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Chessire

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Chessire

Skimsi · Published by Skimsi · Official site ↗

Last updated 27 Sept 2026

A roguelike tactical auto battler where you build an army of chess pieces infused with stats and magical abilities. Craft your deck, manage your kingdom, master the combat system, and fight waves of enemies. Command your army manually or sit back and enjoy the fantasy auto battles!

Free to PlayComing SoonDJCTQ l

Free

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Indie, Strategy, Early Access · 2026 · More free games

In Chessire, build and command an army of enchanted chessmen through tactical battles. Craft your deck, manage your kingdom, and face waves of foes in this unique early access experience from Skimsi.

About this game

What if the game of chess was set in a fantasy world where pieces have health, damage, armor and all kinds of magical abilities?

You get Chessire - a roguelike turn-based tactics auto battler!

Chessire is a deckbuilder. Your deck is your army.

Each encounter you're weighing how many resources to deploy to the battle. Be careful, resources are limited! Winning a run requires careful consideration of how much to commit to each battle. Too much and you're over playing your hand, too few and you risk defeat!


Are you a tactical genius or are you a longterm strategist? Will you upgrade your army's abilities to open up tactics on the battlefield or will you upgrade your town's economy and win via sheer numbers? 

Will you take to the battlefield yourself and manually direct orders to your troops or will you sit back and let your army fight automatically - the game lets you do both at the same time!

No matter what your play style is you will find options to express it in the wide roster of cards, abilities and upgrades that are available to choose from!


Each of the 4 Factions offers a singleplayer mode with a completely unique gameplay. 

  • Ironclad - A classical roguelike deckbuilding experience. Your town is under siege from all sides, upgrade your base and army as you fight off waves of enemies - weighing the cost and benefit of each battle closely so as to not run out of resources.

  • Undead - Start off as a lonely Undead King and raise the Undead to achieve a critical mass that cannot be stopped!

  • Sylvan - Fight a guerrilla war on multiple fronts with your limited army. Stretch your forces as thinly as possibly to protect the sanctity of your forest.

  • Demon - All the other factions have rallied against you, your defeat is imminent. Call upon your demonic legions one last time to summon the Scorch that will bring an end to all life in this world.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows XP or newer
  • Processor: 1.0 Ghz
  • Memory: 1 GB RAM
  • Graphics: Integrated graphics
  • Network: Broadband Internet connection
  • Storage: 512 MB available space
  • Sound Card: Any

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS *: Windows XP or newer
  • Processor: 1.0 Ghz
  • Memory: 1 GB RAM
  • Graphics: Integrated graphics
  • Network: Broadband Internet connection
  • Storage: 512 MB available space
  • Sound Card: Any

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Prettification Updates (Phase 1)

    I'm taking some time to improve the look and feel of the game, so this update is focused entirely around making stuff prettier!All new background art assets.Changed color grading to make units pop more against the background!Improved board cohesion with the ground.Introduced directed camera during battles. Camera follows the action of units on the screen! (on by default). Improved vignetting to shift focus towards central area.Improved targetting visual feedback on card usage and manual play.Hovering a card will now show available targets before you begin dragging.Hovering a unit during manual play will hint towards available targets before you begin using it.Improved screen shake during unit attacks, now is directional based on where hit came from.Phase 2 visual improvements will be an overhaul of the visual effects and animations of abilities and cards. Right now pretty much any ability is very understated when it happens, and I think that's a shame. There's a lot of cool things that can happen in a battle that you can just miss because the animation doesn't exist or is unnoticeable. There's a lot of ideas I have in this department so stay tuned! After the visual improvements are done I'll bring my focus back to content. In between I'll be working on some marketing for the game, I hope to get more eyes on this project soon!
    Read full article on Community Announcements (PlistA)
  • Patch NotesOfficial

