Three friends, their spellbooks, one painted hex board.
The tabletop edition of ArcoMage — coming with the Kickstarter.
Single-player campaign mode — Level 1, “The wizard arrives.”
One of fifteen hand-written chapters your pledge unlocks.
Announcing…
The First ArcoMage Cup!
Be part of history! Sign up today to battle for the
ArcoMage Cup — the world’s newest hyper-competitive
e-sport. Fast paced, free-to-play, made for adults but kid friendly.
Join our Kickstarter to help us create more spells, a single-player
campaign, and a mobile version — and get never-again-offered
founder perks. Join a guild or create your own and be part of the community.
One email. We create your player profile and pick you a Founder
portrait at random. You can change everything later — this just
gets you in the bracket.
No password yet — we email you a magic link to set one whenever
you want to log in. No spam, ever. We use this to confirm your seat
and ping you when the tournament bracket opens.
Why this game is different
Thousands of spells — eventually
The card system is data-driven from day one. Every spell is a layered
SVG: the illustration is the only image; titles, costs, rules and
flavor are text data. New spells get added by writing one
JSON file and generating one illustration. Tens of spells at
launch, hundreds within months, thousands as the campaign hits
stretch goals.
A learning neural-network AI
An AlphaZero-style self-play network is the in-game opponent for
solo play and the balance engine. It plays thousands of
games against itself nightly, learns which spells dominate and which
get ignored, and reports back. Solo play won’t feel like a
puppet show; it learns the way you play.
Truly competitive — balanced by data, not vibes
Most card games balance with patches by feel. We balance with
measured win-rates from thousands of self-play matches. Over-picked
spells get nudged down; never-played spells get nudged up. One-click
JSON edit, instant card re-render, measurable shift in the next 100
games. Data-driven, not vibes.
GPT multiplayer when humans aren’t around
When a real opponent isn’t online, you duel a GPT-powered
opponent who plays in character — trash-talks, taunts, breaks
character only to congratulate a clever combo. The server-side
bridge is already live at arcomage.org for the early browser PoC.
Real spell effects + voice
Three hundred and eighty particle effects ported to the browser
through Proton give spells real presence on the board. Spells can
say their name through ElevenLabs TTS —
“Fireball!” — adding character without the
anime-card-game absurdity.
Guilds & community (more than a Discord)
Backers at the Guild Founder tier get a guild Discord, a roster
page on the site, and a Guild Stone visible in-game. Team play for
4–8 players is a stretch goal we’re excited about — but
we’d rather ship the core right than promise six modes day
one.
Cards built from data, not Photoshop
Every spell’s art comes from our reference-anchored generation
pipeline; every number on the card is editable JSON. A balance change
ships as a one-character edit and re-renders instantly. Here’s a
sample of the first six finished cards:
The remaining 74 cards in the launch deck
are in active production. Backers get every card in the launch deck plus
every expansion released for the first year.
Bringing spells to life
Our in-game videos are generated with state-of-the-art AI video tools
like Google Veo 3.1 and Runway ML, or
hand-animated in Blender. Every trophy reveal, chest
opening, and spell animation on this page came out of that pipeline.
Your Kickstarter support helps us pay the per-clip generation fees so
we can keep producing high-quality animated spells, player-avatar
videos, and in-game cinematics — without slipping into AI slop or
cutting corners on motion that should feel cinematic.
Twelve Kickstarter-only spells —
including the iconic Life / Death split, two backer-exclusive
lands (Recycling Center + Safety Deposit Box) reserved for the
Developer Circle tier, and the complete Ghost Pack. Each
card’s art animates — this is what they look like in the
grimoire.
