Rpg

Keepers Of Vyrellia

A retro Pixel Art deck builder roguelike with '80s vibes. Customize your deck and weapons, and choose to use your cards in attack mode or defense mode. Coming Soon to Steam.

RPGStrategyIndieDeckbuilding
Keepers Of Vyrellia Steam header featuring pixel-art deck builder roguelike
Developer
Ghost Pixel
Platforms
windows
Price
Coming Soon
Release date
December 31, 2026
Players
singleplayer
Game type
RPG, Strategy, Indie, Deckbuilding
Publisher
Ghost Pixel
Updated
July 7, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
July 7, 2026

Update history

  1. Game details and guide checked against the listed sources.

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Keepers Of Vyrellia — Comprehensive Guide

1. Overview

Keepers Of Vyrellia is a retro pixel-art deck-building roguelike developed and published by the Argentine indie studio Ghost Pixel. Drenched in intentionally cheesy 80s pulp-fantasy aesthetics — think CGA-era color palettes, chunky pixels, and self-aware humor — the game puts a unique spin on the genre: every card can be played in Attack mode or Defense mode, doubling your tactical options on every draw.

The game was revealed via a cinematic teaser in late 2025, followed by a gameplay overview trailer in July 2026. It is currently listed as Coming Soon on Steam (wishlist available), with no confirmed release date. Built with Godot Engine, Keepers Of Vyrellia blends shifting maps, a three-hero lineup, a weapon-rune infusion system, and comedic writing that leans fully into the absurd.

"Where tragedy blends with the absurd and every hero feels like they stepped out of an '80s pulp magazine… or a bad tavern joke." — Ghost Pixel


2. Details Table

AttributeValue
TitleKeepers Of Vyrellia
Steam App ID3973590
Developer / PublisherGhost Pixel
EngineGodot Engine
GenreIndie, RPG, Strategy (Deck-Builder Roguelike)
PlatformWindows (Steam)
Release DateTo be announced (TBA)
Price ModelPaid (not free-to-play)
Single-PlayerYes
Family SharingYes
LanguagesEnglish, Spanish (Spain & Latin America), French, German, Simplified Chinese, Japanese, Portuguese-Brazil — all with full audio support
Minimum SpecsWindows 10, Intel Core i5 / AMD Ryzen 7 4000, 6 GB RAM, GTX 465 or equivalent integrated, DirectX 11, 1 GB storage
Recommended SpecsWindows 10, Intel Core i7 / AMD Ryzen 7 5000, 8 GB RAM, GTX 465 or equivalent, DirectX 11, 1 GB storage
Age RatingDEJUS 14 (Brazil), IGRS 13 (Indonesia), USK 12 (Germany) — mild violence and language

3. Target Audience

Keepers Of Vyrellia is designed for:

  • Fans of Slay the Spire and similar deck-building roguelikes who want a fresh mechanical twist.
  • Retro-gaming enthusiasts who appreciate CGA-inspired 4-color pixel art, chiptune-adjacent sound design, and unapologetically 80s theming.
  • Players who enjoy experimental, chaos-friendly builds — the rune system explicitly rewards trying bizarre card/rune combos, and failing spectacularly is part of the fun.
  • Those who appreciate humor in their roguelikes — the writing is self-aware, sarcastic, and deliberately over-the-top. Think Dungeon of the Endless crossed with Conan the Barbarian memes.
  • Indie game supporters looking for a low-spec, accessible title — minimum 6 GB RAM and integrated graphics support makes it playable on many laptops.

Not recommended for: Players seeking a serious, grimdark fantasy tone; those who dislike comedy or absurdist writing; or anyone expecting multiplayer or online features.


4. Getting Started — 8-Step New Player Walkthrough

Step 1: Choose Your Hero

Your first decision. Each hero starts with a different deck and passive ability:

  • Dark Mage — Elemental and dark magic specialist. Starts with spell cards and mana-generation tools. Fragile but devastating.
  • Vanguard — Frontline warrior. Starts with block cards and sustain. Low damage per card but excellent survivability.
  • Rogue — Precision striker. Starts with combo-linker cards and critical-hit enablers. Balanced stats, high skill ceiling.

Your hero choice determines which cards and runes you'll naturally gravitate toward.

Step 2: Understand the Dual-Mode Card System

This is the game's signature mechanic. Every card in your deck has two modes:

ModeFunction
Attack ModeCard deals damage, applies debuffs, or executes offensive effects. Leaves you exposed.
Defense ModeSame card becomes a shield, heal, or utility effect. Protects you but doesn't pressure enemies.

You choose which mode to play at the moment of playing the card. A single card like "Shadow Bolt" could be a nuke in Attack mode or a damage-absorbing ward in Defense mode. The same hand can pivot from all-out assault to full turtle in one turn.

