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Fission Mirror Grid

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Fission Mirror Grid screenshot 1
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Fission Mirror Grid

Renmiris · Published by Renmiris

Last updated 28 Sept 2026

Drag film cards on a 14×6 grid—facing and dyeing shape every hit. Face-up draws; chain Start, Instant, and End timings each turn. A 54-floor roguelike with four camera travelers, ~100 cards, and 119 relics.

Free

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Indie, RPG, Strategy · More free games

About this game

The shutter clicks. The grid develops again.

Fission Mirror Grid is a turn-based roguelike that merges grid tactics, deckbuilding, and facing puzzles. A mirror-smith forged a cursed mirror to hold his love; an archaeologist unearthed it centuries later; a photographer trapped his soul inside a film camera—four travelers meet inside the Mirror Grid, a labyrinth of stolen memories, and fight by dragging negative-style skill cards across the board.

On a 14×6 battlefield you drag cards onto cells, reshape ranges with movement and card dyeing, and sequence Start, Instant, and End timings within the same turn. Fights aim for a tight 8-turn pace—every step and every facing change can flip the outcome.

14×6 mirror grid: drag to cast, move, preview

• Drag cards from the film-strip hand onto cells; each card shows range preview and sprocket-readable stats (damage, block, cost, heal)

• Facing drives forward shapes (single, line, cone, rectangle); other patterns include around-self, any cell, and self-only

• First 2 tiles moved each turn are free; further moves cost 1 Exposure each. Walking and dye-driven steps do not rotate facing—you need turn cards or dye settings for that

• Enemies telegraph intent; tiles can hold ongoing effects—right-click for intel

Card dyeing: turn and step before or after effects

Many cards add a facing turn or 1-tile move before or after they resolve, set via the dye ring (cool compass colors for facing, warm colors for movement). Builds are about dye, reposition, then cast: the same card hits different cells depending on how you dye it.

Start, Instant, End

All three timings are played during your action phase; resolution timing differs:

• Instant (amber) — resolves immediately on play: main damage, movement, control

• Start (teal) — played now, resolves at next turn start: setup buffs, auras, energy and shield refresh

• End (dusk purple) — played now, resolves at this turn end (before discard): delayed burst, counters, cleanup

A typical turn: lay Start cards for next turn, spend Instant cards for damage and positioning, then close with End. Energy-cap buffs usually kick in at next turn start to prevent one-turn spikes.

Exposure energy and hand flow

• Turn start: resolve queued Start effects, then face-up draw (about half your energy cap, rounded up; no blind pick) into the film hand; relics may add extra draws

• Action: play cards, move, turn—spend Exposure

• Turn end: resolve End effects, then clear the entire hand into the discard pile (nothing is kept)

• Energy cap shifts in battle (hard cap 3 to 15), changing draw count

Deckbuilding: 35–40 cards, about 100 cards and 119 relics

• Run decks target 35–40 cards; copy limits: 2 per common, rare, or epic, 1 legendary

• About 100 designed cards plus character-exclusive picks and 119 relics—damage, block, control, rule-benders

• Rewards, shops, and events reshape your deck each run

Branching mirror routes

Full game: 54 floors (3 acts × 18) with combats, elites, events, shops, and act bosses at floors 18, 36, and 54. Spend Exposure Shards and pick routes—trade-offs between path, resources, and deck plan, not just bigger numbers.

Four camera travelers

All four are selectable from the start, each with a unique starter relic, exclusive cards, and canister color:

• Shutter Prisoner (hero, compact 35mm) — soul sealed in a camera. Film-roll loop: spend full rolls to release sealed memories, then empty rolls; Memory Imprint Shop sells deck cards on the left wall and film developing plus relics on the right

• Mirror Smith (brass box camera) — the mirror's ancient maker. Blanks, block, mirror copy

• Archaeologist (half-frame silver) — modern scholar pulled into the grid. Rubbings, parsing, rewind—control and mechanic breaks

• Mirror Lord (heroine, warped mirror body) — the mirror's host. Reflection, memory devour, spatial fracture

Each traveler has a themed shop. Cross-era encounters, character-specific events, and mirror hazard zones weave one narrative line.

Light meta: expand pools, not stats

Meta progression unlocks card and relic reward pools and a gallery—no permanent attack or HP inflation. Deeper runs and total wins widen what you can roll; each run still starts from a character kit and fresh choices inside the grid.

Film-strip UI

Negative-style cards, sprocket stat chips, canister deck and discard counts, horizontal film hand—battle info you can read at a glance. Click the canister to browse deck and discard piles (read-only).

Demo

The demo is a full Chapter 1 (18 floors): all four characters available; ends after the floor-18 act boss. The full game continues through Chapters 2–3 to the summit finale and expanded character storylines. Wishlist and feedback welcome.

For you if…

• You want roguelike deckbuilders with real grid positioning, facing, and range geometry

• You enjoy sequencing dye, movement, and timing layers under pressure

• You like darkroom film aesthetics, looping narrative, and 8-turn tactical fights

• You want four distinct protagonists, unique kits, and a replayable branching map

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 64-bit
  • Processor: Dual-core CPU, 2.0 GHz
  • Memory: 4 GB RAM
  • Graphics: GPU with Vulkan 1.0 or DirectX 12 support
  • DirectX: Version 12
  • Storage: 3 GB available space
  • Sound Card: DirectX compatible sound card
  • Additional Notes: 1280×720 display recommended. Keyboard and mouse required.

