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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8"/>
<meta content="width=device-width, initial-scale=1.0" name="viewport"/>
<title>Moonvine Forge Studios | Modular Roguelike Systems</title>
<meta content="Moonvine Forge Studios builds modular roguelike systems, unusual mechanics, and atmospheric worlds shaped by player-driven experiments." name="description"/>
<meta content="Moonvine Forge Studios" property="og:title"/>
<meta content="Build strange mechanics. Break predictable worlds. Enter the Community Card Forge and follow the development of RogueDeck Core." property="og:description"/>
<meta content="website" property="og:type"/>
<meta content="https://moonvineforge.com/" property="og:url"/>
<meta content="https://moonvineforge.com/assets/moonvine-forge-logo.jpg" property="og:image"/>
<link href="style.css" rel="stylesheet"/>
<script>
document.documentElement.classList.add("js");
</script>
</head>
<body class="landing-page">
<header class="site-header">
<a aria-label="Moonvine Forge Studios home" class="brand" href="index.html">
<img alt="" class="brand-logo" src="assets/moonvine-forge-logo.jpg"/>
<span class="brand-text">Moonvine Forge</span>
</a>
<nav aria-label="Main navigation" class="site-nav">
<a href="#project">Projects</a>
<a href="#community">Card Forge</a>
<a href="#principles">Approach</a>
<a href="#about">About</a>
<a href="#contact">Contact</a>
</nav>
</header>
<main class="landing-main">
<section aria-labelledby="hero-title" class="landing-hero">
<div class="hero-copy">
<p class="hero-kicker">
A modular roguelike is being forged
</p>
<h1 id="hero-title">
Build strange mechanics.
<span>Break predictable worlds.</span>
</h1>
<p class="hero-intro">
Moonvine Forge builds
<strong>modular roguelike systems</strong>,
unusual classes, and atmospheric worlds where mechanics create
stories. The forge is open, and curious ideas are welcome.
</p>
<div class="hero-actions">
<a class="button primary hero-forge-button" data-goatcounter-click="landing-open-card-forge" href="card-forge.html">
<span class="hero-forge-label">
Community Card Forge
</span>
<span class="hero-forge-title">
Forge your own card →
</span>
</a>
<a class="button secondary hero-secondary-button" data-goatcounter-click="landing-explore-projects" href="#project">
Explore the projects
</a>
</div>
<p class="hero-note">
No artwork required. Balanced ideas welcome. Broken ideas encouraged.
</p>
</div>
<div aria-label="Interactive roguelike card idea" class="idea-stage">
<article class="idea-card" id="idea-card">
<div class="idea-card-topline">
<h2 class="idea-card-title" id="idea-name">
Unauthorized Shortcut
</h2>
<span aria-label="Card cost" class="idea-cost" id="idea-cost">
1
</span>
</div>
<div aria-hidden="true" class="idea-sigil" id="idea-sigil">
∹
</div>
<div aria-live="polite" class="idea-card-live" id="idea-card-live">
<div class="idea-type-row">
<span class="idea-type-label">Card type</span>
<span class="idea-type" id="idea-type">Skill</span>
</div>
<p class="idea-effect" id="idea-effect">
Gain 2 Momentum. The next card you play costs 0, then becomes
Banished.
</p>
<p class="idea-flavour" id="idea-flavour">
“The approved route was taking too long.”
</p>
</div>
<div class="idea-card-footer">
<button class="draw-idea-button" data-goatcounter-click="landing-draw-card-idea" id="draw-idea" type="button">
Draw another strange idea ↻
</button>
<span class="idea-card-number" id="idea-card-number">
01 / 20
</span>
</div>
</article>
</div>
</section>
<aside aria-label="Current development status" class="forge-status-strip reveal">
<span aria-hidden="true" class="status-light"></span>
<p>
<strong>Currently forging:</strong>
RogueDeck Core, a deterministic and modular C# combat engine.
