
Tock
The Corner
The boxer. Grooves chips into a Special and throws it by hand, with the machine's Heat behind the punch.
Teach Tock your moves.
Practised cards become its instincts.
A cozy roguelite deckbuilder about four patchwork robots, a rail yard full of salvage, and the habits you sew into them.



How it plays
SPARK
Every card has a lesson, like lead a turn with it. Meet it in a fight and a pip punches through.
SPARK
LEARNED
At the workbench, learn the ready card. It leaves your deck for good and becomes an instruction chip.
Wire the chip into a track. BOOT fires at the start of every turn: no card, no Energy. Sensors, parts and Heat change when and how hard it runs.
Learn too eagerly and your deck runs thin. Hold on too long and your robot never grows. Every run is that trade.
LEAD HOOK
BONK
KNUCKLE
SPARK
HIGH GUARD
BRACE
MUSCLE MEMORYEvery card is a printed punch card. The slots along the bottom are its lesson.
The crew
Each robot is wired differently. The same card becomes a different habit depending on whose board you sew it into.

The Corner
The boxer. Grooves chips into a Special and throws it by hand, with the machine's Heat behind the punch.

The Firebox
A boiler on legs. Shovels cards onto its Grate, where they burn as chips each morning.

Day and Night
A careful mill apprentice. Banks Energy as Yarn, and her night track works while you rest.

The Ring
The loom-carrier. Each switch between Attack and Skill steps her Shuttle round the ring.

The yard
Each shift is a rail yard of fights, odd jobs, salvage and workbenches. Every move costs an hour. Flip levers to open gates, pick your route, and reach the boss before the clock runs out.



Made by one developer. Questions, bugs or ideas: abdellaalioncan@gmail.com