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Watch trailer on Steam ↗白蛇之子 | The Son of White Snake: Roguelike Deckbuilder
Shanghai Watchman Network Technology Co., Ltd · Published by Shanghai Watchman Network Technology Co., Ltd
Last updated 5 Sept 2026
Leifeng Pagoda is no tower—it is an ancient serpent still breathing. Read enemy intent and forge card–relic engines in this Chinese cosmic-horror deckbuilder. Descend alone or online with up to 4 players.
Indie, RPG, Strategy, Early Access · 2026 · More free games
About this game
The Son of White Snake is a deckbuilding roguelike that twists Chinese mythology into Chinese cosmic horror. Become Xu Shilin, build a new answer each run, and enter Leifeng Pagoda to find the mother imprisoned beneath it.
THE PAGODA IS ALIVE
This is no holy sanctuary. Leifeng Pagoda is the living gullet of a primordial serpent. Screens, statues, mirrors, and sutras can all conceal an obsession; every floor takes you closer to the truth—and deeper into the thing that wants to consume you.
THREE LIVES. THREE WAYS TO BUILD.
Youngling — Chase explosive turns through Combo and Madness, accelerating between innocence and loss of control.
Scholar — Pivot between spells, order, and Exile, turning careful calculation into an unavoidable conclusion.
Primus — Command the Seven Stars and switch forms to store and release power through a more demanding rhythm.
READ THE ENEMY. BREAK THE QUEUE.
Read enemy intent — Anticipate attacks, defenses, summons, and phase changes before they resolve.
Control the order of battle — Sequence your cards and disrupt decisive actions before the enemy formation closes.
Forge a working engine — Make attributes, status effects, relics, and your draw cycle serve the same plan.
MADNESS OR OBSESSION—CHOOSE YOUR RISK
Constitution, Intelligence, Madness, and Obsession shape every run. Greater risk can open stronger cards and routes, but it can also bring the tower’s punishment at the worst possible moment.
A PAGODA THAT ANSWERS BACK
Floor 1: Mirage Tower — Find your first way forward through mortal fixations and distorted illusions.
Floor 2: Ancient Temple — Cross mirrors, corrupted icons, and twisted chants as events and enemies grow more intricate.
Floor 3 · Light — Enter a deeper field of obsession, with harder battles and branching story encounters.
CURRENT EARLY ACCESS CONTENT
Three playable classes — Youngling, Scholar, and Primus, each with a distinct card pool and build logic.
Three floors of content — Floors 1 and 2 plus Floor 3 · Light, including battles, bosses, events, and hidden routes.
Online multiplayer for up to 4 players — Descend alone or invite up to three friends to face the living pagoda together.
The complete core loop — Cards, relics, attributes, status effects, events, and Memory Fragments shape each descent.
Text in eleven languages — Simplified Chinese, English, Japanese, Korean, Traditional Chinese, Vietnamese, German, Brazilian Portuguese, French, Spanish, and Russian.
Mouse, keyboard, and controller — Play with either input style as we continue improving navigation and readability.
WHAT THE FULL RELEASE WILL COMPLETE
Beyond the current Early Access scope, the full release is planned to complete the lower half of Floor 3, add 2 hidden bosses and 3 additional endings, and keep improving balance, stability, localization, and online co-op. We may adjust the order through testing, and we will explain any change of plan.
ENTER THROUGH THE FREE DEMO
The Scholar’s complete card pool — Explore the Scholar’s full set of cards and build paths.
The complete Floor 1: Mirage Tower route — 8 normal battles, 10 elite battles, and 3 boss battles.
Core card–relic synergies — Experience the build loop driven by cards and relics working together.
Text in eleven languages — The Demo also includes interface and text support in all eleven languages.
