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Cthulhu Realms
Eliminating rivals can win, but when the deck runs out the highest remaining Sanity wins. Healing matters to the end condition as well as staying in the game.
THE CATALOGUE / 408 GAMES
Small games. Strange little rules.
Plenty of reasons to look closer.

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Eliminating rivals can win, but when the deck runs out the highest remaining Sanity wins. Healing matters to the end condition as well as staying in the game.

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The published online rules exchange hand cards for Magic, while an exhausted draw pile does not reshuffle the discard. Funding an action also concerns a finite card supply.

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Putting on another skull borrows its former owner’s abilities. Character transformation belongs to the run’s equipment choices.

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In PvP, towers defend against incoming minions while you release minions at the opponent. The match gives preparation an offensive destination too.

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Slice the musical objects, but leave bombs and hedgehogs untouched: the official description says touching either ends the attempt.

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Choose a box and fit the order inside before wrapping, sealing and labelling it. The advertised absence of a timer puts the focus on arrangement.

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The developer says skills are limited and opponents can select them first. Delaying a pick therefore puts its availability at stake.

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Two-button kick-and-snare play sits beside an advertised automatic traversal assist and a speed-up mastery option.

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Choose a prepared class or select talents, attributes and skills yourself, then use AI auto-play or control the dungeon crawl manually.

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Photos from happy visitors and achievements can buy farm installations or items including weather gadgets at two different shops.

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Battle scrap becomes crafted gear, but the engine has limited space and the developer says placement and combinations change combat results.

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The developer describes jetpack movement as both escape and damage, alongside automatic or manual aiming for the other weapons.