Supported Languages

English, Simplified Chinese

Latest news

  • Patch NotesOfficial

    [Update] Enemy move preview · Leaner Demo

    Hello, developers Tonight's patch adds enemy move previews in the side panel, removes opaque backgrounds from enemy/relic art, and slims the Demo export (textures stay in the embedded PCK). Feedback welcome. Combat Move preview: expected steps / hold / rush, with budget tooltips Pick discards from hand when a card requires it; peek the top of the draw pile
    Read full article on Community Announcements (蜡笔)
  • Patch NotesOfficial

    [Update] Footprint types · Shop scroll · Cloud sync · EN journal

    Hello, developers Following attack footprints, card/relic types now match footprint geometry. We also fixed the green spawn overlay, shop wall card crushing, Steam Cloud manual sync, and filled in English journal / Grid Bazaar copy. Feedback welcome. Rules & data Types by footprint: melee / mid / ranged, line / fan / rect / around AoE, and so on More consistent buff & relic resolution UI Spawn picking no longer tints the whole board; confirm with Space / Enter after selecting a green tile Film shop: wall cards scroll instead of being squashed Tighter enemy side panel; clearer character unlock conditions Platform & locale Settings → About: view and sync Steam Cloud saves English: act / character journal entries, Grid Bazaar items, character resource names Next Full Demo / release export pass and Act I first-session pacing. Thanks for playing.
    Read full article on Community Announcements (蜡笔)
  • Patch NotesOfficial

    [Update] Story endings · Enemy attack footprints · Smoother aiming

    Hello, developers This update wires multi-ending story routes, readable enemy attack footprints, and smoother card-aiming performance. We're still iterating — feedback in Discussions or in-game “Feedback” is welcome. Story Multiple endings: clear / abandon resolves into different closing beats Final empty-film skill: the last blank frame now ties gameplay to the film-memory loop Combat Enemy attack footprints: see reach during intent / aim instead of guessing Clearer cast feedback for cards, enemies, and relics Less hitching while dragging cards to aim Onboarding Tutorial spotlight + arrows call out key UI Next Full Demo export pass and Act I first-session pacing. Thanks for playing.
    Read full article on Community Announcements (蜡笔)
  • Patch NotesOfficial

    [Update] Character presence · Gallery & HUD fixes

    Hello, developers This patch ties your chosen camera character more clearly into the menus, and cleans up gallery + bottom-left HUD display issues. We're still iterating — feedback in Discussions or in-game “Feedback” is welcome. Character presence Menu / map cats: coat follows last-played or current-run character Film canister: brand + model per character; band colors from the palette Shutter cursor picks up character colors Gallery Relics / cards / enemies show design-table entries only (no legacy stubs on page one) Fixed card cast-range preview in the gallery Battle HUD Player film strip and resource counters are laid out separately (strip width/position stay put) Fixed broken resource number display Next More Demo first-session polish and combat frame-time work. Thanks for playing.
    Read full article on Community Announcements (蜡笔)
  • Patch NotesOfficial

    Fission Mirror Grid Update V0.1.3.0

    2026-07-12 · Tactical tiles come alive; camp relic swap is no longer a black boxHello, Developer.This week's focus was making tactical mirror tiles on the 14×6 battlefield truly part of every turn's decisions, not just decorative tiles at spawn that you ignore for the rest of the fight.What we shipped this weekCombatTactical tile density increased: 6 / 8 / 10 tiles (early / mid / late); the map no longer feels too emptyFrom turn 2 onward, tiles reposition each turn while keeping type, cooldown, footprints, phantoms, etc.--you replan positioning instead of memorizing a static mapEnemy sprites support four-way facing (default left; horizontal flip for left/right, rotation for up/down); random initial facing on spawnFixed Buff sidebar ⇄ cycle button being clipped; cycle enemy buffs in multi-enemy fightsRemoved redundant "Round N" text at the top of battle UICamp & UIRelic swap now shows a result screen: clearly displays "Sacrificed → Received" and the new relic's effect; confirm before leaving the nodeFixed occasional soft-lock after camp upgrade / deck trim card selectionFixed incomplete card display and broken scrolling in deck pickerGallery page indicator moved below tabs to avoid overlapping the menuRemoved "UI scale" slider from Settings (simplified graphics page)Enemy heal intents unified to concise "Heal N" formatWhy these changesTwo recurring feedback items from playing Demo Chapter 1: not enough tactical tile density, and not knowing what you got from relic swap. This week targeted both. The Buff button was a classic "feature exists but UI clipped it" case--multi-enemy fights can finally cycle buffs properly.Next upAdd relic imagesUpdate art for some monstersAdjust values and release ranges for some cardsImprove obstacle mechanicsAdd more cats!We want to hear from youWhen you play the Demo, does tactical tile repositioning add fun, or feel too noisy and disruptive to pacing? Discussions or in-game "Feedback" both work.-- Still developing.2026-06-28 ~ 2026-07-0...
    Read full article on Community Announcements (蜡笔)

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