Step 3: Navigate the Shifting Map

The world map shuffles between runs. You'll encounter:

  • Combat nodes — Standard battles against enemies
  • Elite nodes — Tougher foes with better rewards
  • Rest sites — Recover HP or upgrade a card
  • Merchant nodes — Spend gold on cards, runes, or healing
  • Event nodes — Story-flavored choices with unpredictable outcomes

Always check the visible path ahead. The map reveals the next few nodes, letting you plan whether to push for an elite or play it safe.

Step 4: Build Your Hand and Deck

You start with a basic deck of 8–12 cards. After each battle, you're offered a choice of 3 random cards from your hero's card pool. Key decisions:

  • Take a card that fits your current strategy.
  • Skip if nothing helps — smaller decks are more consistent.
  • Remove a card at merchants or special events to thin your deck (strongly recommended for curses or weak starter cards).

Step 5: Equip and Imbue Weapons with Runes

Weapons are separate from cards. You can equip one weapon at a time, and each weapon can hold ancestral runes that unlock bonus effects when you play certain cards. Runes are found as rewards or purchased.

  • A Fire Rune on a weapon might add burn to multi-hit Attack-mode cards.
  • A Poison Rune might turn Defense-mode cards into thorn/retaliate effects.
  • Mixing incompatible runes can produce wacky, sometimes broken, interactions.

Step 6: Master the Turn Structure

Each turn:

  1. You draw a hand from your deck (standard 5 cards, can be modified by effects).
  2. You have a limited pool of Action Points (AP) or Mana — spend them to play cards.
  3. Each card must be declared Attack mode or Defense mode when played.
  4. After you end your turn, enemies act based on their own AI patterns.
  5. Status effects (burn, poison, block, vulnerability) tick at the start/end of each turn.

Step 7: Learn Enemy Behavior Early

The first two zones introduce basic enemy types with predictable patterns:

  • Goblins — Low HP, attack every turn. Rush them down.
  • Skeletons — Medium HP, sometimes block. Requires patience.
  • Slimes — Split when damaged. Use multi-hit cards.
  • Cultists — Buff themselves. Dispel or out-damage.

Watch what enemies do on their first turn and adapt. Some fights reward aggression, others demand you set up defenses and wait.

Step 8: Die and Repeat (The Roguelike Loop)

Death is progression. Each run feeds into eventual permanent unlocks (hero upgrades, new cards added to the pool, starting bonuses). Don't be discouraged by early losses — the game is designed to be replayed dozens of times.


5. Beginner Mistakes Table

MistakeWhy It HurtsWhat To Do Instead
Locking into one card modeYou ignore half your tactical options. A defensive card used in Attack mode is often worse than simply not playing it.Judge each turn fresh. Don't commit to "attack build" or "defense build" — stay fluid.
Taking every card offeredDeck becomes bloated and inconsistent. You rarely draw the cards you need.Skip picks that don't fit. A lean 15-card deck beats a bloated 30-card one.
Ignoring weapon runesRunes double your effective card power. Playing without them is gimping yourself.Equip and imbue as soon as you find a rune. Experiment freely.
Hoarding health potions/healsYou die with unused recovery. Health is a resource, not a score.Use heals proactively when you're at 60–70% HP, especially before an elite fight.
Playing the same strategy every runYou miss the game's variety. Each hero has different optimal paths.Try the opposite of what worked last time. Go magic-heavy on Vanguard, tanky on Rogue.
Ignoring eventsEvents give powerful runes, card removals, and permanent upgrades that combat alone can't provide.Always enter event nodes, even if the text sounds ominous. The risk usually pays off.
Over-prioritizing damageGlass-cannon builds die fast to elites and bosses. Sustain matters in longer fights.Mix in at least 3–4 defense-mode-capable cards per deck for boss encounters.
Not planning map routeYou stumble into elites with low HP or poor card selection.Look ahead 2–3 nodes. Plan rest stops before known hard fights.

6. Core Mechanics (Deep Dive)

6.1 Dual-Mode Card System

The cornerstone mechanic. Every card has two distinct effects depending on the mode you assign when playing it.

Example Card — "Arcane Bolt"

  • Attack mode: Deal 8 damage. Apply 2 Vulnerable to target.
  • Defense mode: Gain 6 Block. Draw 1 card.

This means your hand of 5 cards represents up to 10 possible plays. A good player evaluates not just which card to play, but which mode gives the best outcome for the current board state.

Strategic implications:

  • You can "bluff" by building an attack-heavy deck but flipping key cards to defense when threatened.
  • Synergies between modes exist — some cards have bonus effects if you played a card of the opposite mode last turn.
  • Mode choice is made at play time, not at deck-building time, so you're never locked in.