Build your first Scholar deck, then tell us which card, encounter, or question stayed with you. Two people are building this pagoda, and we really do read your feedback.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7 / 8 / 10 / 11
- Processor: Intel Core i3 或同等AMD处理器
- Memory: 4090 MB RAM
- Graphics: 集成显卡
- Storage: 2048 MB available space
- Sound Card: 任意声卡
Recommended
- OS: Windows 10 / 11
- Processor: Intel Core i5 或同等AMD处理器
- Memory: 8192 MB RAM
- Graphics: 独立显卡
- Storage: 2048 MB available space
- Sound Card: 任意声卡
Supported Languages
Latest news
Patch NotesOfficial
Playtest v1.1.312 | Room-Code Co-op, Stability & Combat Feel
Greetings! The White Snake's Son Playtest has been updated to v1.1.312. The headline feature is room-code co-op: players in EA and Playtest can now create or join a party with a room code. We have also continued polishing combat presentation and fixed a range of co-op sync, combat-rule, and exploration UI issues. Room-Code Co-op • Create or join a party with a room code. We recommend that all players in a session use the same game version. • Playtest includes the Youngling, Scholar, and Zhuangyuan identities and Floors 1–3. EA, Playtest, and Demo saves remain separate. • Cross-platform co-op remains planned for a future update and is not available in this release. Co-op Stability • Fixed cases where monster HP scaling could be applied more than once, and improved relic settlement and shared-pause handling. • Fixed Mirage three-choice selections overwriting one another, pending choices being lost, and failures when opening co-op event interfaces. • Fixed interaction locks after returning from battles or chases, the Red Thread Maiden failing to respawn correctly, and incorrect end-turn waiting visuals. • Improved state synchronization across battles, events, and exploration to reduce stalled or desynchronized sessions. Player Ownership & Sync • Fixed incorrect ownership for on-draw effects and combat notices, plus conditional-card highlights appearing for the wrong player. • Improved ownership handling for cards, buffs, relics, and resource changes. • Synchronized co-op presentation sounds and improved consistency for rewards and private choices. Combat Presentation • Improved card-hover depth and glow, active-card flight, draw landing, and cascading discard trails at turn end. • Strengthened HP/MP bar feedback, enemy health-bar hit trails, and heavy-hit impact and aftershock. • Improved multi-hit feedback and lethal-damage handoff, while refining the opening draw sequence and removing end-turn button flicker. Combat Rules & Balance • Refined the Zhuangyuan's Army Bre...Read full article on Community Announcements (gamemaster)Patch NotesOfficial
Demo v1.1.312 | Combat Presentation & Flow Stability
Greetings! The White Snake's Son Demo has been updated to v1.1.312. This release continues polishing the Scholar's single-player journey through Floor 1: Mirage Tower, with a focus on combat presentation, flow stability, and clearer interface feedback. Combat Presentation • Improved card-hover depth and glow, active-card flight, draw landing, and cascading discard trails at turn end. • Strengthened HP/MP bar feedback, enemy health-bar hit trails, and heavy-hit impact and aftershock. • Improved multi-hit feedback and lethal-damage handoff. • Refined the opening draw sequence and removed end-turn button flicker. Combat Rules & Card Feedback • Fixed all-MP effects so temporary MP is properly consumed and cleared. • Improved status and messaging when a card cannot be used. • Unified several resource-change notices to reduce inconsistent combat information. Exploration & Interface • Fixed the Continue navigation lock on the main menu. • Fixed NPC queues shifting left and stele floor refreshes not staying centered. • Improved state restoration when returning between battles, events, and exploration. About Co-op • The Demo remains a single-player experience featuring the Scholar and Floor 1: Mirage Tower. • Playtest and EA now support creating or joining parties with room codes. We recommend that all players in a session use the same game version. • Cross-platform co-op remains planned for a future update and is not available in this release. • Demo, Playtest, and EA saves remain separate. Use the in-game bug-report entry to share feedback. Thank you to everyone helping us improve the game.Read full article on Community Announcements (gamemaster)Patch NotesOfficial
EA v1.1.312 | Room-Code Co-op, Combat Feel & Stability
Greetings! White Snake's Son EA has been updated to v1.1.312. The headline feature is room-code co-op: players in EA and Playtest can now create or join a party with a room code. We have also continued polishing combat presentation and fixed a range of co-op sync, combat-rule, and exploration UI issues. Room-Code Co-op • Create or join a party with a room code. We recommend that all players in a session use the same game version. • EA still includes the Youngling, Scholar, and Zhuangyuan identities and Floors 1–3. EA, Playtest, and Demo saves remain separate. • Cross-platform co-op remains planned for a future update and is not available in this release. Co-op Stability • Fixed cases where monster HP scaling could be applied more than once, and improved relic settlement and shared-pause handling. • Fixed Mirage three-choice selections overwriting one another, pending choices being lost, and failures