This Lovecraftian Deckbuilder Uses Dice Instead Of Mana And Has A Madness Mechanic That Warps Reality

BrewWhale Games is bringing cosmic horror to the deckbuilding genre with It’s Breaking Out, a narrative-driven roguelike that replaces traditional mana with dice rolls and features a madness mechanic that literally distorts how you perceive the game. Inspired by Slay the Spire and Inscryption, this Lovecraftian card battler challenges you to unravel the secrets of a mysterious ancient box while fighting creatures and cults from beyond reality. A Steam playtest is available for signup right now, with the full release planned for 2026.

Dark mystical atmosphere representing Lovecraftian horror gaming

The Cursed Box That Started Everything

Deep within forgotten ruins, explorers discover an ornate box covered in cryptic symbols and bound by heavy chains meant to contain whatever lurks inside. Ominous warnings carved into the surrounding stone warn against opening it, designed to protect the world from the entity trapped within. But human curiosity always wins. The box gets opened, unleashing something that shouldn’t exist in our reality, and now the only way forward is solving the mystery of what was sealed away and why.

This narrative hook drives everything in It’s Breaking Out. You’re not just playing card battles for the sake of progression – you’re actively investigating an ancient cosmic horror through gameplay. Every run brings you closer to understanding the truth behind the box, revealing fragments of forbidden knowledge about secret societies, dark cults, eldritch spells, cursed artifacts, and creatures that defy comprehension. The story unfolds through the gameplay itself rather than cutscenes or exposition dumps.

The roguelike structure serves double duty as both gameplay loop and narrative device. Each death isn’t failure – it’s another cycle, another opportunity to piece together the puzzle. You’re caught in a time loop similar to Inscryption’s meta-narrative structure, where dying and restarting reveals new information and possibilities. The game frames permadeath not as punishment but as progress toward breaking the eternal cycle trapping you.

Ancient mysterious artifact representing cursed objects in horror

Dice Replace Mana For Unpredictable Strategy

It’s Breaking Out’s most distinctive mechanic replaces traditional mana systems with dice-based card activation. Instead of spending resource points to play cards, you roll dice and use those results to activate your abilities. This introduces genuine randomness into every turn – you might roll perfectly for your strongest combos or get terrible numbers that force desperate adaptation. The dice mechanic creates tension absent from predictable mana-per-turn systems where you always know your exact resources.

This system rewards flexible deck construction over rigid combos. Building around specific card sequences becomes riskier since you can’t guarantee having the exact dice needed. Instead, you want versatile cards that remain useful regardless of dice results, plus ways to manipulate dice outcomes when critical moments demand specific results. The best decks balance high-impact plays requiring lucky rolls against consistent actions working with any dice.

The dice mechanic also fits thematically with cosmic horror’s emphasis on chaos and forces beyond human control. You’re dealing with entities that don’t follow natural laws. Your dice represent attempting to impose order and strategy onto inherently unpredictable eldritch encounters. Sometimes the stars align and you execute perfect turns. Other times reality itself seems to conspire against you through terrible rolls, mirroring the Lovecraftian theme of humans being insignificant before incomprehensible cosmic forces.

The Madness Mechanic That Breaks Reality

The madness system sets It’s Breaking Out apart from every other deckbuilder. As you encounter horrors within the box, your character’s sanity deteriorates, but unlike other games where madness is just a numerical debuff, this mechanic affects how you perceive the actual game. Visual distortions warp the screen. Cards unexpectedly transform or alter their effects. Audio anomalies create unsettling soundscapes. The UI itself becomes unreliable as reality fractures around you.

This creates fascinating gameplay tension. Higher madness unlocks powerful abilities and card modifications unavailable to sane characters, tempting you to embrace insanity for mechanical advantages. But increased madness makes the game harder to play by distorting visual information and introducing unpredictability into your deck. Do you maintain sanity for stable, predictable gameplay or dive into madness for raw power at the cost of reliable information?

The madness mechanic mirrors Eternal Darkness’s sanity effects and Inscryption’s meta-horror manipulation. Games that break the fourth wall and mess with player expectations create memorable experiences impossible in traditional media. When your cards start changing mid-battle or the screen warps making it difficult to read text, you genuinely feel the protagonist’s descent into cosmic madness rather than just managing another resource bar.

