm.
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