

CHOOSE YOUR FATE
Seven worlds. One arena. Ascend through battle or fall into darkness. Command your forces across realms and fight your way to Eden, the paradise that holds everything.
In development · PC on Steam · Mobile to follow
How it works
The Battle for Paradise
The Arena
Each year, the worlds clash in a grand arena battle. Assemble your forces and fight for your world's honor and survival.
Ascend or Fall
The last force standing moves their world up one tier. The defeated fall down. Every battle reshapes the hierarchy.
Reach Eden
Eden is paradise, the prime world with all resources. Ascend through battle to reach it and live in eternal bliss.
Choose Your Fate
Will you rise or fall? Every card you play, every strategy you choose determines the fate of your world.
The Realms
Seven Worlds, One Destiny
Each world holds unique resources but lacks what Eden possesses. Win in the arena to ascend. Lose and descend further from paradise.

Tier 1 · All Resources · Paradise
Eden
The prime world of eternal bliss. Eden holds every resource the other worlds lack. Reaching Eden is the ultimate victory.
Tier 2Aetheria
A sky realm of floating islands and wind temples. Its people ride the currents and harness the power of storms.
Wind Essence
Tier 3Verdantia
An ancient enchanted forest where nature itself is alive. Druids and beasts guard the deep wilds from all intruders.
Life Force
Tier 4Abyssia
An underwater dominion of coral palaces and deep trenches. The merfolk command the crushing pressure of the abyss.
Tidal Power
Tier 5Ignarion
A volcanic hellscape of obsidian fortresses and rivers of lava. Only the fierce survive the eternal inferno.
Ember Core
Tier 6Dunefall
A scorching desert of ancient sand temples and nomadic warriors. Mirages hide deadly secrets beneath the dunes.
Solar Shards
Tier 7Glacium
A frozen tundra of ice citadels and glacial mountains. Frost warriors endure the bitter cold and auroral storms.
Frost Crystals
Tier 8Umbrath
The lowest realm, a void of darkness and despair. Shadow creatures roam the corrupted wastelands, desperate to escape.
Shadow Essence
Inside the arena
The Core belongs to no one
Every match orbits a single Core with 40 HP standing at the center of the arena. It is not your life total, and it is not your opponent's. Both armies strike it, both armies guard it, and it decays by 2 at the end of every turn whether anyone touches it or not.
Land attack damage on the Core and you may Refine, pulling a unit out of your Reserve and onto a Crystal as a Spirit. The player who lands the breaking blow shapes everything that comes next.


The namesake
Your second fate
When the Core shatters, the arena falls into Stasis. Every unit on the field, every card in hand, every card left in both decks is exiled in an instant. All that survives is your Reserve: ten cards set aside face-down at the start of the match.
Those ten cards become your new hand. Both players rebuild from nothing, and the war begins again with everything you managed to Refine still standing beside you. A match of Two Fates is two games in one, and winning the first is not the same as winning the last.
TWO ARMIES. TWO ACTS. TWO FATES.
A different kind of card battle
Fight for position
The arena decides what your units can do. Red positions strike the Core. Blue positions guard it. Yellow lets a unit kneel to conjure a card, Umbral invokes fallen spirits and menaces enemy Crystals, and Flanks wait face-down where no attack can reach them.
Death is a beginning
Fallen units settle onto your Crystals as Spirits and keep working for you. Ready the right Spirit at the right moment and its power fires again. Sealing, invoking, and refining your Spirits is half the game.
Every deck is one of a kind
Build a deck of 50 different cards from a 120-card set shared by both players. No playsets and no filler. Every slot in your deck is a real decision, and no two decks play alike.
Combat is a conversation
Attacker and defender trade damage simultaneously, and every declaration opens a response window. Guards kneel in from Blue, hidden Flanks spring out to intercept or retaliate, and no fight is over until both sides have had their say.
Set one
120 cards. Three classes. Zero reprints.
Warriors, Knights, and Oracles, each with talents, triggers, and position skills that reward putting the right card on the right square. Both players build from the same 120, so every card you learn is a card you can play.






Artwork and card text shown are work in progress

Let the Battle Begin
Two Fates is in active development. It will launch on Steam for PC, with iOS and Android editions planned to follow. Wishlists and a playable build are on the way.