Distorted reality representing madness effects in horror games

Puzzle Elements Mixed With Card Battles

Beyond traditional deckbuilding combat, It’s Breaking Out incorporates puzzle-solving using your deck and special story cards. You’ll encounter situations requiring specific card combinations to progress rather than just defeating enemies. Maybe you need certain card types to unlock sealed areas, or specific dice results to activate ancient mechanisms. This hybrid approach prevents combat from becoming repetitive while reinforcing that you’re investigating mysteries rather than just fighting monsters.

The puzzle integration rewards creative thinking about deck construction. Cards useful in combat might also solve environmental puzzles. That damage spell could destroy barriers blocking passages. The defensive card that shields you might also protect artifacts you’re trying to preserve. Building decks that balance combat effectiveness against puzzle-solving versatility creates interesting deckbuilding constraints absent from pure combat deckbuilders.

Story cards represent unique narrative-specific abilities or events that don’t follow normal deckbuilding rules. These special cards might trigger based on story progression, madness levels, or specific encounter conditions. They blur the line between narrative and gameplay, making story beats feel mechanically integrated rather than separate from the card-battling core loop. Inscryption used similar techniques with its meta-narrative cards that referenced the game’s ARG elements.

Inspired By Slay The Spire And Inscryption

BrewWhale Games explicitly cites Slay the Spire and Inscryption as primary inspirations, and those influences show clearly. From Slay the Spire comes the roguelike structure with branching paths, elite encounters, treasure rooms, shop mechanics, and relic systems providing permanent passive bonuses. The satisfying deckbuilding loop of gradually optimizing your deck through card additions, removals, and upgrades across a run follows Spire’s proven formula that defined modern deckbuilding roguelikes.

Inscryption’s influence appears in the narrative focus and reality-breaking meta-horror elements. Like Daniel Mullins’ masterpiece, It’s Breaking Out uses card game mechanics to tell psychological horror stories that couldn’t work in other genres. The mysterious box framing device recalls Inscryption’s cursed videotape and ARG mysteries. The madness mechanic that distorts gameplay mirrors Inscryption’s fourth-wall-breaking moments where the game itself becomes unreliable and hostile.

But It’s Breaking Out isn’t just copying those games – the dice-based mana system and madness effects create distinct identity. Slay the Spire and Inscryption both used relatively traditional resource systems. The dice randomness fundamentally changes deckbuilding priorities and turn-by-turn tactics. Meanwhile, the madness mechanic’s visual and gameplay distortions go further than most games dare, potentially creating polarizing but memorable experiences that stick with players long after finishing runs.

Card game mechanics representing deckbuilding roguelike gameplay

Lovecraftian Horror Done Through Gameplay

H.P. Lovecraft’s cosmic horror emphasizes humanity’s insignificance before incomprehensible entities and forbidden knowledge that drives people insane. Most Lovecraft-inspired games struggle translating these themes into gameplay since horror game protagonists typically kill everything through superior firepower. It’s Breaking Out uses deckbuilding mechanics to better capture Lovecraft’s philosophy – you’re accumulating knowledge (cards) that might corrupt you (madness) while attempting to understand forces beyond human comprehension (the box’s mysteries).

The game promises exploration of secret societies, forbidden cults, ancient spells, cursed relics, and creatures from beyond reality – all staples of Lovecraftian fiction. Rather than just fighting tentacle monsters, you’re investigating why these things exist, what purpose the box served, and what cosmic forces thought sealing this entity away was necessary. The narrative investigation angle suits Lovecraft’s literary style better than pure action approaches.

The time loop structure also fits cosmic horror themes. You’re trapped in cyclical fate, repeatedly attempting to break free while the entity within the box manipulates reality around you. Each run reveals that your previous attempts were known, perhaps even orchestrated by intelligences operating outside normal causality. This narrative framework creates the paranoia and existential dread central to Lovecraft’s best works.

Who Is BrewWhale Games

BrewWhale Games appears to be a small indie studio, though specific team size and location details aren’t widely publicized. Their Google Play developer page shows numerous mobile titles including tower defense games, merge games, and casual puzzlers. This suggests experience creating accessible game systems, though It’s Breaking Out represents a significant departure from their mobile portfolio toward more complex PC gaming experiences.

