A downloadable game for Windows

Projekt LOOP

Position is not a bonus mechanic.
It's the core of everything.

Most deckbuilders let you stand still and play cards.
Projekt LOOP makes you think twice about where you stand.


What is Projekt LOOP?

Projekt LOOP is a tactical roguelike deckbuilder where movement and positioning matter as much as the cards in your hand. Build your deck, travel a branching procedural map, and outsmart enemies that react to distance, health, and battlefield position.

This is not a traditional card battler with movement added on top — combat is built around the grid. Every card, every AoE, every ability cares about where you stand.


Key Features

  • Position is power — AoE, rows, columns and control tools depend on your placement. Move first, think second, play third.
  • Smart enemies with real roles — Fighters close in, Archers kite, Assassins flank, Berserkers escalate, supports keep fights ugly.
  • Procedural branching runs — risk vs reward every node.
  • Build-breaking artifacts — designed for wild synergies.
  • Village meta progression — earn shards and invest between runs.
  • BG3-style Initiative — clear turn order with current + next round preview.
  • Real New Game+ (for now!!) — continue your build and push deeper into the LOOP.

Playable Now

Paladin — holy frontliner and grid controller. Bonus damage vs Undead and Demon. Recommended starting experience.

Trapper — Experimental class focused on traps and terrain control.
You can try it, but it currently has only a small set of cards due to the new mechanic, so you most likely won’t reach the boss.

Challenge: If you somehow reach the boss with Trapper and send me a screenshot, I’ll put your name in the game credits.


Current Status — Pre-Alpha 0.3.9

Big tutorial rewrite. A training dummy now walks you through the real core loop: free move, Energy, cards, intents, armor through the enemy turn, terrain (rock / mud), camp upgrade, and map controls.

The game is playable end-to-end. You can finish runs and progress in the Village. A large part of what you see here is expected to make it into Alpha.

Bugs will still appear — this is still Pre-Alpha.


Important Notes

Card readability
I am still fighting with card readability (fonts, sizes, scaling). This is currently my biggest pain point.
Right-click any card to open a full tooltip if the text is hard to read.

Controls (short)
• Play card → Drag onto target/tile or click card then click target
• Card tooltip → Right-click
• Move unit → Click yourself → click a green tile
• Battle camera → WASD pan, mouse wheel zoom, hold middle mouse / Q-E to rotate
• Map pan → Mouse wheel or hold middle/right mouse
• End Turn → Button in UI


What’s new since 0.3.2

  • 0.3.9: full dummy-spoken tutorial rewrite (mechanics, terrain, intents, armor, map/camp)
  • Playtest polish pass + critical soft-lock / death-reset / intent fixes
  • SFX + music playlist (works in exported builds)
  • Village hub + shard progression
  • ~36 artifacts with real behavior
  • BG3-style Initiative bar
  • Better card tooltips & UI
  • New goblin encounters + smoother early game
  • Shop / reward / event UX improvements

Feedback

If you find a bug, unclear UI, or have any thoughts — please tell me. Even short feedback helps a lot.

Discord: https://discord.gg/BbP8WBVMkT


Move. Think. Play.

Updated 1 day ago
StatusIn development
PlatformsWindows
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorNasshor
GenreCard Game
Made withAseprite, Godot
Tags2D, Dark Fantasy, deckbuilding, Indie, Pixel Art, Procedural Generation, Roguelike, Singleplayer, Tactical, Turn-Based Combat
Average sessionA few minutes
LanguagesCzech, English
AI DisclosureAI Assisted, Graphics

Download

Download
Projekt_LOOP_v0.3.9.zip 115 MB

Install instructions

Windows

1. Download and unzip Projekt_LOOP_v0.3.9.zip

2. Keep the .exe and .pck in the same folder

3. Run Projekt_LOOP_v0.3.9.exe

No install required.

Pre-Alpha — saves may reset when updating to a newer version.

Recommended first experience: Paladin.

Development log

Comments

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(1 edit)

Hi  ! I played your game and I really enjoyed the overall idea behind the game. The combination of grid-based tactical combat, cards, positioning, and roguelike progression creates an interesting foundation. The focus on positioning and making strategic decisions during battles gives the game a lot of potential.

The thing I liked the most was the atmosphere and presentation. The music is really good and creates a strong mood, and I enjoyed the different environments and backgrounds. The pixel art style combined with different character designs gives the game its own identity. The card-based combat system also has some interesting ideas, especially with upgrades, relics, events, and different choices during a run.

There are some things that could be improved. The tutorial could explain some mechanics more clearly because I sometimes felt unsure about what certain cards, effects, and systems were supposed to do. The UI also needs some polish, especially in areas like the upgrade screen and card information. Having clearer descriptions for abilities, ranges, and effects would make the game easier to understand.

The biggest issue I had was with the combat pacing. In some fights, especially early on, there were moments where I was mostly waiting for enemies to get closer without having many meaningful decisions to make. Adding more enemy variety, more interesting positioning interactions, and more strategic choices could make these turns feel more engaging.

Overall, Project Loop has a really interesting foundation. The combination of tactical grid combat and roguelike progression has a lot of potential, and I especially enjoyed the atmosphere and music. With more polish, clearer tutorials, and deeper combat variety, I think this could become a very enjoyable tactical roguelike.

By the way, we are also working on our own indie game called ZAR. If you have some time, we would love to hear your feedback about it:

https://happysealgames.itch.io/zar

Good luck with the development!

Hi HappySealGames,

thank you so much for playing and for such a thoughtful comment — it really means a lot, especially coming from fellow indie devs.

I'm glad the core idea landed: grid positioning + cards + roguelike runs is exactly what I'm building toward. Good to hear the atmosphere and music worked for you too — I've been putting a lot into the soundtrack and mood, so that feedback is encouraging.

You're also spot on about the rough edges:

  • Tutorial — it's old and too vague; I'm rewriting/fixing it (including a campfire upgrade bug another tester caught).
  • UI & card text — clearer descriptions for range, AoE, and effects are on my list; the upgrade screen needs work.
  • Combat pacing — early melee can feel like "move → wait" before enemies close in. I'm working on better enemy telegraphing (intents), variety, and positioning hooks without losing the slower tank fantasy on Paladin. Trapper plays very differently (traps, lure, poison) if you want to see where the grid side is heading — still WIP though.

Lots of overlap with other playtest feedback lately, which helps me prioritize for the next alpha patch.

I'll check out ZAR when I get a moment — always happy to swap notes with other indies. Good luck with your development too, and thanks again for the kind words and the honest critique.

Nasshor