Life / Death
Circle 5 · 10 Mana ·
Split Sorcery
Recycling Center
Circle 5 · 20 Mana ·
Land
Safety Deposit Box
Circle 5 · 20 Mana ·
Land
Silent Hourglass
Circle 2 · 1 Mana ·
Summon Artifact
Hollow Locket
Circle 3 · 5 Mana ·
Summon Creature
Lich Form
Circle 5 · 10 Mana ·
Enchantment
Wraith Form
Circle 3 · 5 Mana ·
Enchantment
Wraithbone Hollow
Circle 4 · 8 Mana ·
Land
Vengeful Spirit
Circle 4 · 7 Mana ·
Summon Creature
Blade Spirits
Circle 3 · 5 Mana ·
Summon Creature
Exorcism
Circle 3 · 4 Mana ·
Instant
Spells are baked into the game
from launch — not random packs, not paywalled DLC, not gated
behind grinding. Every backer at the matching tier gets every Founder
spell.
Cracking open a Founder Spell Chest — sealed
thematic bundles of bonus spells included with the Archmage and
Guild Founder tiers.
Reward tiers
Pledges are additive — a $50
Archmage backer gets everything in the $10 and $20 tiers as well.
Each tier’s perks layer on top of the ones below.
$10
Limited Founder Portrait
Supporter role in the official Discord
Beta access to every monthly update
Behind-the-scenes design posts
Early community votes on spell concepts & art
Limited Founder Portrait avatar — a hand-painted
badge that marks you as a Day-One Founder, forever
$20
Ghost Spell Pack
Nine ghost-themed spells: 2 Epic, 3
Legendary, 3 Rare, plus a bonus Common (Ring of Salt). Here’s
the first preview of the painted card art — four of the
nine, freshly off the pipeline:
Demonic PossessionLegendaryLichLegendaryMemory JarRareRing of SaltCommon bonus
And these aren’t just cards — here are the
creatures the Ghost Pack puts on the board, fully animated,
straight from the engine:
Five more cards in the pack
arriving before launch — Graves of the Innocent, Haunted
Locket, Cemetery Moth, Haunted Portrait of a Library, and
Haunted Hourglass.
Everything in the $10 tier
All nine Ghost Spell Pack cards unlocked at launch
Cosmetic Ghost card frames and ethereal book icons
Most popular
$50
Archmage Founder Pack
The core tier most backers want. Includes the
full game and the founder cosmetics that mark you as an early
believer.
Everything in the $10 and $20 tiers
Full digital game on launch (Windows / Mac / Linux + browser)
Animated Rank Badge — your competitive
tier emblem (Bronze / Silver / Gold / Platinum / Diamond)
becomes a 12-second animated loop on your forum + in-game
profile instead of a static image. Pages flip, gems shimmer,
magic wreaths drift — each of the five tiers gets its
own painted motion piece, with the metallic palette and
light scaling from warm copper at Bronze up to brilliant
blue crystal at Diamond.
Bonus spell content + early access ~3 months before public
launch
Founder Spell Chests — sealed thematic spell bundles,
opened at launch and milestone moments
Special spellbook art reserved for Archmage backers
Strong “Founder” in-game positioning
$100
Developer Circle & Kit
Everything in the $50 tier
Strategy guide (PDF + HTML)
Private dev-chat access on Discord
Behind-the-scenes design notes & balance journal
Exclusive Recycling Center — backer-only
land that lets you reclaim mana from spent spells
Exclusive Safety Deposit Box — backer-only
land that protects a slice of your resources from enemy plunder
Desktop-version source code only (see disclosure
below)
Source-code scope: the
desktop client source code only. Does NOT include: the
browser version, the mobile app, server / backend code, the
marketplace, company assets, the full spell library, or any rights
to the business. The desktop client is yours to read and learn
from; everything else stays proprietary.
$499
Guild Founder
Get in on the ground floor of the
world’s newest e-sport by creating your own ArcoMage
guild. You own the stone, you own the roster, you own
the room. Guild Stones are rare by design — we keep the
supply low so guilds stay big and Discord channels stay social,
not 100,000 empty servers talking to themselves.
Everything in the $100 tier
Guild Stone — the in-game token that
lets you found a guild. Otherwise only a very rare drop from
Spell Chests.
Your own Discord server — public OR
private, your call. Hosted on our infra with bots already
wired (DMs to the roster, match alerts, scheduled raids,
tournament announcements).
Private DM channel to the dev (me, Trent)
for the lifetime of the campaign — ask anything, request
balance discussion, get early-builds first.
