Hello. We are developers from Mixed Realms, an indie game studio based in Singapore. We are best known for developing the cyber ninja VR simulator SAIRENTO VR.
As game developers, our core mission is to create great fun games. Although we had a successful hit in VR, we don’t limit ourselves to just one platform. Our upcoming game is a PC roguelike/lite RPG that combines the best elements of deckbuilding, tactical combat and strategic decision-making.
It’s called Gordian Quest and current available on Steam as an Early Access title.
If you like what you see, please feel free to engage us on the forums or even better yet, buy the game.
WHAT KIND OF GAME IS GORDIAN QUEST?
ROGUELIKE VS ROGUELITE
4 ACTS, 1 EPIC ADVENTURE

In our Early Access build, we introduce the first Act set in WESTMIRE. This is a complete adventure by itself that should offer hours of playtime and also serves as an introduction to the mechanics and lore of Gordian Quest. By the time we exit EA, we will have 4 Acts that truly test your tactical combat and resource management skills.
Each Act will be set in a different region of the world and will introduce a new mechanic or subsystem to the game. A never-ending dungeon that pushes you to your limit; A rolling fog of war that conceals nodes in the overworld; units that make their move in the world when you do; these will come with a bevy of all new skills, heroes, NPCs, items, events as part of our roadmap for the future.
These new mechanics will eventually all be rolled into an Endless Adventure mode, where you will be able to venture the many worlds in an interconnected manner and experience a unique take on everything the game has to offer.

6 HEROES FOR NOW, WITH MORE TO COME
LUCIUS THE SWORDHAND

Lucius has a strong combat presence, with powerful melee skills and access to aura abilities that can buff himself and his allies.
BERTRAM THE RANGER

ALPHONSE THE SCOUNDREL

CATHERIN THE CLERIC

PIERRE THE SPELLBINDER

IDA THE DRUID

A TACTICAL TURN-BASED COMBAT SYSTEM
The battle grid is split into two sides – yours on the left, and the enemy’s on the right. You have freedom of movement on your side of the grid, and you must position your heroes in the optimum spots to maximize the effects of your cards, while avoiding what the enemy can dish out.
On the harder difficulties, it becomes an essential puzzle figuring out how to avoid taking any damage at all in a turn. That’s when synergy among your heroes comes into play, as you can cover vulnerable heroes with the right formation, or supercharge your abilities with the right combination of cards. Teamwork is key.
A STRATEGIC CARD SYSTEM
For example, Alphonse the Scoundrel has access to to the Assassin, Sabotage, and Subterfuge schools. The first school focuses on high single target damage and the use of poison, the second focuses on using traps and implements to sow chaos in the enemy ranks, and the last school focuses on deception and trickery to outplay opponents.
By mixing and matching skills from a hero’s schools, as well as those granted by a player’s equipment, you can design builds for adapting to and taking on the challenges that you’ll face.
Passives and Triggers
Passives and Triggers are unique cards that grant specific effects under certain conditions, and they are usually beneficial. For example, the passive card Uncanny Reactions, when held in your hand, converts all of your Haste to Guard the next time you are hit, providing a timely boost in defenses at the expense of acting faster. The trigger card Puncturing Arrow, when played on you, causes your next ranged attack to inflict Bleed on the target.
By finding unique combinations between the many passives and trigger cards, you can create devastating and effective combos on your foes. You’ll have to strategize when to hold on to these cards, and when to make use of them, as each hero can initially only keep up to 2 cards in their hands for the next turn. Hang on to them, discard them, or make use of them when the time is right!
A HIGHLY CUSTOMIZABLE SKILL GRID SYSTEM
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Devise the best layout and pathing to unlock your hero’s true potential.
In the future, we plan to allow outside forces to manipulate your skill grid, such as visiting a trainer to shuffle your skill grid, or even introducing new nodes by interacting with steadfast allies and rivals.
PROCEDURALLY GENERATED MAPS AND DUNGEONS
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Outside of that, we have an overworld populated by many different elements for you to explore – pick a path to set down on, but make sure you’re prepared for the challenges in your path. In future game modes, we will take this idea much further, with infinite exploration that never ends.
Travel in game is not just limited to overland. You will also encounter procedural dungeons, maps that can have multiple levels and allow for more intimate encounters with the horrors of the land …
ITEMIZATION, VENDORS AND CARDS
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Each vendor serves a particular aspect in the crafting process, if you can afford their services – for example, the Jeweller is a gentleman who will roll sockets on your items, and the Enchanter can utilize gems that you’ve found to insert a card into said equipment, depending on the recipe you pick.
These enchanted equipment give you a very fluid way of partaking in deckbuilding, and with the right combinations of items and innately learned skills, you will be able to devise a powerful deck to take on the strongest of foes.
DECISIONS THAT WILL AID OR FAIL YOU
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Weathering these events and making these decisions is part of your Gordian Quest, and sometimes you just have to roll with the punches.
Other times, pray that lady luck is on your side.
AN EMERGENT RELATIONSHIP SYSTEM (WIP)
Choosing reactions to these moments of conflict can turn allies into friends, or rivals. Friends can influence your skill grid and deck, letting you draw cards that defend or aid them in times of need. Friends will also be able to perform combos under the right conditions, such as standing in a particular formation in battle. Rivals can also influence each other the same way, but to different ends. A little competitiveness forces heroes to outdo the other, letting you draw cards that greatly buff yourself, sometimes at the expense of the other hero, or when the other hero performs something impactful. Sometimes, even romance can blossom in these dark times, opening up even more gameplay nuances.
AND MUCH MUCH MORE …
Just to summarize, these are what we have planned ahead for the game –
- 4 Acts in total – each with new gameplay mechanics, heroes, skills, quests, relics, items and NPCs to discover.
- Lots more heroes with hundreds more skills and abilities.
- Expansions to the current card schools.
- More items and recipes to craft and enchant your weapons.
- A relationship system where the heroes can forge bonds and uncover new skills.
- A NPC network that allows you to forge relationships with denizens scattered around the world. Align yourself with different factions, embark on side quests and eventually shape the course of your adventure with critical decisions.
- An Endless Adventure mode, where you will be able to venture the many worlds in an interconnected manner and experience a unique take on everything the game has to offer.
- A PVP mode where you can engage in skirmish fights with other players using your preferred mix of heroes and skills.
- And more …
Instead of dropping a finished game at your feet and expecting you to take it or leave it, we believe in building our games organically with you. We want you to be a part of our decision making process as we introduce more content and features to the game. After all, we are building a game for you, so we think you should be involved.
We hope you’ll support us in the Early Access version and help spread the word about it – and again we invite you to talk to us and share your ideas and wishes for the future of the game.
Thank you!
Gordian Quest Dev. Team