◈ FROM THE DEVELOPER
▸ Start Here
It is very strongly recommended to complete the Tutorial first, then play at least a few Journey runs before exploring the rest of the game. The deeper content assumes you know the fundamentals — the early modes will teach them at a forgiving pace.
▸ Feedback
Bug reports and improvement suggestions are very welcome. Drop them in the comments — every one gets read. Fan art is equally welcomed and just might end up on the main menu of the next version.
▸ Inspired By
Yes, this was inspired by Slay the Spire. But no, it is not a copy. CardWars: Kingdoms is a card-lane strategy game with its own mechanics, systems, and a lot of original ideas. If you've played StS, you'll feel at home in some ways and surprised in others.
▸ Transparency
This game was made with AI assistance. I'm a single novice developer with very limited time — without AI, this would not have seen the light of day. I'm neither proud nor ashamed of that. What matters, I believe, is whether the game itself is enjoyable, intricate, and interesting — not how it was made.
▸ Requirements
If your machine can run a browser, it will run this game.
🎯 Development Goal
If this game reaches $200 in donations (you can donate if you press "download now" button near the comments section, regardless of if you actually download the game), I will develop and release the next version — with a larger expansion likely targeting Steam and potentially Android / iOS.
Chronicles of the Shattered Crown
CardWars: Kingdoms
Before the First War
A fragment recovered from the Archives of Vaelthorn

Once, there was only one kingdom. They called it Vaelthorn — the Ever-Realm — and its borders were said to touch every shore. Its rulers were not kings of flesh and blood, but Commanders: men and women who had learned to bind the living will of creatures, soldiers, and storms into cards of gilded parchment, commanding armies with nothing more than ink, intent, and power.

For a century, the Commanders kept the peace. Their wars were waged on small fields between rival keeps, governed by ancient law: no quarter taken that was not offered, no land seized that the cards did not first contest. It was brutal, yes. But it was understood.

Then came the Shattering.

No one agrees on the cause. Some say a Commander named Drev the Unmade played a card that should not exist — a card with no cost, no creature, no effect, only a single word written in a language older than Vaelthorn itself. Others say a merchant opened a Golden Crate and found something inside that had no name, only hunger.

What is certain is this: the Ever-Realm cracked like old clay. Where Vaelthorn had been one, there were now many — fragmented kingdoms pressing against each other across narrow strips of contested land, each ruled by a Commander who remembered the old ways and swore, quietly, to restore them. By force if necessary.

"The cards do not lie. They only reveal what you were too proud to consider."

— Inscription above the gate of the Vaelthorn Archive

The contested lands between kingdoms — three strips of earth between your home and theirs — became the measure of all ambition. Creatures crossed them. Archers held them. Flanking wings soared above them. And across the world, Commanders rebuilt their collections card by card, sealed their decks with trembling hands, and sent their armies forward into Journey — the great proving road through nineteen floors of escalating war, and the terrible thing waiting at the top.

Some returned. Most did not. But every Commander who walked back through those gates returned changed — their deck refined, their instincts sharpened, their understanding of power and timing carved into them like scar tissue. The Journey was not merely a path. It was the education.

The Kingdoms are deep. Their secrets — the infinite roads of Long Journey, the merchant's bargains, the bonfires, the elite guards, the horrors of Demonic difficulty — reward those who arrive prepared. They punish those who rush. The cards know the difference.

You hold, now, a deck of your own. The contested lands stretch before you. Somewhere beyond the nineteenth floor, something waits with your name already written on the wall beside names it has collected for a very long time.

The old Commanders would tell you only one thing before you step out: do not hurry toward it. Learn the road first. The road will teach you everything the enemy will use against you.

◈ CONTACT
Bug reports, suggestions, and fan art are all very welcome — feel free to use the comments section above, or reach out directly:
✉ muzikforwhat789@gmail.com
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
Authorltueta
GenreCard Game, Adventure, Strategy
Tags2D, Deck Building, Exploration, Fantasy, Indie, Roguelike, Singleplayer
AI DisclosureAI Assisted, Code, Graphics, Text

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cwk-16_0.1.6_x64-setup.exe 128 MB
cwk-16_0.1.6_x64_en-US.msi 129 MB

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