</p>
<a data-goatcounter-click="landing-status-github" href="https://github.com/Paranoidgrinch/RogueDeck-Core" rel="noopener noreferrer" target="_blank">
Follow development →
</a>
</aside>
<section class="landing-section reveal" id="project">
<div class="section-heading">
<p class="section-kicker">Currently forging</p>
<h2>One engine. Many strange worlds.</h2>
<p class="section-lead">
Moonvine Forge began with a playable fantasy roguelike prototype.
Its limits led to a larger goal: a reusable engine where new
mechanics extend the game instead of forcing the combat system to
be rewritten.
</p>
</div>
<div class="project-grid">
<article class="project-panel primary-project">
<span class="project-state">Active development</span>
<h3>RogueDeck Core</h3>
<p>
A deterministic C# engine for roguelike deckbuilders, designed
around reusable effects, event-driven triggers, modular content,
and UI-independent game logic.
</p>
<ul aria-label="RogueDeck Core features" class="project-tags">
<li>C# / .NET</li>
<li>Modular effects</li>
<li>Seeded runs</li>
<li>Automated tests</li>
</ul>
<a class="project-link" data-goatcounter-click="landing-rogue-deck-core" href="https://github.com/Paranoidgrinch/RogueDeck-Core" rel="noopener noreferrer" target="_blank">
Inspect the engine on GitHub →
</a>
</article>
<article class="project-panel">
<span class="project-state">Playable origin</span>
<h3>Bureaucrats & Broomsticks</h3>
<p>
A fantasy roguelike where magic has been consumed by
administration. Its cards, classes, enemies, and questionable
paperwork exposed the limits of hardcoded combat logic and
inspired RogueDeck Core.
</p>
<ul aria-label="Bureaucrats and Broomsticks features" class="project-tags">
<li>Nine classes</li>
<li>Five acts</li>
<li>Relics & events</li>
<li>Balance bots</li>
</ul>
<a class="project-link" data-goatcounter-click="landing-bureaucrats-broomsticks" href="https://github.com/Paranoidgrinch/bureaucrats-and-broomsticks-v2" rel="noopener noreferrer" target="_blank">
Visit the original project →
</a>
</article>
</div>
</section>
<section class="landing-section community-section reveal" id="community">
<div class="section-heading">
<p class="section-kicker">Community Card Forge</p>
<h2>Your strange idea becomes a real design challenge.</h2>
<p class="section-lead">
Submit a card, relic, spell, status, enemy action, resource,
passive ability, or turn-based mechanic. No existing game and no
artwork are required. Each idea can become a test of what the
engine is capable of.
</p>
<div class="community-actions">
<a class="button primary" data-goatcounter-click="landing-community-open-forge" href="card-forge.html">
Enter the Card Forge
</a>
<a class="button secondary" data-goatcounter-click="landing-community-follow-github" href="https://github.com/Paranoidgrinch" rel="noopener noreferrer" target="_blank">
Follow the experiments
</a>
</div>
</div>
<div aria-label="Example design challenges" class="challenge-stack">
<div class="challenge-card">
<span>Design challenge 01</span>
<strong>
A relic that changes what paying a cost means.
</strong>
</div>
<div class="challenge-card">
<span>Design challenge 02</span>
<strong>
An enemy action that becomes stronger whenever you heal.
</strong>
</div>
<div class="challenge-card">
<span>Design challenge 03</span>
<strong>
A resource that helps now and causes trouble next turn.
</strong>
</div>
</div>
</section>
<section class="landing-section reveal" id="principles">
<div class="section-heading">
<p class="section-kicker">How the forge works</p>
<h2>Systems first. Personality always.</h2>
<p class="section-lead">
The goal is not to produce interchangeable deckbuilders. It is to
build flexible foundations that still leave room for unusual
mechanics, memorable worlds, and meaningful player experiments.
