It does not feel like a rushed port
The interface, run pace, and information density are designed around iPhone and iPad from the first tap.
Mobile tactical deckbuilder
Codex Ascendant is a mobile card roguelike built around turn-based combat, tactical reads, and persistent progression between runs. Every tower pressures you differently, every boss punishes real mistakes, and every build improves through concrete targets.
iOS and iPadOS · No mandatory account · Persistent progression
Available now on iPhone and iPad
No mandatory account. You go straight into the loop, keep your progression, and start reading bosses, sets, and routes from session one.
The pitch does not depend on name-dropping anyone else. It stands on session speed, tactical clarity, and a persistent meta built for mobile.
The interface, run pace, and information density are designed around iPhone and iPad from the first tap.
Pick a route, read a boss, test a build, and go again inside a real 8-12 minute session window.
The run does not end when the fight does. You farm pieces, unlock targets, and prep the next jump.
Built for short sessions with long-term depth: readable tactics, real mastery, and builds that feel earned.
Every turn exposes risk and timing windows. No noise: each card and intent matters.
Towers unlock set pieces and bridge rewards, so each build evolves with clear targets.
Boss signatures force adaptation in deck structure and timing, not just stat scaling.
A clear path so players always know what to farm, what set to prioritize, and how to prep for the next boss.
T1-T5
Stabilize your base deck and learn first boss defensive checks.
T6-T10
Higher pressure through Runic barriers and charge-break timing.
T11-T15
First real sustain gate: mitigation and recovery become mandatory.
T16-T20
Elemental carapace checks and tighter tempo control encounters.
T21-T25
Capstone with phase-based sigils and sustained damage checks.
Each set now enters as a reliquary banner: biome atmosphere, full silhouette, and all five visible pieces in one read.
The biomes now act as atmospheric support: you see the mood of each tier immediately and only expand into the full scenes when you want more world detail.
T3 · Campaign entry
Three routes that teach tempo, clean sequencing, and the first set that truly changes your identity.
T5 · First real gate
The vampire dominion where attrition, execution, and punishment decide whether a build is truly alive.
T10 · Tactical midgame
The Arcane Order turns T10 into one institution and now sustains it with a native Arcane Knights family: squires, halberdiers, marshals, hounds, paladins, and a fortress colossus.
T15 · Read-heavy bosses
The biomes turn ritualistic, noble, or damned; pacing becomes almost ceremonial.
T20 · Endgame escalation
Drakes, titans, and storms turn every run into a march of endurance and precision.
T25 · Meta capstone
The world enters apocalypse mode: eclipse, rupture, and eternity as the visual close of the climb.
The fantasy comes from real production assets, but the conversion point is readability: clear cards, visible signatures, recognizable payoff.
Three concrete reasons to open TestFlight today: readable combat, signature bosses, and buildcraft with real payoff.
"Combat reads quickly: you can see the risk, the window, and the tactical answer without drowning in noise."
Readable combat"Every boss asks for something different. If you ignore its signature mechanic, the run makes you pay for it."
Signature bosses"Deck decisions matter because the meta persists: each route and each set pushes your next run forward."
Buildcraft payoffOpen TestFlight, jump straight into a run, and use the official wiki to read builds, bosses, and routes without wasting early runs.