▶ Watch gameplay

The loop

Open a pack. Pick four.
Step through the Rootgate.

Open a pack at the altar Pick a party of four Choose a land at the Gate Win, lose, come home Grow your favourites

An expedition is a walk through wild lands: a trail of forks, a camp fire, a guardian at the end of each act. It ends at a boss throne or at your own decision to retreat. A failed run still pays out, and the story keeps: every victory lets something rest.

Battle

Read the board, not the fine print

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Battles are turn-based on a tiled board in three-quarter view, with a turn strip that shows who acts when. Your tools are the ones tactics games were built on, and then some.

Apple TV

Take the high ground, then pick your facing

Every move is previewed tile by tile before you confirm it: how far, how high, whether anyone gets a free swing on the way. Then you choose which way to face, because a flank or a back attack hits harder, and the game says so in numbers.

Height & facing

High ground earns its keep. Attack from the flank and the forecast shows it before you commit.

Living surfaces

Puddles conduct, oil burns, mist muffles. A lightning bolt into a flooded quarry is a decision, and the objective that asks you to do it is an invitation.

Twenty jobs, eight elements

From Knight to Time Mage. Elements answer the land: a Fire hero fizzles in the Caldera, where the mountain shrugs off fire.

The Bond gauge

Fight together and the elements answer louder, until your party can call down a Wyrm for one decisive turn.

Everything is previewed

Hit chance, damage range, statuses, reactions, order. The test every rule has to pass: could a player have predicted this?

A HUD that steps aside

One anchor per corner, commands only on your turn, and a Clean, Standard or Detailed setting for how much the board shows.

iPhone

Nothing dies

The Blight is beaten by being calmed: violet motes lift from a beast, its eyes clear, and it bounds away. Fallen heroes are carried home on a swirl of leaves. Peril, yes; gore, never.

Battles play the same on every screen, from an iPhone held upright to a volume on the table in front of you on Apple Vision Pro.

The run

The Trail: a walk with forks

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Choose your land at the Expedition Gate, with its guardian, its creatures and its landmarks laid out before you set out. Each act is a short trail drawn as a 3D diorama of the land, and your party's models actually walk it. At every fork you see both routes. There is no fog, no secret path, no coin flip pretending to be strategy.

Camp is the party round a fire: Rest, Train or Reinforce, and a camp story ("who handles this?"), answered by a hero's job, kin or element in a short written scene with the party's banter.

Encounters roll a mini-game or a Wild Duel, played with your real cards: a break between battles, not a second full game.

The Expedition Gate: Fernwood's painting fills the screen, with its guardian, creatures, landmarks, the party and the Wild Tier.
The Expedition Gatechoose a land
The party walking the diorama Trail between forked stops.
The Trail diorama
Camp: the party around a campfire, with Rest, Train and Reinforce.
Camp
An Encounter stop on the Trail.
An Encounter
Camp storiesshort scenes with the party's banter Retreatalways allowed Boons & relicsfrom won fights Wild Tiersafter the finale, for the brave

Trail encounters

Five mini-games, no filler

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Every mini-game is built on rules that already exist in battle, so nothing is a guessing game. A hero whose job suits the game plays it with a bonus.

Rune Brew: a patch of land with rune buttons and brew targets.
Rune Brewchemistry, not trivia
Grove Puzzle: a small movement puzzle with a waystone goal.
Grove Puzzlemovement, par-scored
Wild Duelyour real cards
Lockpickthree pins, three picks Song of the Groverhythm to the land's own loop SharpshooterBlight wisps, your hero's own ranged attack Wild Duelthe tavern's card game, on the trail

Real-time New

Rootdelve: one hero, all the way down

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iPhone

A change of pace from the turn-based board: pick one hero and play them in real time down into the Blight's roots. Their job, weapon and element decide how they fight.

  • Run, jump, attack, dodge-roll and drink potions, on touch, keyboard, controller or the Siri Remote
  • Floors built from each land's own blocks, with chasms, terraces and tall walls; every layout is checked solvable before it is drawn
  • Chests and drops in four rarities, equipped as you find them
  • A guardian seals the stairs every third floor; a minimap keeps what you've seen
  • Hit-stop, haptics and the land's own music, floor by floor

Cards

Rip packs, pull Legends

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Apple TV

Every hero, weapon, relic, tactic, summon, charm and crest is a card: 285 in all, each painted for the game. Swipe across the wax and the pack tears; the cards fan out face down and flip one by one, up to a Legendary that lifts into its own light.

Eleven packs, each Element Pack in its own painted wrapper, with the contents, the odds and the pity bars shown before you open it.

The four holo tiers →
Apple TV

The Binder and the Fusion Forge

The Binder keeps the whole set, with a count for every kind of card. Duplicates aren't dead stock: spares feed the Fusion Forge as shards, and favourites climb to ★5 Prismatic over months. The collection grows whether you win or lose.

The rule behind all of it: does this make a card more desirable to own or improve, without letting real money buy a specific card?

Between runs

Grovehaven is a place, not a menu

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Apple TV

Your party drops onto Grovehaven's main street in a puff of dust, with a name plate under each hero. Drag one to turn them; tap one to swap them out or change their kit. Below them, the Expedition Gate and everything else the village has to offer.

  • Hero Trials: 110 hand-made puzzles, one per hero plus ten Legends, starred and proven winnable, with a Daily Trial and its leaderboard
  • Errands: send the bench out in teams of one to three; they come back with Acorns, shards, card XP and sometimes a tale
  • Pack Altar, Binder and Fusion Forge, a step away
Grovehaven on iPad: the party under the village sign, then the Expedition Gate, Hero Trials, Errands, Rootdelve, and the Pack Altar, Binder, Fusion Forge and Shop.
Grovehaven on iPadtap to see it all

The Snug Root tavern

Eight regulars wait at the tables for a Wild Duel: a 3×3 card game with your own cards, where a higher edge flips the card beside it. Each regular unlocks after the one before is beaten, and some play house rules.

▶ Watch a duel

Pemberton's Peddlery

A free gift every day, a Deal of the Day, eight Element Packs on the shelves, and the odds on a tab beside every pack. Auto-Battle, for the fights you've already mastered, is an optional in-app purchase.

See the stall →

The Arena

Rated Quick Matches by team power, and live or turn-by-turn matches with friends.

Inside the Arena →