</p>
</div>
<div class="principles-grid">
<article class="principle">
<span class="principle-number">01</span>
<h3>Modular by design</h3>
<p>
Cards, statuses, resources, triggers, and targets are assembled
from reusable systems instead of being locked into one game.
</p>
</article>
<article class="principle">
<span class="principle-number">02</span>
<h3>Deterministic at the core</h3>
<p>
Seeded runs and explicit effect resolution make complex
interactions reproducible, testable, and easier to understand.
</p>
</article>
<article class="principle">
<span class="principle-number">03</span>
<h3>Built for strange ideas</h3>
<p>
Community concepts are not decoration. They are architecture
tests that reveal where the engine must become more flexible.
</p>
</article>
</div>
</section>
<section class="landing-section about-compact reveal" id="about">
<div aria-hidden="true" class="about-emblem">
<img alt="" src="assets/moonvine-forge-logo.jpg"/>
</div>
<div class="about-copy">
<p class="section-kicker">Moonvine Forge Studios</p>
<h2>Small studio. Careful craft. Unusual worlds.</h2>
<p>
Moonvine Forge is an independent game-development project focused
on systemic roguelike design, atmospheric fantasy, reusable
architecture, and mechanics that make players ask:
“What happens if I try this?”
</p>
</div>
</section>
<section class="landing-section contact-compact reveal" id="contact">
<div>
<p class="section-kicker">Contact</p>
<h2>Questions, ideas, or unusual proposals?</h2>
<p>
Use the general address for first contact. More specific channels
remain available for business, press, support, and reproducible bug
reports.
</p>
</div>
<div class="contact-link-group">
<a class="contact-email" href="mailto:contact@moonvineforge.com">
contact@moonvineforge.com
</a>
<div class="contact-small-links">
<a href="mailto:business@moonvineforge.com">
Business
</a>
<a href="mailto:press@moonvineforge.com">
Press
</a>
<a href="mailto:support@moonvineforge.com">
Support
</a>
<a href="mailto:bugs@moonvineforge.com">
Bug reports
</a>
</div>
</div>
</section>
</main>
<footer class="site-footer">
<div class="footer-information">
<p>
© <span id="year">2026</span> Moonvine Forge Studios.
All rights reserved.
</p>
<div class="visitor-counter" aria-label="Moonvine Forge visitor counter">
<span class="visitor-counter-label">Visitors to the Forge</span>
<span class="visitor-count-value" id="visitor-count" data-visitor-count aria-live="polite">16</span>
</div>
</div>
<nav aria-label="Legal navigation">
<a href="impressum.html">Legal Notice</a>
<a href="datenschutz.html">Privacy Policy</a>
</nav>
</footer>
<script async data-goatcounter="https://moonvineforge.goatcounter.com/count" src="assets/count.js"></script>
<script defer src="assets/visitor-counter.js"></script>
<script>
document.getElementById("year").textContent =
new Date().getFullYear();
const cardIdeas = [
{
type: "Skill",
cost: "1",
sigil: "⌁",
name: "Unauthorized Shortcut",
effect:
"Gain 2 Momentum. The next card you play costs 0, then becomes Banished.",
flavour:
"“The approved route was taking too long.”"
},
{
type: "Power",
cost: "2",
sigil: "§",
name: "Administrative Curse",
effect:
"Whenever you draw a card, create a temporary copy in your discard pile. Copies cost 1 more and vanish after being played.",
flavour:
"Every action requires a duplicate."
},
{
type: "Relic",
cost: "◆",
sigil: "◈",
name: "Moonlit Abacus",
effect:
"The first time you gain a resource each turn, gain 1 of a different resource. Cycle through all available resource types before repeating.",
flavour:
"It counts possibilities instead of numbers."
},
{
type: "Attack",
cost: "0",
sigil: "✦",
name: "Polite Catastrophe",
effect:
"Deal 4 damage. If the target intends to attack, repeat this once and apply 1 Apology. Apology reduces its next attack by 2.",
flavour:
"The apology is mandatory."
