A story‑rich, dark‑fantasy roguelike card game. Four acts, 65+ foes — your weapon is your deck, and death is permanent.

Become an early tester See it in action

  Now in closed testing on Android  ·  Coming to Google Play  ·  iOS coming soon


What you're walking into

Tactical row-based card combat

Turn-based tactics

Read the board. Play your hand.

At its core, Grim Hand is a turn-based card game with real tactical depth. Enemies hold front and back ranks behind a leader — snipe the back line with a bow, pierce through with a spear, sweep the front with an axe. Break the leader and the rest lose their nerve. Every threat is telegraphed; every turn is a decision.

A dangerous elite enemy formation

Enemies

They don't fight fair.

Sixty-plus foes, and none of them fight fair. Spitters poison you, casters hex your strikes, spiders web you where you stand, and shield-walls dare you to break through. Learn what each one does before it does it to you.

Weapon-driven card hand in combat

Weapons

Your weapon is your deck.

Six weapons, six ways to fight. A sword sweeps the front line; a bow picks off leaders from range; a spear pierces whole ranks; a hammer shatters shields; a crossbow rewards rhythm. Each deals its own hand of cards, so swapping your steel changes how you play the entire run.

The Souls selection screen

Souls

Claim the souls of the fallen.

Defeat a boss and take its soul. Equip one before a run and it reshapes how you fight — the unbreakable Juggernaut, the reckless Berserker, the life-draining Lifedrinker, the elusive Evasive, and more. Nine in all; pair the right soul with the right weapon and a whole build clicks into place.

The branching run map

Old-school roguelike

Death is a teacher.

Permadeath and procedural runs. Choose your path, fall, learn the dungeon's cruelty, and return to the mouth of the dark a little sharper.

"Another fool descends into the dark."

A grim moral choice at a curious event

Curious events

Not every choice is a fight.

Between battles, the dungeon offers you choices. Free a chained beast, bargain with a merchant who deals in blood, feed a hungry altar, or take in a stray dog to fight at your side. Dozens of branching encounters — some are gifts, some are traps, and mercy usually has a price.

A fully narrated story cutscene

Story rich

A tale in four acts.

Fully narrated, start to end. An ordinary man, a desperate bounty, and a long way down into the dark. The deeper you go, the more the story turns.


The tale

A blacksmith laid down his hammer and picked up a blade.

For twenty-five years, Henry forged the blades that won a war. When peace finally came, the orders stopped, the forge went cold, and his children went hungry. Then word of a bounty — the warlord who holds the old dungeon, and a king's purse for his head. So the smith takes up a blade of his own and descends. Every foe he fells leaves a soul to bind to his own; every death sends him back to the mouth of the dark a little sharper. Life had dealt him a grim hand.

"No friends in the dungeon."

What waits below

Four acts, four worlds.

Each act is its own descent — its own enemies, its own curious events, its own music and mood. Torch-lit goblin tunnels, drowned caves, a skull-lined crypt, a black wood: every one looks, sounds, and fights differently.


A fair fight

Free to start. Buy once. Yours forever.

Play the first act free. A single purchase unlocks the complete four-act story — the only purchase there is. No ads, no pay-to-win, no loot boxes, no premium currency, no energy timers. Every card, every soul, and every victory is earned by skill alone — never a wallet. Play offline, anywhere.

Free to start One purchase, unlock it all No pay-to-win No ads Play offline

The descent begins

The forge is cold. The stair is long.

Grim Hand is in closed testing on Android now, with a wider release to Google Play to follow — and iOS coming soon after.