Title

Sumi: Climb to the Wound

Three acts · Endless Climb · Rewind

Card-tower roguelite deckbuilder. Three acts — Neon Underbelly, Chrome Spire, The Wound — end on the Cyber Kuro final boss. Endless Climb is unlimited seeded towers, each harder, with a replayable seed and your best tower saved on the device. Fully playable on a phone.

Play in the browser ↗ cardclimb.acidlemon.com
Floor 1 of the climb: Masayoshi in indigo squared up against a Grey Yakuza on a dark neon back-street, the enemy plate reading GREY YAKUZA at 29 of 29 health with an attack-7 intent above it, and a hand of three Katana Slash and two Guard cards fanned over the END TURN bar.
In game Neon back-street · 3D stage up top, DOM cards underneath Captured from cardclimb.acidlemon.com
What it is

A turn-based roguelite deckbuilder. Masayoshi steps out of Crossfire and climbs the Cybertower toward the Wound, the tear at the top that is pulling time apart. Act 1, Neon Underbelly, is a four-lane seeded map that ends on the Black Oni. Act 2, Chrome Spire, runs corporate floors, labs and the skyway and ends on Kuro's Heir, who summons Cyber Ninjas and rages below half health. Act 3, The Wound, is the torn summit where time runs backward: every regular enemy hides one intent until it acts, curse cards are shuffled into the draw pile for that fight only, and the final boss is fought in two phases — the Time-Engine Guardian, then Cyber Kuro. Beating Cyber Kuro clears the run. Fight nodes name a faction before you commit — yakuza, ninja, drone or hellgate — each with its own card pool, so the route you pick is the deck you finish with. Shops, rests, events, treasure and elites sit between the fights. Burn, Exposed, Weak and Blind stack. Endless Climb sits beside New Run on the title. Enter a seed to replay the same towers, or leave it blank. Each tower is a branching map of fights, elites, events, shops, treasure and a summit boss, with a rest before the boss. Beating the boss starts the next tower. The towers do not end, and each one is harder. Hit points refill at each tower; the deck, relics, gold and Rewinds carry over. The best tower reached, and the floor within it, is saved on the device and shown on the title, the mode screen and the death screen. It runs the whole way through on a phone.

The mechanic

The Rewind

Lose a fight and a run is normally finished. Instead time stops in a black-and-white ink flash and the game offers the fight back. The whole run state was snapshotted the moment the fight began, so the replay returns your deck, HP, gold, relics and the enemy group at full health, minus one charge, and starts again at turn one. The enemies run the same intents, but your draw pile is reshuffled, so you do not get handed the hand that lost. You start a run with one charge and can hold three — earned off act bosses, a shop Time Shard, or the Echo of Hideo event. One Rewind per fight, even holding three. Lose the replay and the run really is over.

In the wild
The Act 1 map, Neon Underbelly: a four-lane board, the four floor-1 fight nodes outlined in amber along the bottom, ramen bowls for rests, a yen shop and a treasure chest on the left lane, an event node marked with a question mark, and the Black Oni's 鬼 banner across the top, under a line saying fight nodes show the faction you will meet and the faction decides which cards you can win.
Act 1, Neon Underbelly — four lanes, the Black Oni on top
Act 1, floor 10, the Black Oni: Masayoshi facing a pale-robed oni with a long blade in front of the tower's rain-streaked gear wall, the plate reading BLACK ONI at 111 of 111 health with an attack-14 intent, a Time Shard — +1 Rewind toast below it, and a hand of two Katana Slash, a Pistol Shot, a Guard and a looted Hellfire Ball.
Act 1, floor 10 — the Black Oni, 111 HP, attack 14
The Rewind prompt: the whole fight drained to black and white behind a white dialog headed TIME STOPS, telling you Masayoshi is on the floor and the ink runs backwards and you may replay this fight from its first turn — once, with Rewind charges: 1 and two buttons, REWIND (1 LEFT) and ACCEPT DEFEAT.
Time stops — replay the fight, or accept defeat
On a phone
Floor 1 on a phone held upright: the 3D stage across the top with Masayoshi facing a Grey Yakuza on a neon street, the enemy plate at 29 of 29 health, a stats strip reading HP 70, Block 0, SP 0, one Rewind charge and 3 of 3 energy, and five cards — three Katana Slash and two Guard — fanned along the bottom.
Portrait — stage on top, the hand along the bottom
A two-on-one fight on a phone held upright: Masayoshi against two Red Yakuza caught mid-swing, both plates reading RED YAKUZA with an attack-11 intent at 25 of 37 and 31 of 31 health, energy spent at 0 of 3 so the two cards left in hand sit greyed out, and the full-width END TURN bar beneath them.
Portrait — out of energy, END TURN on its own bar
How to play
1-9, 0
Select a card
Tab · ← →
Change target
Enter
Play the selected card
E
End turn
I
Inspect a card or an enemy
D / S / V
Draw pile · discard · deck
M
Map
Esc
Cancel · pause

On a phone the whole game plays on touch — tap a card to lift it and tap an enemy to play it, or drag the card onto the target, and long-press anything to inspect it. It works held upright or sideways, and on a tablet. Xbox, PlayStation and generic pads are supported: bumpers or d-pad focus a card, A plays, B cancels, Y ends the turn, X inspects, Start pauses. The difficulty slider has five steps and sits on the new-run screen and in Options.

Play

Runs in the browser on its own host. Nothing to install.