

Tavrik is a roguelite deckbuilder and hex-grid strategy game where every card you play changes the map beneath your feet.
You do not cast spells at enemies. You build roads, bridge rivers, cut through forests, raise watchtowers, place markets, and shape a dangerous medieval landscape one hex at a time.
Your goal is simple:
Reach the next village before your energy runs out.
The hard part is everything in between.

Every level is a short journey across a procedurally generated hex map. The exit is visible, but the route is not always safe.
Forests slow you down. Swamps drain your energy. Rivers block your path. Mountains force detours. Wildlife moves through the map. Disasters are waiting in the forecast.
Your deck is how you survive.
Place a road to make future movement cheaper. Build a bridge across water. Clear a forest with an axe. Put a watchtower on high ground to reveal more of the map. Drop a market near your route and turn a dangerous journey into profit.
In Tavrik, the strongest card is not always the flashiest one.
It is the one that makes the next three turns possible.

There is no traditional health bar.
Every step costs energy. Bad terrain costs more. Wild animals cost energy. Detours cost energy. Poor planning costs energy.
Run out, and the run ends.
Tavrik is about reading the map, spending carefully, and deciding when a shortcut is worth the price.

Reaching the exit does not end the level immediately.
It gives you a choice.
Leave now and keep what you earned — or stay on the map for more gold.
One more turn.
One more card.
One more market.
One more mistake.
The longer you stay, the faster the threat rises. More animals appear. Disasters become harsher. Safe routes start to collapse.
Every exit asks the same question:
Are you done, or are you sure?

Tavrik’s bosses are not giant monsters.
They are hostile maps with special rules.
Endless rain can turn open ground into mud. Lightning can set forests ablaze. Earthquakes can destroy the structures you were counting on. Predator packs can pressure your route before you are ready.
But danger is not completely hidden.
Threats and disasters can be forecast before they hit. You will often know what is coming.
Surviving it is the problem.

Start each run with one of four archetypes: Pathfinder, Guardian, Merchant, or Master Planner.
Pathfinder builds faster, safer routes. Guardian controls danger and survives pressure. Merchant turns risk into gold. Master Planner bends tempo, timing, and card efficiency.
Between villages, spend your gold on new cards, passives, upgrades, repairs, and tags. Build a deck that fits your route — or rebuild it before it falls apart.
Because every card has durability.
Use a card too often, and it disappears from your deck for good.
Your deck is not permanent. It erodes, mutates, and tells the story of the road you survived.

Tavrik looks warm: painterly medieval tiles, quiet villages, soft colors, and a world that feels inviting at first glance.
Underneath, it is a sharp strategy game about movement, risk, greed, and survival.
Short levels.
Hard choices.
One more turn.
The road is the dungeon.
How far does yours go?