    Giga gameplay galore update

    Hello, this is a large update. First of all the game was a bit too hard. I apologise for this. To help with this I introduce the...Integrity System and Enemy Selection redesignLosing a battle does not lose you the run anymore. Instead, you now have 5 integrity at the start of the game. Losing all your integrity will lose you the game, as rightfully it should.Losing battles or not clearing enemies at the end of the day will damage your integrity based on the enemy's threat level. So yeah, game is a bit more forgiving now, but only a bit.You can also choose your enemies a bit better now. You can scout them out before engaging without any cost and you don't need to take every fight - if your integrity can afford it.But that's not it, wait until you hear about the...Unit deployment phase!Yes, that's right - another phase. Units are no longer cards, instead you deploy them before the card phase begins using a new resource, morale. Morale is also persistent so blowing it all away on one fight is ill-advised. Okay we can stop with the big font now, here are the rest of the changes:Duskborn faction added. This is just the Ironclad units but they are your enemy. They also have a nice black armor that is much cooler than your white one.Randomised enemy generation. All the enemies are now random with abilities and stuff. I'm both sad and happy that a random generator makes better levels than me designing stuff by hand but what can you do right.Removed Dismiss mechanic. Nobody liked it anyway.Town Phase events rebalanced. They no longer cost gold mostly, they're not just simple choose 1 of 2 options for the most part. Except for the Market and Bazaar - they need gold still. But you don't have to go there, you can just go somewhere else if you're poor though.You can sell stuff by right clicking it now.Removed a bunch of content related to unit cards.Added a bunch of abilities to the Sylvan, Undead and Demon factions.Units can now wield 2 equipments because they have 2 hands. You...
    Read full article on Community Announcements (PlistA)
  • AnnouncementsOfficial

    Prestige Challenges and balance updates!

    Small update to bring back a bit of challenge to the game.Prestige ChallengesSmall set of modifiers to the base experience to make the game a bit harder. This is not the longterm goal for difficulty progression for the game - but it still might be fun for those who want some extra challenge. BalanceCard reward skip option now gives 2 gold.Enhancements only appear 25% of the time now.Enemy Health/Power and Armor now scale throughout the game - 15% per day.Edicts/Armaments and Abilities are now limited to a max of 6. Some idea is for these limits to be dynamic throughout the run at some point.UIMost dialog events now mention what their reward is.Hover a unit's abilities on the board will show a tooltip about the ability.What's up next?Right now I'm mostly unsatisfied with the game feeling kinda samey on repeated runs. I intend to tackle this in the following ways:Enemy variety. There is basically no enemy variety right now. The existing set of scourges quickly becomes irrelevant after a couple of days. I'm going to spend a lot of time working on distinct enemies that scale meaningfully throughout the game, challenge particular army builds more than others and bring more decision making into both the card execution and opponent selection steps.Introduce a couple of distinct builds to play around. Focus being on polishing up the existing content to allow for more ideas rather than expanding the amount of content.
    Read full article on Community Announcements (PlistA)
  • Patch NotesOfficial

    Small UI improvements, passing and some bug fixes

    GameplayYou can now Pass in manual mode.UIStreamlined manual mode UI.You can now hover a Unit Card's name and see the movement options shown in a tooltip.BugsFixed Conscription not exhausting Units.Fixed Strategems not exhausting.Fixed performance issues with most animations.
    Read full article on Community Announcements (PlistA)
  • AnnouncementsOfficial

    More Town events and Vanguard mechanic!

    This update introduces some fresh events to the Town, some aimed at introducing new build options while others are there to make the Town phase less hyper-reliant on gold and give the player more options when they're running low.GameplayVanguard card modifier. Cards with Vanguard are always drawn first at the start of an Encounter.At the start of each encounter you're guaranteed to draw 2 Unit cards (on top of the King).Battle Rewards now give some gold if they are skipped.New Town EventsV for Vanguard - opportunity to apply Vanguard to units.Mystic - opportunity to duplicate a card.Chancery - choose 1 of 2 edicts (for free).Smithy - choose 1 of 2 armaments (for free).Palestra - choose 1 of 2 abilities (for free).BalanceEdict, Armament and Ability limits massively increased from 4 -> 9. Might be a bit too much we'll see lol.Units no longer cost -1 energy when upgraded.Sword power from 8 -> 12.Spot Weakness now is -1 energy when upgraded.Boss encounters now give loot as well.Gold per supply remaining 1 -> 2.UITown events that require gold to use are now colored a bit differently on the map.BugsFixed master volume slider not working on the music.Fixed being able to sell Scourges (whoops).
    Read full article on Community Announcements (PlistA)

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