},
{
type: "Status",
cost: "—",
sigil: "☾",
name: "Borrowed Tomorrow",
effect:
"Draw 2 cards now. At the start of your next turn, draw 2 fewer cards. If that would reduce your draw below 1, gain 1 Debt instead.",
flavour:
"The future has filed a complaint."
},
{
type: "Enemy Action",
cost: "?",
sigil: "⌬",
name: "Audit the Living",
effect:
"Gain 3 Block for each different status affecting the player. Then copy the shortest remaining duration among those statuses onto yourself.",
flavour:
"Your condition has been carefully documented."
},
{
type: "Resource",
cost: "+",
sigil: "◇",
name: "Unstable Favor",
effect:
"Spend this as any resource. If it remains unspent at turn end, transform it into 2 Doubt. Doubt increases the next card cost by 1.",
flavour:
"Generosity with an expiration date."
},
{
type: "Curse",
cost: "1",
sigil: "※",
name: "Fine Print",
effect:
"Unplayable. When Exhausted, return a random Banished card to your hand, set its cost to 0 this turn, then add a copy of Fine Print to your discard pile.",
flavour:
"Nobody reads the useful clause."
},
{
type: "Skill",
cost: "2",
sigil: "↺",
name: "Recursive Petition",
effect:
"Choose a card in your discard pile. Resolve its first non-damage effect without paying its cost. If that effect would invoke Recursive Petition again, stop the chain and Exhaust both cards.",
flavour:
"Please refer to the request referring to this request."
},
{
type: "Power",
cost: "2",
sigil: "¤",
name: "Contingency Budget",
effect:
"At turn end, store up to 2 unspent Energy as Budget. When you cannot fully pay a card cost, spend Budget first. Any unpaid remainder becomes Debt next turn.",
flavour:
"Funding exists, provided the emergency is sufficiently inconvenient."
},
{
type: "Relic",
cost: "◆",
sigil: "⌘",
name: "Chain of Custody",
effect:
"Whenever a card changes zones twice during one effect chain, mark it. The next time that card leaves a zone, repeat its non-damage effects at 50 percent value, then remove the mark.",
flavour:
"Nothing is lost. It is merely transferred repeatedly."
},
{
type: "Skill",
cost: "1",
sigil: "⚖",
name: "Deferred Verdict",
effect:
"Apply 8 Judgment to an enemy. At the end of its next turn, deal that much damage if it did not damage you. Otherwise remove Judgment and gain that much Block.",
flavour:
"The ruling depends on subsequent conduct."
},
{
type: "Attack",
cost: "2",
sigil: "⟁",
name: "Hostile Merger",
effect:
"Deal 7 damage. Move one debuff from every other enemy to the target. Merge matching stacks and keep the longest remaining duration.",
flavour:
"Consolidation creates efficiency."
},
{
type: "Power",
cost: "3",
sigil: "∞",
name: "Closed Loop",
effect:
"The first time each round an effect would trigger itself within the same chain, prevent that trigger and gain 1 Insight. At 3 Insight, draw 2 cards and reset Insight.",
flavour:
"Circular reasoning, now with safeguards."
},
{
type: "Skill",
cost: "X",
sigil: "✣",
name: "Emergency Appropriation",
effect:
"Spend all remaining resources. For each different resource type spent, choose: gain 3 Block or deal 2 damage to all enemies. If at least three types were spent, repeat your final choice.",
flavour:
"The crisis has unlocked several previously impossible accounts."
},
{
type: "Curse",
cost: "—",
sigil: "▧",
name: "Redacted Clause",
effect:
"Its effect is hidden when drawn. Retain it to reveal the clause next turn. Playing it while revealed grants the benefit; discarding it unrevealed applies the penalty instead.",
flavour:
"The missing sentence is legally considered present."