when opening co-op event interfaces. • Fixed interaction locks after returning from battles or chases, the Red Thread Maiden failing to respawn correctly, and incorrect end-turn waiting visuals. • Improved state synchronization across battles, events, and exploration to reduce stalled or desynchronized sessions. Player Ownership & Sync • Fixed incorrect ownership for on-draw effects and combat notices, plus conditional-card highlights appearing for the wrong player. • Improved ownership handling for cards, buffs, relics, and resource changes. • Synchronized co-op presentation sounds and improved consistency for rewards and private choices. Combat Presentation • Improved card-hover depth and glow, active-card flight, draw landing, and cascading discard trails at turn end. • Strengthened HP/MP bar feedback, enemy health-bar hit trails, and heavy-hit impact and aftershock. • Improved multi-hit feedback and lethal-damage handoff, while refining the opening draw sequence and removing end-turn button flicker. Combat Rules & Balance • Refined the Zhuangyuan's Army Breaker and r...Read full article on Community Announcements (gamemaster)Patch NotesOfficial
Demo v1.1.256 | Combat Presentation & Flow Update
Greetings! The White Snake's Son Demo has been updated to v1.1.256. Compared with v1.1.230, this release focuses on combat presentation, faster scene transitions, and a clearer feedback flow while continuing to polish the Scholar's complete Floor 1: Mirage Tower experience.Highlights• Upgraded combat presentation — Refined card transformations, auto-play, relic triggers, and particle return effects, with clearer combat callouts and floating status text.• Faster scene transitions — Reduced waiting and stutter between exploration and combat, and improved BGM and scene-resource loading.• Updated enemy animations — Added or refreshed combat animations and native skeletal resources for several enemies.• Bug reporting — Added a dedicated main-menu entry for submitting issues with version information attached.Scholar & Progression• Erudite Memory adjustment — Each point of Intelligence now grants 1 stack of Counterattack; the upgraded card retains its MP-cost reduction.• Scholar presentation & artifacts — Reworked card-replacement feedback with a centered glow; restored the artifact choice after clearing Floor 1 and strengthened Constitution- and spell-focused artifacts.• Memory catch-up — Once more than half of a quality tier's memories are unlocked, a new memory is guaranteed by the 6th check at the latest.Fixes & Demo Scope• Card resolution — Fixed immediate deck cycling after the draw pile empties, lingering Exile cards, on-kill effects spilling onto other cards, and auto-played cards incorrectly returning to hand.• Exploration & mobile — Fixed empty NPC slots, flickering vision, transparent screens, interaction-range errors, mobile pile selection, and settings-state issues.• Story & history — Fixed duplicated story results and incorrect identity portraits in history details.• Demo scope — The Demo still includes the complete Scholar × Floor 1: Mirage Tower route and hidden challenges. Demo saves remain separate from EA and Playtest.Use the in-game bug-report entry or ...Read full article on Community Announcements (gamemaster)Patch NotesOfficial
EA v1.1.256 | Co-op Content, Identity Balance & Floor 3 Update
Greetings! White Snake's Son EA has been updated to v1.1.256. Compared with v1.1.230, this release adds co-op cards and relics, rebalances the Youngling, Scholar, and Primus, and recalibrates combat and exploration across Floors 2 and 3.Co-op Content• Exclusive cards & relics — Added two sets of co-op-exclusive content, with Meta unlocks, collection markers, and text in all 10 supported languages.• Cross-platform room codes — Create or join teams with a room code; invitations, host auto-ready, room-state sync, and leave confirmations were also improved.• Co-op fixes — Fixed empty client shop shelves, identity mix-ups, temporary-stat contamination, post-battle return locks, and reconnect errors.• Save isolation — Strengthened the boundary between co-op and solo saves so co-op exploration state cannot contaminate a solo run.Identities, Floors & Enemies• Youngling — Reworked FIRECRACKER and Slingshot Barrage, raised the weight of 0-cost draw cards, and fixed Combo damage previews for Scratch Face.• Scholar & Primus — Adjusted Erudite Memory and fixed Guard Wall and Opening Theme. The Primus starting deck and Seven Stars, Madness, and Three Bonds cards were rebalanced, including Northern Dipper, Watch Under the Pagoda, and Seven Stars.• Floors 2 & 3 — Adjusted Huiming event previews, Meiniang, Gate Skanda, and Floor 2 bosses. Floor 3 now uses separate scaling for normal, elite, and boss battles.• Enemy tuning — Recalibrated Vajra Formation, Peeling Arhat, Headless Tathagata, Jar-Seated Buddha, and other enemies. Pursuers now move only 1 tile at a time and may pass blockers.• Relic system — Separated combat-reward and shop relic pools, and added per-battle trigger caps to selected powerful relics.General Experience & Content Scope• Loading & combat log — Improved exploration/combat loading and unified solo and co-op combat callouts, which can now be expanded or collapsed with a controller.• Presentation & memories — Improved relic triggers, auto-play, Demonic Taint trans...Read full article on Community Announcements (gamemaster)






