In Virandel, nobody stays dead. Coming back is never easy.

A story-driven card battler where every card in your hand is either a threat or the fuel to pay for one.

In development

Souls come back at the spring

In Virandel, death is never final. Everyone who falls returns through Enorispring, the glowing pool at the heart of an ancient ruin. Left where they fell, the dead come back days later with nothing. Carried to the water, they come back at once, with their gear. So carrying the dead home is a trade, part funeral rite and part salvage, and every road in the realm runs past the spring.

Each death still costs strength that has to be earned back. That makes powerful people careful, and it makes a fallen ally worth fighting for.

You fight with a thirty-card deck across a shared battlefield of painted miniatures. Between battles the story plays out as illustrated comic pages, and you walk the roads of Virandel from city to ruin to border village.

Three young heroes: a swordsman in a green jerkin, a scholar holding sealed papers, and a hooded traveller with a water flask.
Vessen, Cael and Nahir, three souls the spring gave back

Discard for Resource

Every card is a threat or fuel

Nothing hands you resources for free. You discard a card from your hand to grow your pool, and every discard also earns a permanent pip in that card's attribute. Practise enough Weaponry and the demanding Weaponry cards open up to you. Every turn asks which cards are worth more as fuel.

A battle on a phone: Halden's blue side faces a Cart Escort on the red side, ten miniatures each, with resources and attribute pips along the top.
Phone · 2532 × 1170

Initiative

Nothing is ever settled

Every spell can be cast the moment you hold initiative, on your turn or in answer to your opponent's. Spells resolve last in, first out, and the board only locks in once both sides have nothing left to say. Holding back resources is always a real choice, because there is always a moment to spend them.

Declaring blocks: two enemy attackers glow on the red side while the player chooses defenders and holds an Ambush spell in hand.
Desktop · 1600 × 900

Living comic

The story is told in panels

Between battles the campaign unfolds as hand-inked comic pages, with speech balloons, captions and painted locations. Each fight has its own approach and its own outcome, win or lose.

A three-panel comic page from An Ordinary Carry: two men at the spring, the stone cache beside it, and a young woman running with a message: Damar of the Gwyddon needs you in Aberlis today.
Phone · 2532 × 1170

The overworld

Walk the roads of Virandel

Travel a painted map of lakes, farmland, ruins and desert. Pick your next objective, walk there, and see what waits on arrival: an encounter, a story page, or a road that is still locked.

The overworld map around Aberlis and its lake, with Oakhollow selected and a Begin Encounter button.
Phone · 2532 × 1170

Papers of hire

Sign on as your own hero

Choose a face, a name and a trade. Your trade sets your starting pair of attributes and your deck: a Shieldbearer who turns the enemy's attacks against your walls, a Sellsword who strikes first, a Captain whose cheap units trade away.

The Papers of hire screen: a hero portrait named Corin, the Sellsword trade selected among six trades, and the seven attribute tabs.
Phone · 2532 × 1170

Seven attributes

Seven ways to win

Every card belongs to one of seven attributes, and most decks are built around a pair. Each pair pursues its own plan, and a few rare cards ask for three.

  • WeaponryRaw offense. Hits things until they stop being a problem.
  • ArmorWins by refusing to lose the war of attrition.
  • AgilityStrikes first, slips away, cancels what's coming.
  • Elemental MagicDirect, unsubtle damage. Burn the target down.
  • TransfigurationShrinks, copies, merges and reshapes what's already on the board.
  • TacticsDraws more, sees more, out-resources you over a long game.
  • SpiritDrains, revives, heals, and bends who controls what.

The world

Three cities and a spring between them

Virandel is a broad basin ringed by mountains. The spring lies at its lowest point, inside ruins so wide that crossing them with a loaded cart takes most of a night. No one fights there, and no one camps there.

  • Aberlis
    A lake city of guilds, smiths and bards, reached by a long stone causeway. Its signature is elemental magic.
  • Meridane
    Built where the desert breaks around a shelf of pale stone. It keeps its water in cisterns and one sacred pool, and its strength is spirit.
  • Kesterholm
    An old city on a raised outcrop above a marsh, at war with Meridane and practised in transfiguration. It never gives anything away without a price.

The first campaign

The Carrier

An Aberlisian carrier is hired to bring home a councillor who died inside Kesterholm. Aberlis votes on the war the next evening, and her voice decides it. Left where she fell, she will miss the vote.

Kesterholm will hand her over. It wants a carry of its own in return.

Three days, two bodies, one border nobody else can cross, and a deadline that does not move.

Fact sheet

Title
Virandel
Developer
Fuhrmann Codes
Genre
Story-driven card battler with a campaign
Status
In development
Modes
Story campaign, quick play against the AI, and two-player games
Engine
Godot