Mana Star

A turn-based ATB auto-battler roguelike. Build a party, write their battle logic, and send them down.

The Descent

One hundred floors. Ten depths. You start with a single Squire and recruit up to three more on the way down. Every floor is a fight, and the tower does not forgive. When your party falls, the run ends. None return.

What you keep is what you learned.

How It Plays

Combat runs on an active-time battle system. Hold the line in Active mode and issue every command yourself, drop to Wait to think between turns, or flip to Auto and let your party fight on logic you wrote.

That logic is the heart of it. Each hero runs on gambits — condition-and-action rules you stack and prioritize. Heal when an ally drops below half. Hit the back row first. Save the big spell for elites. Tune the rules, then watch them hold up against the next floor. A well-built party fights without you. A badly built one teaches you why.

Progression comes in threes. Every choice in the game offers exactly three options and they always read off the room you're in: the class your Squire draws, the loot a chest drops, the skill a level-up grants. You are always picking, never just collecting.

What's Inside

  • 20 classes across six base disciplines and five fused paths (Spellblade, Sage, Dragoon, Trickster, Beastmaster)
  • A unified card-draft system where leveling, learning skills, and boosting stats all flow through the same draw
  • Permadeath, with rare Mana Shards as a costly second chance deep in the run
  • Boss farming and set-piece loot tables for the floors worth repeating
  • Safe rooms every five floors to regroup, recruit, and re-equip
  • Ten distinct biomes, each heavier than the last

TL;DR

You don't grind the dungeon. You teach a party to grind it for you, then find out how far your logic holds before the dark proves you wrong.

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