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Seal of Solitomb

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Seal of Solitomb screenshot 1
Prerelease Trailer trailerWatch trailer on Steam ↗

Seal of Solitomb

Beetlewing · Published by Beetlewing · Official site ↗

Last updated 3 Oct 2026

A deck-building roguelike that takes solitaire and puts it in a dungeon. Stack cards into poker hands and rid your deck of the monsters within. Assemble an invincible build and beat the demon threatening the kingdom - at least until the next run!

Free to PlayComing SoonDJCTQ 10

Free

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Strategy · 2027 · More free games

In Seal of Solitomb, stack cards to form poker hands and vanquish monsters as you build an unbeatable deck. Defeat the demon threatening the kingdom—only to face it again next run.

About this game

The kingdom has a bit of a demon problem. As the head of the chronically underfunded demonhunters' guild, your job will be to take your conscripts volunteers, arm them with eldritch powers and show the demons what's what.

Beating them won't be easy, so you'll have to use your skills to their fullest: stack the cards using solitaire mechanics, assemble them into poker hands and play them at the perfect moment. The demon has stuffed your deck with monsters, so be careful - the cards hit back!

If you make the right moves, you might just rid the kingdom of the demon once and for all (or until next run). And if not, oh well - there's always more conscripts volunteers.

BATTLE-TESTED

Once upon a time, there was Solitomb - a free browser game featuring the same solitaire/poker mechanics. Thanks to its simple but deep gameplay, it still sits among the highest-rated roguelikes on itch.io and you're welcome to play it (click "Visit the Website" on the sidebar).

Seal of Solitomb keeps everything good about that game and gives you more of it: over a hundred abilities to build around, 40+ varied elite enemies, six challenging bosses with multiple variants to keep you on your toes, and eight character classes to try out, each with their own spin on gameplay. All of that is wrapped in a quest that takes you through forbidden forests, sunken palaces and mountain forges before you finally unlock the titular Solitomb.

RESPECTS YOUR TIME

A single run will take you 20 minutes to an hour, depending on how fast you play. There is no grind and no padding. No busywork, no easy encounters to slog through, no unskippable cutscenes. Your time is filled with decisions that matter, from the initial character choice to moving the final card.

ADAPTS TO YOU

The difficulty levels go in both directions. Make it really easy, the game doesn't mind - it's yours to play however you want. If you need to chill after a hard day, Seal of Solitomb has your back. But if you want it hard as nails, it will just as gladly stab you in the back. Repeatedly. With a poisoned spear.

DEPTH IN SPADES

You'll be given a lot of information and you'll be expected to act upon it. No mulligans and no rerolling the shop until you get something good - it's on you to make the best of the tools available and get ready for what you know is coming. Every card in your deck will get played, so make sure the order is right: one wrong choice might just cost you the game.

MADE WITH LOVE

This game is principally made by me, Jakub Wasilewski. I make games that I myself would sink hundreds of hours into, and I do. During development, I play the game relentlessly, revisiting every decision again and again to deliver the best possible experience. I care about my players and my singular focus is making a great game for all of us.

Sounds good? Wishlist and follow the game to make sure you don't miss the release! You can also follow the development on Bluesky, Mastodon or Twitter, or join our Discord - links are in the sidebar.

Thanks for reading and see you in the dungeon,

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10
  • Memory: 4 GB RAM
  • Graphics: GeForce 7xx series or equivalent
  • DirectX: Version 11
  • Storage: 2 GB available space

Recommended

Recommended:
  • Memory: 8 GB RAM
  • Graphics: GeForce 9xx series or higher
  • DirectX: Version 11
  • Storage: 2 GB available space

Supported Languages

English*
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    Demonhunters' Guild - now hiring!

