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Drink Tea Fight MonstersDrink Tea Fight Monsters
Drink Tea Fight Monsters is a roguelike deckbuilder about climbing three blighted mountains and coming home between them. Build your deck from forged iron, braided cord, and beast companions. Carry an ember from home to the summit. Stop for tea before the next monster tries to kill you. Demo: December 2026 · Early Acce…
Drink Tea Fight Monsters is a roguelike deckbuilder about climbing three blighted mountains and coming home between them. Build your deck from forged iron, braided cord, and beast companions. Carry an ember from home to the summit. Stop for tea before the next monster tries to kill you.
Demo: December 2026 · Early Access: Q1 2027 · Wishlist to be notified
- 2 characters
- 3 mountains
- 128 cards
- 50 charms
- 87 enemies
- 64 events
Snare. Brace. Hew.
Read each enemy’s intent and make your cards work together. Lay the trap, weather the charge, and turn preparation into a punishing strike. Draft from what the path offers, find combinations among your cards and charms, and build a different answer to the mountain every run.
Fights With a Twist
Gold Mountain’s encounters ask more of your deck: protect a captive, contain a terrace fire, or break the support holding a raiding band together. Read the situation as closely as the cards.
Choose Who Climbs
Two characters, two crafts, two ways to build a deck:
The Hunter sets traps, marks his quarry, and holds his strongest blows for the right moment. Spend an opening now, or risk another turn for a greater payoff.
The Whistler starts with one animal and gathers the rest of her family on the climb: an ox in front of her, a fox at her back, a hawk overhead. Each brings its own command cards into battle. Call one, two or all three as the fight demands. They share one pool of strength, so spend it with care, and tend the family between battles.
Whisk Against a Rival
In Gold Mountain’s tea pavilion, tea is a contest. Catch the kettle by its bubbles, its steam and its sound, and whisk until the foam stands at the rim. The judges read the surface, and a cold cup loses. Tea books found on the road teach you more each time. Winning never changes a fight. It changes how well you make tea, and the pavilion remembers.
Choose Your Way Up
Cross Gold Mountain’s tea terraces, Silver Mountain’s flooded bridges and the Lone Mountain’s wind-bent pines. Choose your zone, then your path through it: fights, shrines, shops and treasures.
Every Detour Has a Cost
A raided zone loses places as you climb. Reach them while they stand, or clear the raiders’ camp. Pass an elite and it may follow you. Risk another detour, or press on to the next zone.
Drink Tea by the Fire
Every fire on the mountain is a cup of tea. Carry two named teas and choose which to unwrap: a small help for the road ahead, or one saved for a harder night. A stranger may share the pot and leave a tea book.
Come Home Between Mountains
Three rivers feed your village. Now the east water is failing, the tea terraces are turning black, and an old seat in the temple has gone cold.
Someone must go up and see.
At each summit, relight the old shrine with the ember you carried. Between mountains, come home, see the water change, and choose a gift for the next climb.
Climb Again, Deeper
The first mending does not hold forever. Return at higher blight depths (difficulty tiers) for tougher encounters, with another companion or a newly found charm.
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