

Lane strategy · Elemental battle
Different realms. Different powers. One battlefield.
Command powerful casters and send warriors, creatures and magic into fast tactical battles, where positioning, timing and elemental combinations decide who controls the field.
How a battle plays
Where you place it matters as much as what you place.
Every card is a unit or a spell, and every one costs energy. Drop it on a lane and it fights where it lands. Build your forces, counter what the other side is building, and decide when to defend, when to advance, and when to spend your strongest power.

Lanes
The field is split into lanes. A unit fights where you drop it, and its position decides what it can reach.
Energy
Every card costs energy, and energy comes back with time. Spend it too fast and the other side answers.
Elements
Fire, frost, lightning, roots and shadow. Combined well, they do more than any one of them alone.
The wall
Each side guards a wall with a runic altar behind it. Break through theirs, and hold yours.
The campaign
Power can be used, or abused.
Different realms command very different forms of magic, and every confrontation reveals another way power can be used, or abused, across Atheryn. The campaign follows it chapter by chapter.
Screens
From the build, soon.
Screens from the playable build go up here once the game is further along. Nothing painted over.
Gameplay
A battle, start to finish.
Unedited gameplay goes here when there is a build worth showing whole.
Release
Know when the field opens.
One message when Realm Casters is out. Nothing else.