Press kit

Procession Engine

Everything here may be used freely in coverage of the game. For keys, interviews or anything else, just ask.

Description

About the game

Short

Procession Engine is a real-time tug-of-war roguelike deckbuilder. Your buildings spawn your army; your cards, blueprints and imbues decide what that army becomes.

Long

Procession Engine is a single-player roguelike about winning a war of momentum. Cards don't wait in a hand: they arrive on a moving belt and roll toward the edge, to be played, banked for the right moment, or lost. The player's buildings send an army marching down two lanes toward the enemy stronghold while the enemy's army marches back, and the fight ends only when a stronghold falls.

Runs are built between fights. Players carve a route through three acts of skirmishes, elites, bazaars, events, relic shrines and workshops, draft from hundreds of cards and relics, upgrade and etch their buildings, and invest in the Lattice, a web of run-long investments that pays out as the map is cleared. Three playable races anchor the card pool: the Bloomwardens, a living forest that paints the battlefield in Bloom; the Iron Concord, a war industry of mechanical frames, artillery and drone swarms; and the Hollow Choir, a death cult that banks souls, spreads plague and raises what dies. After the first victory, ten stacking Trials turn the rules against the player.

Features

Key features

  • A deck on a conveyor belt. Cards arrive, roll toward the edge and expire if they wait too long. No turns to hide in.
  • Real-time tug of war. Two lanes, two strongholds, and every unit walking, fighting and falling on the field.
  • A yard of buildings. Spawners, artillery, soul engines and more, with blueprint variants, elemental imbues, and Workshop etches that carry from fight to fight.
  • The Lattice. A web of run-long investments that rewards small choices made early.
  • Three playable races with distinct engines, and hundreds of cards and relics between them.
  • Three acts, each held by a different enemy faction and ending at one of its two bosses, then ten Trial difficulties after the first win.
  • Balance shaped with players. Early Access patches driven by community feedback and gameplay statistics.
Screenshots

Screenshots

Captured from the current build. Select a preview to view it larger, or download the full-resolution PNG.

A Light Show fight in act one: laser beams sweeping a darkened dungeon as a Bloomwarden spell rains down on the Sloughed.
The Light Show: lasers sweep a dark arena mid-fight.PNG · 2880 × 1620 · 3.1 MBDownload
A Bloomwarden spell bursting through a line of crawlers in the act one dungeon, the Sloughed warrens behind them.
A spell breaks a Sloughed line in act one.PNG · 2880 × 1620 · 3.0 MBDownload
Crawler Broods and husks crashing into the Bloomwarden line in the act one dungeon, hit numbers rising from the melee.
Crawler Broods break against the Bloomwarden line.PNG · 2880 × 1620 · 2.7 MBDownload
The act one map hall: the route taken lit in green, a legend of room types, and the floor rail down the left edge.
The act one map hall, the route so far lit behind you.PNG · 1920 × 1080 · 1.0 MBDownload
A route event, The Watched Anvil, its painting filling the frame beside two choices.
A route event: The Watched Anvil.PNG · 1920 × 1080 · 1.9 MBDownload
The Lattice: run-long investments on a ring, with the Bookkeeper's detail panel open.
The Lattice, a run-long web of investments.PNG · 1920 × 1080 · 1.5 MBDownload
The Bazaar: cards, relics, and blueprints for sale, with culling and tempering services alongside.
The Bazaar between fights.PNG · 1920 × 1080 · 1.6 MBDownload
The Workshop, offering a blueprint study, a building etch, or a line overhaul.
The Workshop: study, etch, or overhaul.PNG · 1920 × 1080 · 2.7 MBDownload
Choosing one of three cards to add to the deck after a fight.
Choosing a card after a fight.PNG · 2880 × 1620 · 3.4 MBDownload
Logo and art

Logo and key art

Select a preview to view it larger, or download the original file.

Procession Engine key art, wide and without text: three armies converging on a burning citadel at dusk.
Key art, wide, without textPNG · 3840 × 1240 · 7.0 MBDownload
Procession Engine main capsule: the key art with the game logo above it.
Main capsule, with logoPNG · 1232 × 706 · 1.4 MBDownload
Procession Engine vertical capsule: the key art in portrait with the game logo above it.
Vertical capsule, with logoPNG · 748 × 896 · 1.1 MBDownload
The Procession Engine logo, engraved silver letters under a thorned crest, on a transparent background.
Game logo, transparent backgroundPNG · 1279 × 777 · 0.6 MBDownload
Procession Engine app icon: the PE monogram inside the thorned ring on a dark tile.
App icon: the PE monogram in the thorned ringPNG · 1024 × 1024 · 1.8 MBDownload
The studio

About Not Applicable Games

Not Applicable Games is an independent studio. Procession Engine is its first title, built in Unity and shaped over a long series of playtest-and-rework passes, with the care going into how every fight plays and how every card reads, until the game is genuinely fun.

Contact

Get in touch

Email contact@notapplicablegames.com for keys, interviews or anything else. The best place to follow development is the Discord.