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Remember the cards. Change the dungeon.

A memory game with elemental chain reactions.
Study the faces, match the pairs, and decide what to cast next.
Your match order can rescue a floor — or set it on fire.


Every pair casts a spell.

Fire burns vines and melts ice. Water douses fires and carries cards. Frost freezes vulnerable cards. Grove binds them with vines. Cards absorb their own element as charge; matching them feeds your run's growing resonance.

Match the same element twice in a row to prime it. Then switch elements to trigger a stronger reaction that can burst extra pairs.

Fire → Fire → Water = Steam
Reveal nearby faces. Remember them before your next flip.

Gameplay demonstration: a primed Fire streak becomes a Water match, triggering Steam and bursting extra pairs.

Discover all six reactions
  • Fire + Water · Steam: reveal nearby faces and douse fires.
  • Fire + Grove · Blaze: burn away vines and earn gold.
  • Fire + Frost · Thaw: clear ice and snow for a score bonus.
  • Water + Frost · Freeze-over: calm the floor's hazards for a few turns.
  • Water + Grove · Flood: grow both elements' resonance.
  • Grove + Frost · Frostbloom: charge nearby cards for later matches.

The dungeon remembers too.

Descend through five realms: the Frozen Reach, Cinder Deep, Drowned Vault, Thunder Spire and Overgrown Crypt. Blizzards hide suits, currents move cards, lightning swaps them, and fire and vines demand a different plan. Your elemental matches can even tip the room into another realm.

Actual gameplay in the Overgrown Crypt: Grove casts bind cards with vines amid the green dungeon scenery.

Then the floor changes the rules. Restless Hall shifts cards every third turn. Lantern Hall lights the cards beside a match. Skittish Hall moves the cards you just missed. Remembering a location is only the beginning.

More tricks waiting downstairs
  • Protect your chain. Clean, Sharp and Fever raise your score multiplier. A miss breaks the streak.
  • Enter the Zone. Cash in a hot streak to turn several cards before they resolve together. Unmatched cards still cost misses.
  • Make the gold count. Every third clear automatically funds a useful camp upgrade or supply. Long Look gives more study time; Deep Pockets holds more misses.
  • Use your tools. Peek for information, pin what you know, or bomb a troublesome pair. The last pair is yours to match.
  • Read the special pairs. Echo grants a peek; Heavy rewards a clean match but makes a miss hurt more. Leave a cursed pair until last for its bonus.
  • Meet the residents. Open the portrait beside your tools and say hello once per floor. A nervous torchbearer gives a peek; a gossiping skull gives an undo. The lost sock remains a lost sock.
  • Keep a record of the descent. Collection holds achievements, honors and cosmetics; the Codex explains the dungeon's rules.

Become the Dungeon Master.

One global record. One name on the throne.
Beat it in Classic, enter your name when your run ends,
and become the Dungeon Master on everyone's main menu.

Classic · An endless solo descent
Pass and Play · 2–4 rivals, one device, three floors.
Match a pair to keep your turn. Miss, and pass it on.


Take the first step.

Click Run game above. No installation or account needed.
Mouse / touch: select cards and tools.
Keyboard: arrows to move, Enter or Space to reveal.

Progress is saved in this browser. This beta is actively being developed.
Found a bug? Leave a comment with your browser and what happened.

Addiction warning (mostly kidding):
May cause “one more floor” syndrome.
If you start matching your socks for combo bonuses,
take a break. Hydrate. Blink.

Download

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Click download now to get access to the following files:

memory-dungeon-trailer.mp4 6.2 MB

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