The transition from mobile casual games to narrative-driven PC deckbuilders is ambitious but not unprecedented. Many developers start with mobile to gain experience and funding before pursuing passion projects on PC where creative freedom and complex mechanics face fewer platform restrictions. Mobile game development teaches valuable lessons about intuitive UI, onboarding, and clear feedback systems that translate well to PC indie games.

The studio maintains presence across Steam, Telegram, Twitter/X, and YouTube under @BrewWhaleGames handles, building community before launch through these platforms. Their approach of offering Steam playtests before full release demonstrates understanding of modern indie marketing – letting players experience gameplay directly builds word-of-mouth more effectively than trailers alone, especially for games with unusual mechanics like dice-based card activation.

Indie game development representing small studio projects

The Steam Playtest Available Now

BrewWhale opened signup for the It’s Breaking Out Steam playtest, allowing players to request access and test the game before its 2026 launch. Playtest periods provide crucial feedback for developers while building hype and wishlists. Players who enjoy the preview become evangelists spreading word-of-mouth recommendations that money can’t buy. For games with unusual mechanics like dice-based mana, letting people actually play makes convincing them much easier than explaining through text.

The playtest presumably includes a slice of the full experience – maybe the first few hours showing core mechanics, initial deck construction, early narrative hooks, and introductory puzzles. Developers use playtests to identify confusing systems, balance issues, bugs, and design problems before committing to final implementation. Community feedback during testing shapes how polished and player-friendly the launch version becomes.

Requesting access puts you on the waitlist for when BrewWhale accepts more playtesters. Not everyone gets immediate access – developers typically accept players in waves to manage server capacity and feedback volume. Adding the game to your Steam wishlist while waiting helps BrewWhale by improving algorithmic visibility and demonstrating market demand to potential publishers or investors. Wishlist numbers directly impact how Steam promotes indie games on the platform.

What Makes Narrative Deckbuilders Special

Traditional deckbuilders like Slay the Spire emphasize mechanical mastery and optimization. Narrative deckbuilders like Inscryption and It’s Breaking Out use card game systems to deliver stories impossible in other genres. The deckbuilding itself becomes storytelling – your deck represents accumulated knowledge, experience, and corruption gained through the journey. Cards aren’t just combat tools but narrative artifacts with lore implications.

This genre blend attracts both card game enthusiasts and story-focused players who might normally avoid abstract strategy games. Someone interested in Lovecraftian horror but intimidated by complex deckbuilders finds narrative hooks providing context and motivation beyond pure optimization. Meanwhile, deckbuilding fans discover engaging stories enriching the mechanical loops they already enjoy. Successful narrative deckbuilders satisfy both audiences without fully compromising either.

The challenge lies in balancing story delivery against gameplay pacing. Too much narrative interrupts the satisfying deckbuilding flow. Too little story makes narrative framing feel superficial. Inscryption’s genius was making its meta-narrative inseparable from gameplay – the story was literally about playing a cursed card game. It’s Breaking Out attempts similar integration through madness mechanics that make story progression tangibly affect how you play rather than just what cutscenes you see.

Strategic card gameplay representing deckbuilding mechanics

The 2026 PC Launch

It’s Breaking Out targets 2026 for full release exclusively on PC via Steam. No specific quarter or month has been announced beyond the year, suggesting development has substantial work remaining. The playtest period allows iterating on feedback before committing to launch dates. Indie developers who announce specific dates prematurely risk missing deadlines and damaging credibility – better to give broad windows until certainty emerges.

PC-only release makes sense for a small studio’s debut narrative deckbuilder. Porting to consoles requires additional development for controller support, platform certification processes, and ongoing maintenance across multiple ecosystems. Focusing on PC through Steam provides global distribution without manufacturing costs while reaching the platform where deckbuilding roguelikes traditionally find their core audiences. Console ports can come later if PC sales justify investment.

The 2026 release puts It’s Breaking Out into an increasingly crowded deckbuilding roguelike space. Slay the Spire inspired dozens of imitators, many excellent but struggling to differentiate. The dice-based mana system and reality-warping madness mechanics provide the unique identity needed to stand out. Whether these innovations prove compelling or gimmicky depends on execution quality that only full release will reveal. The playtest provides early indication of whether BrewWhale’s ambitions translate to enjoyable gameplay.

