A co-op deckbuilder across Senenthia

Across the Obelisk is a turn-based roguelite deckbuilder set in the kingdom of Senenthia. You build a party of four heroes from 16 available heroes across four classes, then fight through four acts, each ending with its own boss. Cards and items are the core of combat: the game has over 500 cards and more than 300 items to build from, and you earn XP and perk points to customize and upgrade your decks along the way. Between fights you run into procedurally generated events, quests and choices that change how the story unfolds, so no two journeys play out the same.

Playing together

You can control all four heroes yourself, or play 2-4 player online co-op and share the party with friends. Combat is tactical and turn-based, and coordination matters: decide together which targets to focus, how to spend your cards, and how your class combination supports the rest of the group. Mixing classes changes how the party plays, so a warrior-heavy lineup plays very differently from one built around scouts. Outside of fights you make shared decisions about the road ahead, whether to help the people you meet or go after loot, and who to save when the path forces a choice. Crossplay lets your group team up regardless of which platform each person owns, and Story DLCs you own are shared with your whole party across platforms.

Modes and what to expect before starting

Three game modes are available. The main story run takes you through the four acts toward rescuing the king's daughter from Lord Hanshek. Obelisk mode is the tougher roguelike option, where you draft a unique deck into a randomized adventure and being ready for anything counts. Weekly challenge mode gives everyone the same predetermined deck and map, so the run comes down to execution rather than build choices.

Runs carry real risk: your decisions have consequences, and random events can show up at any point, so a plan you made at the start of an act may need adjusting mid-run. Expect to experiment with card and item combinations across multiple runs rather than settle on one build, and expect the group to talk through route and reward decisions since they affect everyone.

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