Cheonma Jeonsaengrok — A wuxia deck-building roguelike
A wuxia deck-building roguelike in which a cult leader, slain by his own deputy, is reborn to take revenge (in development)




Overview
Cheonma Jeonsaengrok is a deck-building roguelike for mobile, set in a wuxia martial-arts world. Betrayed and killed by his deputy, the leader of a demonic sect is reborn as a fifteen-year-old boy and sets out on a journey of revenge.
Benchmarked against Night of the Full Moon, it combines turn-based card combat with wuxia staples: internal energy arts and weapon systems. It targets mobile portrait screens (720×1280) and ships subtitles in five languages. (Currently in development.)
Core systems
Combat and deck-building
- Turn-based card combat: hand and internal-energy economy, with enemy intent telegraphed for strategic play
- Deck-building meta: victory rewards and shop purchases reshape the deck every run
- Status effects and resistances: a layered system covering bleed, poison, stun, rupture and more
Wuxia progression
- Internal energy arts: five elements — yin, yang, dark, holy and void — with permanent mastery growth (1 to 12 stars)
- Weapon affinity: six weapon types (sword, blade, bow, fist, brush, whip) checked against card families
- Companions: recruitable allies who support you in battle
Content and presentation
- Deterministic map: a 14-node journey branching across battles, events and fated encounters
- Story presentation: character portraits and expressions, backgrounds, an intro cinematic
- Meta progression: each rebirth accumulates energy-art experience and unlocks
Tech stack
Godot 4.6 — game engine (GL Compatibility)
GDScript — game logic (149 scripts)
Data-driven design — content as JSON / Resource files
GdUnit4 — automated tests
EIRTeam.FFmpeg — in-game video playback
ElevenLabs — character voice (TTS)
Scale
- 149 GDScript files, 17 scenes
- 271 data resources (33 cards, 58+ enemies, 5 energy arts, 6 weapons)
- 14 backgrounds, 10 character portraits (19+ expressions)
- Subtitles in five languages: Chinese, Korean, English, Vietnamese and Japanese
Development approach
A data-driven architecture keeps cards, enemies, energy arts and encounters in resource files, so balancing and new content need no code changes. Headless combat simulation and GdUnit4 tests verify balance gates (boss clear rates) automatically. The game is being developed for release on Google Play and the App Store.
Project details
June 22, 2026
2 min read