},
{
type: "Relic",
cost: "◆",
sigil: "◎",
name: "Consensus Engine",
effect:
"After you play an Attack, a Skill, and a Power in any order during one turn, the next card repeats its first secondary effect. Reset the sequence if a card type repeats.",
flavour:
"Agreement is easiest when everyone acts exactly once."
},
{
type: "Power",
cost: "1",
sigil: "⌖",
name: "Risk Register",
effect:
"Whenever a random target is selected, record every eligible target not chosen. Future random selections exclude recorded targets until all eligible targets have been selected once.",
flavour:
"Chance remains acceptable when properly documented."
},
{
type: "Skill",
cost: "1",
sigil: "◌",
name: "Last Known Position",
effect:
"Choose a Banished card. Create an Echo of it in your draw pile. The Echo has no cost, resolves only the original card's first effect, then ceases to exist.",
flavour:
"The archive insists it was here recently."
},
{
type: "Enemy Action",
cost: "?",
sigil: "⚙",
name: "Unscheduled Maintenance",
effect:
"Disable the highest-cost card in the player's hand until turn end. If the player ends the turn without attempting to play it, upgrade this action permanently.",
flavour:
"Downtime was announced several seconds in advance."
}
];
const ideaCard = document.getElementById("idea-card");
const drawIdeaButton = document.getElementById("draw-idea");
let currentIdeaIndex = 0;
let changeTimer = null;
function renderIdea(index) {
const idea = cardIdeas[index];
if (changeTimer !== null) {
window.clearTimeout(changeTimer);
}
ideaCard.classList.remove("is-changing");
void ideaCard.offsetWidth;
ideaCard.classList.add("is-changing");
changeTimer = window.setTimeout(function () {
document.getElementById("idea-type").textContent =
idea.type;
document.getElementById("idea-cost").textContent =
idea.cost;
document.getElementById("idea-sigil").textContent =
idea.sigil;
document.getElementById("idea-name").textContent =
idea.name;
document.getElementById("idea-effect").textContent =
idea.effect;
document.getElementById("idea-flavour").textContent =
idea.flavour;
document.getElementById("idea-card-number").textContent =
String(index + 1).padStart(2, "0") +
" / " +
String(cardIdeas.length).padStart(2, "0");
ideaCard.classList.remove("is-changing");
changeTimer = null;
}, 145);
}
drawIdeaButton.addEventListener("click", function () {
let nextIndex = currentIdeaIndex;
while (nextIndex === currentIdeaIndex) {
nextIndex = Math.floor(
Math.random() * cardIdeas.length
);
}
currentIdeaIndex = nextIndex;
renderIdea(currentIdeaIndex);
});
const reducedMotion = window.matchMedia(
"(prefers-reduced-motion: reduce)"
).matches;
const finePointer = window.matchMedia(
"(pointer: fine)"
).matches;
if (!reducedMotion && finePointer) {
ideaCard.addEventListener("pointermove", function (event) {
const bounds = ideaCard.getBoundingClientRect();
const x =
(event.clientX - bounds.left) / bounds.width - 0.5;
const y =
(event.clientY - bounds.top) / bounds.height - 0.5;
ideaCard.style.transform =
"rotateX(" +
(-y * 6).toFixed(2) +
"deg) rotateY(" +
(x * 8).toFixed(2) +
"deg) translateY(-2px)";
});
ideaCard.addEventListener("pointerleave", function () {
ideaCard.style.transform = "";
});
}
const revealElements =
document.querySelectorAll(".reveal");
if (
reducedMotion ||
!("IntersectionObserver" in window)
) {
revealElements.forEach(function (element) {
element.classList.add("is-visible");
});
} else {
const revealObserver = new IntersectionObserver(
function (entries, observer) {
entries.forEach(function (entry) {
if (!entry.isIntersecting) {
return;
}
entry.target.classList.add("is-visible");
observer.unobserve(entry.target);
});
},
{
threshold: 0.12
}
);
revealElements.forEach(function (element) {
revealObserver.observe(element);
});
}
</script>
</body>
</html>