Elite Guild Founder badge in-game and on the site
All launch spells unlocked at start
Special AI opponents trained against your guild’s play
style
Hosted guild roster page on arcomage.org
Giftable Founder badges for guild members
Founder Spell Chests — sealed thematic bundles of bonus
spell content, opened at milestones
Limited — few slots
$2,499
Arch-Developer
Become one of the most influential supporters of
ArcoMage and help shape the future of the game — with direct
access to the creator and the development process. For backers who want
to leave a permanent mark on ArcoMage.
Everything from all previous reward tiers
Up to 40 hours of one-on-one consulting via phone,
voice chat, or video on any game-development, software-development,
AI, automation, web-development, or technology project
Design a custom Fun Spell — any theme or
effect you can imagine, added to the game as a special casual-format
spell
Co-create a Canon Spell for the main game —
your ideas, themes, mechanics, and feedback throughout the design
process (final implementation must pass AI balance review and fit the
game’s design standards)
Custom animated avatar created from a photo of
yourself
Founder recognition as an Archmage Patron
Priority access to future alpha and beta testing
Stretch goals
Real stretch goals only — things that add
genuine value, not numbers for marketing optics. We’d rather ship
the core right than promise six modes on day one.
100 backers at $20+ → we print the physical spellbook.
We’re working on lining up a print run for the
physical edition of the ArcoMage spellbook — a
proper leather zip-up 3-ring binder with archival plastic sleeves
protecting every spell page. Tactile, real, lifetime-keeper
quality. We need 100 backers at the $20 tier or
above to make the print order viable; hit that and the
physical edition becomes available as an add-on for any backer
who wants one.
100 backers at $50+ → every $50+ backer gets TWO
physical spellbooks free.
If we hit 100 backers at the Archmage Founder Pack
($50) or higher, every backer at $50 or above
receives two full physical spellbooks —
printed, bound, and shipped — containing all 139 Ultima
Online starter spells plus every Kickstarter-exclusive
spell (the Ghost Pack, Life / Death, and any others we
announce before launch). Two books so you can play tabletop
head-to-head with a friend out of the gate.
Team play, 4–8 players — coming, look forward to it.
4-player isn’t a smaller version of the 1v1 game — it’s a
different game. King-making, alliances, multi-target politics. It
needs its own balance pass, its own AI training, and a new spell
school designed for it (multi-target spells like Redirect,
Force Allegiance, Curse All Opponents). Funding
the campaign brings it closer.
Second school of magic. 16 new spells + 2 new
Circles + expanded buildings at launch instead of post-launch.
Campaign mode. A single-player narrative arc with
scripted wizard duels, branching choices, and a real story.
More factions. New playable kingdoms with their
own spell schools, buildings, and lore.
Animated cards. Subtle motion on the rarest
cards — flames flicker, frost crawls, time bends.
The 3D wizard’s room dream version. Walk
through your wizard’s tower, pick spells off the shelf, sit at
the desk. A long-term vision; the 2D base game ships first.
About the project
ArcoMage is the work of one developer + a careful set of AI tools. It
exists because every digital card game I’ve loved eventually broke
my heart in the same place: the shuffle. You sit down, draw seven, and
half the time you can’t play your game.
So I removed the shuffle. Your wizard knows their book. Every
spell you’ve prepared is always within reach — one click if
you’ve pinned it, one keypress for the Circle that holds it, five
clicks worst case if you’re still learning the book. The skill
becomes which spells you practice and the order you cast them in.
The architectural decisions on this project — data-driven cards,
OOP-as-API, NN-tuned balance, no pay-to-win — are all things
I’d never want to compromise on. That’s why I’m
funding this through Kickstarter instead of taking publisher money.
You back this campaign, you get a card game built the way I’d
want to play one.
Most Kickstarters say “here’s
a dream, fund it.” This one’s a little different. The
browser game already runs. The spellbook UI already flips pages.
The card pipeline already ships cards. The 380 particle effects
are already ported. The GPT opponent is already live at
arcomage.org. The neural-network self-play loop is scaffolded.
