An illuminator's deckbuilder. Defend the manuscript page from spreading corruption, one illuminated card at a time.
A single-player roguelike deckbuilder in the Slay the Spire / Balatro lineage, built in TypeScript and Phaser. Ships to web and Windows desktop, with a Steam release planned.
You play an illuminator defending the pages of a living manuscript. Build a deck, chain combos across adjacent slots, collect relics, and push through a three-act run while corruption fights back. Every run is generated fresh, so no two playthroughs are the same.
The focus of the project is a clean, data-driven engine that makes new content fast to add, test, and balance.
- Content scope (v0.32): 39 cards, 28 relics, 13 enemies, 15 hand-authored encounters, and 4 playable classes across a three-act run.
- Data-driven content engine: cards, enemies, encounters, and relics are defined as flat data, so new content ships without engine changes.
- Combat decoupled from rendering: an engine-agnostic core drives the game through an event queue, which keeps the rules testable and the interface swappable.
- Adjacency "harmony" combo system: cards interact with their neighbors, so board placement and deck order both matter.
- Procedural runs: seeded RNG generates a branching map, with status effects and rarity-weighted rewards for build variety.
- Save and meta progression: in-run save and resume, plus a cross-run unlock and collection system.
- One codebase, two platforms: a web build on Vercel and a Windows desktop build packaged with Electron.
- Custom art pipeline: procedural placeholder art is swapped for hand-painted illustrations incrementally, with automatic fallback so the game always renders.
- Language: TypeScript
- Engine: Phaser 4
- Build tooling: Vite
- Desktop: Electron with electron-builder (Windows, Steam-bound)
- Web hosting: Vercel
In active development (v0.32). Playable now on the web via the link above. The Windows desktop build and a Steam release are in progress.
Screenshots coming soon. The live web build above is the fastest way to see it in action.
Designed and developed by Quinn Lansbury.
Copyright 2026 Quinn Lansbury. All rights reserved. This repository is a project showcase; the game source is not open source.