BIS is a strategy indie game developed for PC that combines autobattler systems with persistent spell drafting. Players construct escalating builds where every acquired spell remains active throughout each run, turning the entire collection into a single resolving engine rather than a collection of interchangeable options.
Gameplay
The core loop centers on drafting spells that integrate permanently into an active book. Each new addition joins the ongoing combat sequence without any option to bench or rotate cards out of play. Runs proceed through short, escalating rounds where the full book resolves as one cohesive machine, with outcomes determined by how the spells interact over successive steps. Losses provide direct feedback on what overpowered the build, allowing immediate adjustments in the next attempt. Combat follows deterministic integer mathematics, meaning identical builds and seeds produce identical results across different machines, and post-fight breakdowns disclose every critical calculation without hidden randomness.
Professions layer additional depth onto the eight base classes, enabling combinations that emerge only when specific schools meet. Dual-school cards further encourage experimentation across boundaries, rewarding players who discover synergies the initial class structures do not explicitly suggest. The emphasis stays on iterative refinement rather than one-time optimization, as each run reveals new interactions within the same persistent ruleset.
Game Modes
Players engage opponents drawn from real runs completed by others, creating a pool of authentic builds rather than scripted encounters. Direct duels allow matches against friends using chosen setups, while a standardised ladder offers progression with adjustable difficulty steps that increase in measured increments. Both options operate within the same core drafting and resolution systems, ensuring consistency between casual matches and ranked climbs. All classes, spells, and modes remain available without additional purchases once the game is obtained.
Classes and Synergies
The eight classes each maintain distinct engines centered on Frost, Fire, Light, Physical, Druid, Rogue, Warlock, and Blood. Cross-class cards activate meaningful effects only when paired with compatible schools, and professions extend these interactions further. Builds that combine elements from multiple classes often produce the most distinctive results, as the system rewards discovery over prescribed paths. No single class dominates in isolation; instead, the design highlights how different engines complement or counter one another during resolution.
Is It Worth Playing?
BIS suits players who enjoy strategy games focused on persistent builds and observable cause-and-effect outcomes in an autobattler format. The deterministic combat and real-player opposition provide transparent learning opportunities without reliance on chance. With a one-time purchase model that includes every class and mode, the game offers complete access from the start. As an unreleased title scheduled for Q4 2026 with an active playtest available, current interest centers on those seeking a fresh take on draft-and-resolve mechanics ahead of launch. The short run length supports repeated experimentation, making it accessible for sessions that emphasize analysis over extended commitment.