What your pledge actually funds is the next layer:
The neural-network training compute. Thousands
of self-play games per night cost real GPU time. The
data-driven balance promise is only real if the games actually
happen.
GPT API costs. The multiplayer fallback
opponent + the bulk spell-illustration pipeline are real
recurring bills. The first 80-card batch cost about $5; the
thousands-of-spells promise scales the bill proportionally.
Hosting + infrastructure. arcomage.org needs
to handle launch traffic. Founder Guild Discord servers need
hosting. The replay buffer for the NN needs storage.
The stretch goals. A second school of magic,
team play, campaign mode — each takes a full balance pass
and weeks of focused work. Stretch funding pays for that focus.
Time. One developer with AI tooling means
ArcoMage ships when it’s right, not on someone
else’s timeline. Your pledge buys uninterrupted weeks of
building, not divided attention.
You’re not funding an idea.
You’re funding the next chapter of a game that’s
already real.
Kickstarter asks every campaign to be upfront about what could go
wrong. Here’s the real list.
Solo developer. ArcoMage is one person + AI
tooling. This means it ships when it’s right, not on the day a
marketing department picked. Backers should expect honest progress
updates, not optimistic ones.
Server-dependent gameplay at first. The AI
opponent and balance engine run server-side. If the server is down,
the game can’t play matchmaking. We mitigate by hosting on
redundant infrastructure and committing to multi-year post-launch
service. If the lights ever go out for good, we’ll ship a
self-host client release so the community keeps playing forever.
The neural-network balance loop is novel. The
architecture is well-understood (AlphaZero, DeepStack, LoCM); the
practical work of tuning it for a CCG is the part we’ll iterate
on most after launch. First-pass balance is human-authored; the NN
refines it once we have real play data.
If under-collected, we ship smaller. A funded
campaign at the base goal gives us the launch deck and core
multiplayer. Stretch goals only land if the stretch funding lands.
Refund policy: digital backers will be refunded if we materially
cannot deliver the base game; physical backers refunded for
unshipped physical goods.
FAQ
Is this a digital game or a tabletop game?
Digital first. The base experience is the desktop + browser game
(vs the AI, vs GPT, and eventually vs other humans). Printable
tabletop decks are a stretch goal.
Will there be microtransactions or random card packs?
No. You buy ArcoMage once. The launch deck is what you get; balance
patches are free forever. Expansions (new schools, new Circles) are
paid DLC at fair prices — never random packs, never
pay-to-win.
When does it ship?
The Kickstarter funds the final 3–6 months of polish, server
capacity, and (if the print-deck stretch goal hits) physical
fulfillment. Digital backers get beta access ~3 months before public
launch.
How does the AI actually work?
An AlphaZero-style network — one policy head, one value head — trained
by self-play. Two snapshots play each other; the winner’s
weights are promoted; the loser becomes “black” for the
next batch. After every batch, a balance dashboard shows which
spells got picked most and which got ignored, so we can nerf and buff
with evidence instead of guesswork. The headless sim runs thousands
of games per hour on commodity hardware.
Is this AI slop?
No. AI tooling helped us build the system —
generating card illustrations at consistent quality, drafting the
spell-design prompts, training the balance NN. But the design (the
spellbook UX, the anti-pay-to-win ladder, the hex-footprint rules,
the cost curve, the spells themselves) is human-designed,
art-directed work. AI is the brush; the painting is mine.
What platforms?
Windows / Mac / Linux at launch (desktop client + a browser version
of the same game). Mobile (iOS + Android) is a stretch goal — the
desktop already wraps a web client, so a mobile WebView wrapper is
a small effort with real reach. Console is post-launch.
What if the campaign doesn’t fund?
Then no charges are made — that’s how Kickstarter works.
We’d regroup, take what we’ve already built (the cards,
the spellbook UX, the GPT opponent, the browser PoC) and look for
another path to ship.
Back ArcoMage on Kickstarter
If a strategy card game without the shuffle sounds like the game
you’ve been waiting for, pledge a tier above. Every backer is a
Founder — portrait, badge, and all.