A finite deck
Your deck holds 20 cards and your hand holds five. Spent cards do not come back on their own, so every fight is about managing what is left.
Season I · The Extinguished Lighthouse
A community-driven MMO
A seasonal card-battler MMO set in the drowning port of Valmor.
Fight with cards by candlelight, gather a party of up to four and survive a world that does not forgive. When the season ends, only one person will relight the Lighthouse.
The story
Nobody remembers who put it out. Since that night the sun rises pale, the nights run long and the dead do not stay down. Drowned men crawl out of the bay, the Cult of the Extinguished Flame whispers in the canals under the harbour, and in an abandoned silver mine a black fire burns that gives no warmth.
You are not the chosen one. You are an arrival: a sellsword, a runaway, a debtor, someone who sailed to Valmor because everywhere else was worse. You fight with cards. Every card is a written gesture, a blow or a prayer.
The Sisters of the Lighthouse say the light can be lit again. But only at the cost of someone who gives themselves for it.
Combat
You fight wherever you meet the enemy: on the docks, in the forest, in a crypt. The candles are your action points, three per turn. Every card you play snuffs out as many candles as it costs.
The Drowned Prior bars the way.
deck 15 · spent 0
Play a card from your hand: click it, or reach it with Tab and press Enter.
Your deck holds 20 cards and your hand holds five. Spent cards do not come back on their own, so every fight is about managing what is left.
Enemies announce their next move, bosses shift through phases, and poison, burning, bleeding or stun can turn a fight around.
Whoever starts the fight takes the first turn. Winning in round one, before the defender can react, is part of this world.
Cards
Every card you play may darken: a 15% chance to lose 5 percentage points of strength, never below 25%. Save your best cards, or take them to Sister Ilva, who sanctifies them for dust.
There is no gold here. Cards you do not need are ground into dust, and dust crafts new ones from recipes you know. Recipes stay in your codex for future seasons; finished cards do not.
Nobody can take your active deck. In a red zone you risk the cards in your backpack instead, so a strong card in your deck is protected, but playing it wears it down.
Seasons
A season runs for 90 days and opens a new region, new monsters and a card pool locked before the start. Everyone begins at zero. At the end, one person in the whole world becomes the Saviour.
The person with the most experience when the season closes. The region is saved and sealed forever, and their statue goes up in the Hall of Fame. Nobody can take that away.
The current leader of the ranking. Visible in the world and worth hunting: a win against the Pretender always pays in full.
Keep hunting the same person and you earn less each time. After the third win you become their Predator, and your victim earns the right to revenge.
You do not have to win to play. Cards, quests, trade, bosses and the bestiary are there for everyone. The Saviour is the crown, not the only goal.
Community
Ellen is a community-driven MMO. Each season's story threads are inspired by the players: ideas, votes and events on Discord help shape the next season's plot, villains, regions and cards.
On Discord we gather ideas for new story threads, monsters and cards. The best go to a vote, and the chosen ones inspire the next season.
Each season's winner becomes part of the world's history. Their name and statue stay in the Hall of Fame, and the saved region remembers who saved it.
The big moments of a season, alliances, betrayals and hunts for the Pretender, can echo in the next chapter.
The team keeps the final say on rules and balance, so every season stays fair for everyone.
Party and PvP
A party holds up to four and shares one turn. A card that costs more than your candles goes to a vote, you build set streaks together, and loot is split at the table: need or pass, and whoever needs it rolls the die.
A duel needs consent. Slower, safer progress on monsters, quests and trade.
Attack without asking. Bigger loot, bigger risk: the loser gives up part of their experience and one random card from their backpack.
Groups beat loners and ambushes are part of the game. We say it plainly, because this game is not for everyone.
World
The first season takes place in the port of Valmor and the lands around it. Every region has its own monsters, quests and red zones.
A grey harbour town on the bay. Canals under the docks, a watch you can bribe and a cape with the dead Lighthouse.
Below ground wait two dungeons, rebuilt on every entry: the Abandoned Silver Mine and the Flooded Crypt.
Bestiary
Twenty-nine kinds of monsters, with elites and bosses that change phases. Every encounter adds a page to your bestiary, which stays with you between seasons.
Gallery
Screenshots from the current playable build. The interface is in Polish for now.
We'll write when closed tests open and when the Steam page goes live. Only news that matters.
You're on the list.
We'll let you know when Valmor gets a little brighter. Meanwhile, come say hello on Discord.
DiscordFAQ
A playable prototype already runs on a dedicated server. Closed tests come first, then Early Access on Steam. People on the wishlist hear the dates first.
Windows, macOS and Steam Deck, through Steam.
No. We do not sell cards, experience or dust. Nobody can buy the Saviour title.
Yes, in blue zones and against regular monsters. The starter decks are built for solo play. A party still has the edge, and red zones are dangerous.
Your active deck is safe. Lose a duel and you drop one random card from your backpack, and the cards you play can darken over time.
Your codex of recipes, the bestiary, cosmetic rewards and entries in the Hall of Fame. Experience, ranks, finished cards and materials start over.
The game is in Polish today. The English version will be ready before Early Access.
No. It is an online game on dedicated servers.
On Discord we gather ideas and run votes that inspire the story threads, villains, regions and cards of the next seasons. Each season's Saviour enters the world's chronicle and the Hall of Fame. The team sets the rules and balance.