FAQs

When does It’s Breaking Out release?

It’s Breaking Out launches in 2026 exclusively for PC via Steam. No specific month or quarter has been announced. A Steam playtest is currently accepting signups, allowing players to request access and try the game before full release. Adding the game to your wishlist ensures notifications when the exact release date is announced.

How does the dice mechanic work?

Instead of spending mana points to play cards, you roll dice and use those dice results to activate cards. This introduces randomness into every turn – you might roll perfectly for powerful combos or get bad results forcing adaptation. The system rewards flexible deck construction over rigid strategies since you can’t guarantee specific dice outcomes.

What does the madness mechanic do?

As your character’s sanity deteriorates, the madness mechanic affects how you perceive the game itself. Visual distortions warp the screen, cards unexpectedly transform, audio becomes unsettling, and the UI grows unreliable. Higher madness unlocks powerful abilities but makes gameplay harder through these reality-breaking effects, creating risk-reward decisions about embracing insanity for power.

What games inspired It’s Breaking Out?

BrewWhale Games explicitly cites Slay the Spire and Inscryption as primary inspirations. From Slay the Spire comes roguelike structure with branching paths and satisfying deckbuilding optimization. From Inscryption comes narrative focus and meta-horror elements where the game itself becomes unreliable. The Lovecraftian cosmic horror theme draws from H.P. Lovecraft’s literary works.

Can I play the game right now?

A Steam playtest is accepting signups currently. Request access through the Steam page and you’ll be notified when BrewWhale accepts more participants. Not everyone gets immediate access – developers typically accept players in waves. The playtest provides a slice of the full game for testing before the 2026 launch.

Will there be console versions?

No console versions have been announced. The game launches exclusively for PC via Steam in 2026. As a small indie studio’s debut narrative deckbuilder, BrewWhale is focusing on PC first. Console ports might come later if PC sales justify the additional development and certification work required for PlayStation, Xbox, or Nintendo Switch.

Who developed It’s Breaking Out?

BrewWhale Games, a small indie studio with previous mobile game development experience, created It’s Breaking Out. Their Google Play portfolio includes tower defense and casual puzzle games, though this PC deckbuilder represents a significant departure toward more complex narrative experiences. The team maintains presence on Steam, Telegram, Twitter/X, and YouTube under @BrewWhaleGames.

How long is each run?

Specific run length hasn’t been detailed, but as a roguelike deckbuilder inspired by Slay the Spire, expect 30-60 minute runs typical for the genre. The puzzle-solving elements might extend runs beyond pure combat deckbuilders. Multiple runs are needed to uncover the complete narrative and unlock all content, with each death revealing new information about the mysterious box and cosmic horrors within.

Conclusion

It’s Breaking Out takes the proven Slay the Spire roguelike deckbuilding formula and twists it through Lovecraftian cosmic horror and reality-warping mechanics that few games dare attempt. By replacing traditional mana with unpredictable dice rolls and implementing a madness system that literally distorts how you perceive the game, BrewWhale Games created distinct identity in the crowded deckbuilding space. The narrative focus borrowed from Inscryption means you’re not just optimizing decks but investigating the ancient mysteries of a cursed box while your character’s sanity crumbles. Whether the puzzle-solving integration, dice-based strategy, and fourth-wall-breaking horror combine into cohesive excellence or ambitious overreach won’t be clear until the 2026 launch. The Steam playtest accepting signups now offers the chance to experience these unusual mechanics firsthand before committing to purchase. For fans of narrative-driven card games who enjoyed Inscryption’s meta-horror or want Lovecraftian cosmic dread delivered through deckbuilding systems, It’s Breaking Out promises exactly the kind of weird, ambitious indie experience that only small studios willing to take creative risks would attempt. Just remember that when the madness mechanic starts warping your screen and changing your cards mid-battle, that’s not a bug or your computer malfunctioning. That’s cosmic horror done right, where the game itself becomes as unreliable and hostile as the eldritch entities you’re investigating. Sign up for the playtest, wishlist the game, and prepare to discover what lurks within the box when some mysteries are better left sealed.

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