Procession Engine
Everything here may be used freely in coverage of the game. For keys, interviews or anything else, just ask.
About the game
ShortProcession 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.
LongProcession 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.
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
Captured from the current build. Select a preview to view it larger, or download the full-resolution PNG.
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.
Get in touch
Email contact@notapplicablegames.com for keys, interviews or anything else. The best place to follow development is the Discord.




