(Deducted half a point for the small text in Act II and the mandatory out-of-game hint for one puzzle.)
The final act brings back the grid-based gameplay of Act I but with a robotic, cold aesthetic. You fight with "Vessels" and "Mox" batteries. The difficulty spikes here. Without the right deck, you will get obliterated. Version 1.41.2 fixes a notorious bug where the "Photographer" boss soft-locks the game if you play too many cards too fast—this patch is stable.
You wake up in a dark, wooden cabin. Across a table sits a grinning, shrouded figure known as "Leshy." He is the Dungeon Master, the dealer, and your executioner. You play a tabletop roguelike card game to survive. Lose? You’re carved into a new card. Win? You advance, only to find that the cabin has more doors, more secrets, and more layers than any horror game has a right to possess.
The cabin is a puzzle box. The clock on the wall needs a key. The safe needs a code. The painting demands a specific sacrifice. You aren’t just playing a card game; you’re trying to escape a snuff film directed by H.P. Lovecraft and Jim Henson.
The first hour is perfect horror-game design. You have a candle. You have a squirrel totem. You have a stoat that talks back to you. The card game itself is deceptively simple: play creatures (beavers, wolves, ants) with blood costs. Attack directly. But Leshy cheats. He places a "Prospector" who turns your wolves into gold nuggets. He places "The Angler" who steals your best card with a hook. Dying isn't a failure; it’s a progression . You wake up with a new "Death Card"—a custom, overpowered creature based on your previous run. That card might cost 0 blood and have 7 attack. And you get to keep it.