Ashmarch
Ashmarch is a post-apocalyptic card roguelite about the order you stand in.
Four survivors walk in a line. Where each one stands decides what they can do — every card shows the ranks it can be played from and the ranks it hits. A blade that only reaches the front is dead weight from the back. Move one person one place and their whole hand changes meaning.
How a fight works
- A hand of 4 cards, drawn across the whole squad
- A shared pool of 4 energy per turn — dump it into one survivor or spread it thin
- One card per character per turn, so your best hero can't carry the round alone
- Shifting is free — swap ranks with a neighbour without spending a card
- Enemies telegraph what they're about to do, so you can step out of a hit before it lands
What's in this build
- 4 classes, each with their own deck — Warrior, Scavenger, Medic, Mutant
- 108 cards, 15 enemies, 19 encounters, 20 events
- 31 pieces of scavenged gear, five slots per survivor
- A three-phase boss at the end of the Ashfields
- A camp between expeditions — recruiting, a skill tree, progression that carries over
- Playable in English and Spanish
Before you start
Mouse only — no controller or touch support yet.
This is an early playtest build (v0.0.55). It's playable start to finish, but it's rough in places and that's the point: I'm looking for the parts that aren't fun yet. If a fight felt unwinnable, if a card looked useless, if you stopped playing — that's what I want to hear.
If you finish a run and opted into run statistics, Settings has a Download button that saves a small run_stats.json. Attaching that to your feedback tells me far more than a comment can: nothing is transmitted from the game itself, no names, no tracking.
How this was made
I'm doing this alone and it is my first game so I want to be transparent here and say that without AI assistance I would have never been able to create this game. I used AI tools to build this. Being specific about where, because "AI-assisted" on its own tells you nothing:
- Code — written with AI assistance. Every line is reviewed and tested by me, and the design decisions are mine.
- Art — I trained a Stable Diffusion LoRA on my own base images to pin down a consistent style, then generated the sprites from that model. The look is mine rather than a stock model's default. Backdrops are done by AI and card illustrations generated with python scripts. Everything in the designs has been reviewed by myself.
- Music — composed by me in Cakewalk with Scaler 3, using free instrument libraries. Not generated. I also marked sound as I didn't create the sound effects, just the music.
- Writing — AI assisted with everything reviewed and edited by myself.

Comments
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Nice game! This is underrated!
Thank you very much! I've put so much effort on it. I'm sure I still made a lot of mistakes and there's a lot of improvements so whatever comes to your mind that can be improved please let me know. I am looking forward to iterate based on everyone's feedback!
I did not find any flaws in your game but i have an discord community that might find some flaws. You are welcome to join and share your game there if u want! The link is in my creator profile!