6.2 Weapon Rune Infusion

Weapons serve as your passive power multiplier. Each weapon type (Dagger, Staff, Sword, Shield, etc.) has base stats that affect your starting AP, Max HP, or draw size. Runes socketed into weapons add triggered effects.

Known rune types (from previews and dev commentary):

RuneEffect (Approximate)Best With
FireAdds Burn stack on Attack-mode hitsMulti-hit cards, Dark Mage spells
PoisonAdds Poison on Defense-mode playsVanguard sustain, Rogue chip damage
StormChance to double-cast the next cardSpell-heavy decks
EarthGain bonus Block when playing Defense modeAny hero going defensive
VoidHeal for a percentage of damage dealtGlass-cannon builds
ChaosRandom bonus effect each turnPlayers who enjoy unpredictability

Rune mixing: Equipping two different runes on the same weapon can create hybrid effects. For example, Fire + Poison might create a "Burning Toxin" that deals damage over time and reduces enemy healing.

6.3 Hero System and Starting Decks

Each hero begins with a unique deck and passive trait:

Dark Mage

  • Passive: Spell Echo — Every third spell card played triggers a 50%-damage copy.
  • Starting cards: 2x Shadow Bolt (atk/def modes), 1x Mana Surge (generate extra AP), 1x Flame Burst (AoE), 1x Arcane Ward (defense), basic strikes/defends.
  • Keywords: Spell synergy, mana generation, elemental damage, debuffs.

Vanguard

  • Passive: Iron Resolve — Start each combat with 20% extra Block. Block cards are 1 AP cheaper.
  • Starting cards: 2x Shield Slam (atk deals scale with block/def gains block), 1x Battle Cry (draw + buff), 1x Counter Stance (retaliate), basic strikes/defends.
  • Keywords: Block scaling, sustain, counterattacks, patient play.

Rogue

  • Passive: Combo Master — Every second Attack-mode card played in a turn deals +3 damage.
  • Starting cards: 2x Quick Strike (cheap, draw a card), 1x Backstab (bonus damage if played after another attack), 1x Smoke Dash (defense + draw), basic strikes/defends.
  • Keywords: Combo chains, critical hits, card draw, high AP efficiency.

6.4 Shifting Maps and Run Structure

A standard run flows through 3–4 biomes (names subject to final game):

  1. The Bleak Plains — Starting zone. Goblins, Skeletons, basic events. Low difficulty.
  2. The Sunken Catacombs — Mid-game. New enemy types (Cultists, Wraiths), tougher elites.
  3. The Obsidian Spire — Late game. Elite-heavy, high-risk events.
  4. The Void Heart — Final boss encounter.

Each biome has a unique tile set, enemy pool, and event pool. The path branches: you can choose between safer routes (more rest sites, fewer elites) or high-risk runs (more elites, better rewards). The final boss scales with your total power, so an overpowered run is rewarded, not punished.


7. Advanced Strategies

7.1 "The Mode-Flipper" — Hybrid Build (Any Hero)

Concept: Maintain equal numbers of cards that are strong in Attack and Defense mode. Never commit to a pure archetype.

Execution:

  • Prioritize cards with symmetric power — cards that are equally good in both modes (e.g., "Arcane Bolt" is 8 damage OR 6 block + draw).
  • On early turns, play Defense mode to gauge enemy patterns. Flip to Attack when you spot an opening.
  • Ideal for Dark Mage and Rogue, who can't afford to be pure glass.

Why it works: The dual-mode system rewards flexibility over specialization. A hybrid deck is harder to pilot but more consistent across multiple fights.

7.2 "The Wall" — Vanguard Block Tank

Concept: Stack block cards and runes that reward defensive play. Let enemies kill themselves on your shields.

Execution:

  • Take every card that says "Block" or "Counter."
  • Equip Earth Rune on your weapon.
  • Focus on cards that deal damage proportional to your Block value (Shield Slam archetype).
  • In Defense mode, most of your hand becomes additional Block.

Key synergy: The Vanguard's passive (Cheaper Block cards + starting Block) combined with Earth Rune's Defense-mode bonuses can make you functionally invincible during the first two biomes.

7.3 "The Glass Cannon" — Dark Mage Burn Stacking

Concept: Max damage per turn. Apply multiple stacks of Burn and watch enemy HP evaporate.

Execution:

  • Prioritize multi-hit spell cards and mana generation.
  • Equip a Fire Rune on your weapon.
  • Take every card that applies Burn or Vulnerable.
  • Play most cards in Attack mode. Only flip to Defense when death is guaranteed otherwise.

Key synergy: Dark Mage's Spell Echo passive triggers bonus casts on every third spell. With multi-hit cards, that's even more Burn applications. Elites melt in 2–3 turns.

