Spellbook - Idle Deckbuilder Dungeon (a mage, a conveyor belt of spells)

Your deck rides a belt and casts itself
A mage walks into the dungeon on her own. Above her, her deck rides a conveyor belt: cards roll in from the right and go off at the cast point on the left, whether you are watching or not. You win by deciding what is on that belt, and by stepping in at the right moment.
Hard on purpose: you will not clear the dungeon on your first run. You start with eight plain spells. That deck dies around room 4. The dungeon does not get easier; you get better at building the thing that walks into it.
The belt is the whole game
- It jams. If the front card costs more mana than you have, it sits there and everything behind it backs up. A deck stuffed with expensive spells kills itself.
- Tap a card to swap it to the front. Every card you skip costs one mana, so you weigh it instead of clicking through.
- Tap the X to sweep a card off the belt. Costs one mana, saves the belt.
- Enemies only take hits once they are on screen. Nothing dies out of sight.
Three ways to play
- Campaign — twelve hand-built levels on a map. Each shows its foes and its rule before you build, the belt plays your cards in the order you lay them, and it never shuffles. Three stars per level: clear it, clear it with a small deck, clear it fast.
- Adventure — the endless descent. Every metre counts toward the league: Wood, Bronze, Silver, Gold, Crystal, Ash, five tiers each, a fixed chest for every tier with gold, stardust, cards or a booster.
- Today's dungeon — the same seed for everyone, one attempt a day.
Collect, upgrade, come back to loot
- 49 spells in five schools plus arcane utility. New spells come from booster packs, bought with the gold your mage brings home. No real money anywhere in this game.
- Upgrades work like the big collector games: duplicates plus gold raise a spell's level, up to four, ten percent stronger each step.
- Five robes with a character each. Crimson hits harder, Verdant runs the belt faster, Azure shields better, Golden heals more. You unlock them through the campaign and the league.
- Idle for real. After a descent your mage keeps walking with that deck while you are away, up to eight hours. Come back, open the "while you were away" chest.
What you are fighting
Fourteen enemies, drawn and animated for this game: goblins, bone warriors, orcs, wraiths, imps, zombies, cultists, lizardmen, sewer rats, rune golems, ghouls, dark knights and two little elementals that throw fire and ice from the back row. Every one walks, strikes and dies in its own animation. The Ash King waits at room twelve.
Made for phones and browsers
Plays in landscape and portrait, one thumb, no login, no ads. Your progress lives in your browser.
Made with the MAGE packs, the Monsters & Bosses set and Pixel UI Kit 2 from this shop. Feedback is very welcome, this is an early build and the balance is still moving.
| Updated | 1 day ago |
| Published | 2 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | GegX |
| Genre | Card Game |
| Tags | 2D, deckbuilding, Dungeon Crawler, Fantasy, Idle, mage, Pixel Art, Roguelike, Singleplayer |
| AI Disclosure | AI Assisted |



