Link to the Alpha: https://proteus236.itch.io/duelo
How it started
When I started working on Duelo, I asked myself a simple question:
What would happen if the randomness and excitement of ARPG loot drops collided with the depth and strategy of competitive card games like Magic: the gathering or Yu-Gi-Oh?
This question became the foundation of everything.
At its core, Duelo is an experiment.
I'm blending two very different design philosophies:
- Strategic, skill-based card gameplay (inspired by classic TCGs)
- Unpredictable, high-stakes loot systems (inspired by ARPGs)
The result?
A Roguelite Card-Looter where your deck isn’t just built… it evolves, mutates, and sometimes even betrays you.
The ARPG Soul: Loot, But It’s Your Cards
In most card games, progression is predictable: You unlock cards → you build a deck → you optimize.
Duelo flipped that idea.
Instead of farming items… you farm card transformations.
Every card in your deck can be permanently corrupted, gaining:
- New keywords and mechanics
- Increased power, range, or multi-hit potential
- Chain effects or unexpected interactions
- Risky downsides that can completely change your strategy
Each corruption works like a loot drop roll.
You might create a game-breaking combo… Or a card that’s too dangerous to use.
Strategy Still Comes First
Even with all this randomness, Duelo is not chaos.
Combat is deeply tactical:
- Your hero is always on the battlefield
- You summon, attack, defend, and position units
- Every turn demands timing, resource management, and adaptation
This isn’t just about drawing the right card — It’s about making the right decision under constantly changing conditions.
A Run That Shapes You Back
Every run in Duelo is a journey through a branching map full of unpredictable encounters.
But here’s the twist:
Encounters themselves can mutate.
- Enemies gain unexpected modifiers
- Rules change mid-run
- Familiar fights become completely different challenges
You’ll constantly face meaningful decisions:
- Do you take the safe path and preserve your deck?
- Or chase high-risk nodes for powerful corruptions?
A Card-Looter, Not a Deckbuilder
One of the biggest shifts in Duelo is how progression is treated:
- Cards you earn go into your collection, not directly into your deck
- Your deck is something you craft between runs, not during them
This creates a hybrid system where:
- Runs are about mutation and survival
- Meta-progression is about strategy and mastery
Building on the Duelo Universe
The version of Duelo you’re seeing here is part of something bigger.
The artwork currently used in the game comes from the physical card game, which was independently published in Peru. This videogame is a new product within the Duelo universe (which also includes a comic).
Because of that, you might notice a mix of styles or incomplete visuals — and that’s intentional (for now).
- Much of the current art is being used as placeholder
- New illustrations are actively being developed to match the evolving vision of the game
- The goal is to unify everything under a stronger, more cohesive visual identity
This means you’re not just watching a game being built — you’re watching an entire IP grow and evolve across multiple formats.
What can you find in this Alpha?
This early version of Duelo already includes a solid slice of the core experience:
- A 6-floor map to progress through
- 6 different types of encounters across the map
- 46 different base cards/items to unlock
- Thousands of possible permutations for each card thanks to the corruption system
- And when you finally defeat the final boss... Well, that’s something you’ll have to discover for yourself.
What do you think about this experiment?
Duelo is being built with experimentation at its core — and your feedback is part of that process. If you think this concept is interesting, I’d love to hear your thoughts.
- Eduardo M.
Link to the Alpha: https://proteus236.itch.io/duelo