7.4 "The Combo Chain" — Rogue AP Efficiency

Concept: Play as many cards per turn as possible, chaining combos for bonus damage.

Execution:

  • Prioritize cheap (1 AP) cards that draw additional cards.
  • Take "Quick Strike" duplicates — playing two in one turn draws you 2 extra cards.
  • Equip Storm Rune for occasional double-casts.
  • Use Defense mode only on turns when you need to dig for combo pieces.

Key synergy: Rogue's Combo Master passive (+3 damage every second Attack-mode card) rewards rapid, multi-card turns. A 5-card turn can deal 15+ bonus damage from the passive alone.

7.5 "Chaos Theory" — Rune Experimentation

Concept: Deliberately mix conflicting runes (Fire + Poison, Storm + Earth, etc.) to discover hidden hybrid effects.

Execution:

  • Read rune descriptions carefully — some explicitly mention combo effects.
  • Test each new rune combination on low-stakes fights.
  • Keep a mental (or physical) notebook of discovered synergies.
  • This is explicitly encouraged by the developers: "Play with experimental builds, break the balance of the universe (and the game), or fail spectacularly trying."

Why it works: The rune system has depth beyond its obvious uses. Hidden combos can produce effects stronger than either rune alone, and discovering them gives you long-term mastery advantages.


8. FAQ

Q1: When will Keepers Of Vyrellia be released? A: The release date is To Be Announced. The Steam page is live for wishlisting. The gameplay overview trailer dropped July 2026, suggesting the game is in active development.

Q2: What platforms will it be available on? A: Windows PC via Steam is confirmed. Mac and Linux are not listed at launch. No console announcements have been made.

Q3: How much will it cost? A: Pricing has not been announced. It is a paid title (not free-to-play).

Q4: How many heroes are there? A: Three at launch — Dark Mage, Vanguard, and Rogue. The developers may add more post-launch.

Q5: Is there a demo? A: No public demo as of July 2026, but the game was showcased at Gamescom Latam and had a playable build at the event.

Q6: How long is a typical run? A: Based on preview descriptions and comparable deck-builders (Slay the Spire, Griftlands), a full successful run is estimated at 45–90 minutes depending on player speed and difficulty.

Q7: Is there a meta-progression / permanent unlock system? A: Indicated by the roguelike structure. Expect to unlock new cards, runes, and starting bonuses across runs. Specifics are TBA.

Q8: Does the game have controller support? A: Not confirmed. Mouse-and-keyboard is expected given the card-game interface. Check Steam page updates closer to release.

Q9: What languages are supported? A: English, Spanish (Spain & Latin America), French, German, Simplified Chinese, Japanese, and Portuguese (Brazil) — all with full audio support.

Q10: Who is the developer? A: Ghost Pixel, an Argentine indie studio. Contact: [email protected].

Q11: What's the tone of the game? A: Self-aware, comedic, absurdist. Think 80s pulp fantasy magazine covers brought to life with modern game design. The trailer tagline says it all: "Tragedy blends with the absurd."

Q12: Is it similar to Slay the Spire? A: Yes, it takes strong inspiration from Slay the Spire's core loop (map pathing, card rewards, elites, bosses) but distinguishes itself with the Dual-Mode card system, Weapon Rune Infusion, and its unique pulp-horror-comedy aesthetic.


9. Final Tip

Don't be afraid to lose. Keepers Of Vyrellia is designed around the roguelike principle that failure is a step toward mastery. Every run teaches you something — about enemy patterns, about rune combos you hadn't tried, about how a card you dismissed can shine in the right situation. The game's humor ensures that even a spectacular loss feels worth it.

One concrete takeaway: Before you play a card, ask yourself "What if I played this in the other mode?" Getting in the habit of considering both modes every turn will immediately improve your win rate more than any deck-building trick.


10. Verdict (Pre-Release)

Keepers Of Vyrellia is shaping up to be a promising entry in the deck-building roguelike genre. Its Dual-Mode card system is a genuinely novel twist that adds meaningful depth without bloating complexity. The Weapon Rune Infusion system rewards experimentation in a way that should keep runs fresh far longer than its contemporaries. Backed by a strong sense of identity (CGA pixel art, 80s pulp humor, Argentine indie spirit) and a developer with clear vision, it's one to watch — and definitely one to wishlist.


Guide compiled by the Game How-To editorial team. Information sourced from Steam Store page (app 3973590), Ghost Pixel press materials, TimeExtension preview (Feb 2026), and developer X/Twitter posts (@KOVyrelliaGame, @GamesGhostPixel). Last updated: July 2026.

This is a pre-release guide. Details may change by launch. Check the official Steam page for the latest information.