

A fast-paced card roguelike about raiding catacombs, fighting monsters, dodging traps, and trying to make it out with a full purse (doubt). One deck. Endless bad decisions.
Overview
A fast-paced card roguelike about raiding catacombs, fighting monsters, dodging traps, and trying to make it out with a full purse (doubt). One deck. Endless bad decisions.
Description

You don't get to plan.
You only get to choose.
Scoundrel is a solo card roguelite where the entire dungeon is exactly 44 cards — shuffled into a different nightmare every run. Each room flips four cards. Three of them you must face — monsters to fight, weapons to wield, potions to drink.
The fourth card is your only mercy: leave it for the next room… or live to regret it.

Swing or save it. Monsters hit hard. Weapons keep you alive — but every kill dulls the blade. A weapon can only kill a monster weaker than its last victim.
Heal or waste it. Only the first potion each room works. Greed kills.
Skip — but not twice. Avoid a bad draw, but push your luck too far and the dungeon collects.


A complete dungeon in 44 cards — same deck, different order every run.
2–5 minute runs with instant restarts.
Pure decision density — no filler, no grind.

Unlock and stack difficulty mutators to find your breaking point:
Tougher Monsters — every enemy hits harder.
Watch Out for Traps — the deck learns new ways to kill you.
Blood Price — fleeing a room costs HP.
Speed Run — 3 seconds per move or you bleed.
Glass Cannon — bigger weapons, smaller margins.
Extra Heal — more HP to work with.
Push your luck. Break your run. Try again.

Zero grind: No meta-progression. You don't get stronger, you just get better.
Atmospheric Pixel-art: Hand-pixeled horrors and a soundtrack drenched in dread.
20 Steam Achievements: Most of them you'll earn the hard way.
The Legacy: Based on the cult solo card game by Zach Gage & Kurt Bieg — reimagined as a brutal pixel-art roguelite.
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