Freyline is a roguelike deckbuilder RPG set in the fantasy realm of Leodin, named after the titular maiden.
Recently a mysterious spell has caused all beings to be consumed with lust, for the chaste order of Leo and Vesper this is something of an annoyance. However Battle Maiden Freyline has been despatched westwards to close the rift and conclude the insane levels of debauchery.
In Freyline you help our hero by building a deck, navigating branching paths, and survive a series of deadly encounters where victory can be achieved through brutal damage or by overwhelming your enemies through arousal and corruption... which might be easier but Leo and Vesper will likey not look kindly on. Every choice pushes you closer toward one of two destinies and neither path is clean.
Combat is fast, tactical, and deeply replayable (I hope), blending familiar deckbuilding fundamentals with a dual-resource system that rewards risk-taking, restraint, or deliberate imbalance... of find a sick build that breaks the game because it is fun to break things.
Core Gameplay
Card-based combat inspired by modern roguelike deckbuilders
Two parallel victory conditions:
Damage victories through HP reduction
Arousal victories that force enemies to.. lose control
Manage HP, arousal, energy, card draw, and long-term corruption
Enemies telegraph intent, forcing strategic sequencing rather than brute force
Every battle is a choice between safety, speed, and temptation
Corruption, Choice, and Consequence
Power in Freyline always comes at a cost.
As corruption spreads, It unlocks new cards, events, and routes. with new doors opening other shut. Lean too far in either direction and your run begins to shape itself around your decisions, often irreversibly.
Corruption and purity influence events, cards, and endings
Optional events can grant powerful advantages or lasting consequences
Loss of control, possession, and temptation are recurring narrative themes
Multiple endings ... well 2... but they will be good I promice
Features
Procedurally generated runs with branching paths
A growing card pool supporting multiple playstyles
Distinct enemy archetypes with unique weaknesses
Events, secrets, and cursed encounters
Optional visual filters to reduce explicit imagery
High replayability with short, intense runs