Feather Rogue
About game
YOU ARE A SMART CROW. Small, unassuming, and absolutely DEVASTATING
In a world of vibrant colors and cozy vibes, you'll build a deck of elemental cards, position yourself on a tactical grid, and trigger explosive chain reactions that clear the entire battlefield in a single turn.
♟ NOT YOUR USUAL TURN-BASED GAME
Most tactics games give you one move per turn. Click a unit, it acts, the turn passes. Back and forth, one action at a time.
Feather Rogue doesn't work like that.
Each turn you get a hand of cards and a pool of energy and you spend it building one combo. Move, position, apply Wet, set up Grounded, then detonate the whole thing with a single trigger. The real puzzle is squeezing the most out of every point of energy: which cards, in which order, for the biggest chain. Your turn isn't one action, it's a whole sequence you compose before the enemy gets to breathe.
Then, and only then, the turn passes. The enemy reacts to the board you built.
It's the difference between making one chess move and conducting an entire symphony in a single beat.
🔥 ELEMENTAL CHEMISTRY — 16 Reactions, Endless Cascades
Elements aren't damage types. They're ingredients. Wet, Burn, Freeze, Poison, Lightning, Wind, Grounded, each is a layer you stack onto an enemy. Stack the right combination and the board erupts.
10 two-element reactions:
⚡ Conductive (Wet + Lightning) -> ×2 damage, and the bolt jumps to every adjacent wet enemy.
💨 Steam (Burn + Wet) -> a scalding cloud that stuns everything around it.
❄ Shatter (Freeze + a hit) -> frozen enemies crack open: ×1.5 damage and they start bleeding.
☠ Toxic Flame (Poison + Burn) -> poison damage doubles. Watch their health melt.
🩸 Frozen Blood (Bleed + Freeze) -> rooted in place and punished for every step they take.
🌩 Thunderstorm (Wind + Lightning) -> a lightning burst with a chance to shock-stun.
🔥 Wildfire (Wind + Burn) -> flames leap to every adjacent enemy.
☁ Miasma (Wind + Poison) -> a lingering poison cloud that chokes the zone for turns.
🌊 Tempest (Wet + Wind) -> knockback, slow, and collision damage as they slam into things.
🌍 Earthstrike (Grounded + Lightning) -> a heavy shockwave that roots and rips through tiles.
6 three-element reactions — the advanced layer:
Get three elements onto a target at once and you unlock the big ones:
🌀 Superstorm (Wet + Lightning + Wind) -> hits every enemy on the board and stuns them all.
🦠 Plague Wind (Burn + Poison + Wind) -> doubled toxic damage spreads to every enemy.
💥 Plasma Burst (Wet + Burn + Lightning) ->200 flat damage that ignores defense entirely.
🧊 Absolute Zero (Freeze + Wind + Wet) -> freezes the whole board; anything already frozen auto-shatters.
🔥 Firestorm (Burn + Lightning + Wind) -> a wide AoE blast that stacks heavy burn.
⚡ Cryoshock (Poison + Freeze + Lightning) -> roots, silences, and deals massive damage.
And it cascades. Reactions trigger other reactions with no depth limit. Conductive spreads to a wet enemy, that sets off Steam, which feeds a Shatter... one well-placed card can chain through the entire grid in a single turn.
You're not dealing damage. You're a mad chemist who knows exactly what happens when reagents touch.
🛡 PARRY — Defense Is a Puzzle, Not a Reflex
Enemies telegraph their attacks before they strike. On your turn, you read those intents and assign defense cards to counter them, match the right card to the right threat and you don't just survive, you turn their aggression into your opening.
🎴 DECK = WEAPON
Build a deck where every card feeds the next. A move card that leaves a Wet trail. An attack that applies Grounded. Cards aren't isolated, they're combo pieces. The deck is the engine that drives your reactions.
🗺 GRID TACTICS — Position Is Everything
Every card is a movement. Every attack has an AoE shape (Cross, Diamond, Cone, Ring, Line). Obstacles block, conduct, or explode. Your crow never stands still, it dances across the battlefield, setting up the next chain.
🌲 SKILL TREE — 101 Nodes, Five Paths, One Build
Every level up, you pick a node from a sprawling 101 node tree spanning five thematic zones: Combat, Agility, Survival, Elemental, and Chaos. Stack stat boosts, unlock run-defining passives, and chase Legendary capstones. Lean hard into one path or weave several together, every run, your crow becomes a different machine.
🎮 RUN STRUCTURE
Moment to moment: Play cards, manage energy, position on grid → enemy attacks → parry → repeat
Short term (10-15 min): One stage with multiple encounters → rewards → skill tree node
Full run (45-60 min): Choose your path on a branching map (combat, elite, event, shop, forge, rest) → defeat 3 chapters and their bosses → die or conquer
Long term: Collect boss trophies permanently. Master parry timing. Discover every elemental reaction.
Set the trap. Pull one thread. Watch everything fall.
Player Activity
Monthly stats
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