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