    Let me tell you guys, the Spanish summer is not the best time to be hard at work! Despite the sweltering temperatures, we've been making solid progress - mostly around parts of the project a little farther from the core gameplay. Working on new classes, abilities and enemies is the fun part, but there is also a lot of grunt work that goes into shipping a game: from adding a settings menu (we did that!), through tweaking UI to work at various screen sizes (did that!) to making sure that the random number generator is properly seeded everywhere (yup, did that as well!). But there is another thing that we've worked on quite a bit over the summer, and that is the metagame - everything that you do between runs when you're not actively fighting monsters. {STEAM_CLAN_IMAGE}/45325177/8d235b3bf0992e4073499ef1039c82113658e532.jpg What you see here is the Demonhunter's Guild Great Hall - your central base of operations. You'll use this place to get ready for your next run, unlock new things and buy your upgrades - but also to arrange various gadgets and tchotchkes representing your achievements. Each painting, item and piece of furniture has a smaller or bigger task behind it, so the guild hall starts pretty empty and fills up as you play and beat the game. It's intended to be a cozy place to visit between runs that you can furnish yourself with mementos of your exploits. You might have also noticed that conspicuous symbol taking up the center of the room; that's the Master Seal. Much of your efforts in the campaign mode will be centered around awakening various minor seals so that you can complete the pattern. Doing that won't be easy, but since you're here reading about an upcoming roguelike, easy is probably not what you're looking for. {STEAM_CLAN_IMAGE}/45325177/480d13579712e80686edad8045e5f94ac6ecb70a.jpg Once you venture behind the door to the Demonhunters' Guild porch, you face a view of the realm, with a randomly chosen roster of characters that you can send to the va...
    Read full article on Community Announcements (krajzeg)
  • Patch NotesOfficial

    June Update - meet the characters!

    It's early June and it's time for another Seal of Solitomb update! Last month was nice and varied - we've worked on boss arenas, camera movement, scene transitions, the shop interface, ability animations, the battle sequence, and tons of smaller stuff. This is all necessary work to bring the final level of polish to the game, but the biggest focus of our work in May was getting one thing fully implemented, playtested and ready for release. Character classes Seal of Solitomb is a reimagining of an earlier PICO-8 version of the game. This means taking what's already there, then doing more of it and better. Sounds simple, but tends to be harder in practice. "Just add more stuff" is a recipe for disaster. If you don't carefully think those additions through, you'll get a muddled, confused sequel that waters down what made the first one successful. The characters in Solitomb are one of the places that needs such care. The original only had three. That leaves quite a bit of untapped design space, but the PICO-8 version had a spartan take on what makes a character: just a single built-in ability. Elegant and minimalistic, but also a bit of a problem once you add more classes. Seal of Solitomb currently features eight and will likely want more when the game is inevitably successful. I needed to add something new to give each class a strong, unique identity. {STEAM_CLAN_IMAGE}/45325177/cd851f0e6be729a8a689af968a190de21924e6f7.png In addition to a built-in ability, each character now gets something extra: a free bonus that you get for clearing specific columns in the tableau. These goodies give each character some extra punch, especially if timed correctly to maximize their benefit. Rogue's "Behind The Lines" ability (pictured above) is a good example of that, letting you get rid of one of your biggest obstacles. The addition of the column-clear bonuses lends a bit more design room to each character, but also helps reinforce their theme and make the specific "geography" of ea...
    Read full article on Community Announcements (krajzeg)
  • Patch NotesOfficial

    Sealing the Solitomb - project update

    Hey everyone, time to share an update about the project! It's been a long prototyping process, filled with endless iteration, numerous redesigns and long nights struggling with the scope, the structure and the overarching story of the game. My notebook is littered with notes, half-baked sketches and angry scrawls, and if you imagined my office during that time as the stereotypical writer's room filled to the brim with balls of crumpled-up paper, you wouldn't be far off. In my darkest moments, I wasn't even sure I could pull the project off. But that's all behind me now. The iterations have been iterated, the designs re-re-redesigned, the world imagined and reimagined, the code rewritten again and again. The game is now 95% prototyped, fully functional, and it got to be so fun that I keep accidentally playing it instead of working on it. The remaining work is more a matter of time and effort, not grappling with the spectre of failure at night. Working on it is really exciting for all of us, and I can finally share some of that excitement with all of you. {STEAM_CLAN_IMAGE}/45325177/dc605313701ad6022d9c1e8eb85a7fa18d6bbc5f.png {STEAM_CLAN_IMAGE}/45325177/22d76adef246a58417bf6423d4cf425fdc23f338.png I'm saying us because there is now a team helping with me on the project, helping me get that quality I mentioned. Edu Rovira Casanova is now in charge of the 2D graphics, Chris Donnelly returns to do music and sound design, and yours truly, Jakub Wasilewski, is still here to do... well, everything else! What you see above are two locales that you get to visit in the new version of the game: The Weyrwood and The Temple of the Five Folds. Every location comes with its own suite of elite monsters and an appropriately themed demon to serve as the final challenge - you can see Weyrwood's overlord below in all his work-in-progress glory. {STEAM_CLAN_IMAGE}/45325177/ae8179003d2e4e2d959f8077c7386fb26f851a8f.png There is a lot more to the game that's still waiting for that nice coa...
    Read full article on Community Announcements (krajzeg)

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