Arcanum Collegium
DonQ Studio
Take charge as Headmaster of Arcanum Collegium. Recruit professors, build and merge a deck of action cards, and guide your college through 25 rounds of challenges, crises, and hard calls, one term at a time. A guided prologue helps you learn the ropes before the real term begins.
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RUN THE COLLEGE. OR LOSE IT.
You're the new Headmaster of Arcanum Collegium, and the term ahead is going to test you. Twenty-five rounds stand between the college and whatever's waiting at the end of them. Whether it makes it that far is entirely up to you.
A TERM, NOT JUST A MATCH
Recruit professors, send them to handle whatever challenges show up each round, and try to keep everyone's spirits, and the college's resources, from running out before the term ends. Build your deck as you go, merge duplicates into stronger versions, and spend what you can afford on relics, new recruits, and upgrades along the way. No round plays quite the same as the last.
NINE PROFESSORS, NINE WAYS OF DOING THINGS
Every professor at Arcanum has their own convictions, and how well those convictions fit the problem in front of them matters. Warden, Reaper, or Unbound: match a professor to a challenge that shares their nature, and they draw strength from it. Mismatch them, and it costs them dearly. Building a college is also building a philosophy, whether you mean to or not.
FIVE CRISES, NONE OF THEM SIMPLE
Major crises arrive without warning, and every one of them demands a real choice, not a right answer. Seal a threat away, confront it directly, or try to understand it first. Every choice reshapes the term that follows.
THREE PATHS TO EVERY ENDING
At the heart of it all sits the black stone: claim its power, seal it away for good, or study it before deciding anything at all. Every choice carries its own consequences, and every Headmaster who reaches that moment gets an ending written for exactly who they were.
A COLLEGE WORTH RETURNING TO
Every card, relic, and crisis you encounter is added to your permanent Card Codex, unlocked as you discover it across terms. 22 Steam Achievements track everything from your first completed term to the choices that defined how it ended. No two playthroughs, and no two Headmasters, tell quite the same story.
Features
Deck-building with a merge-based upgrade system
A cast of nine professors, each with their own personality, philosophy, and way of working
A three-way morality system where matching (or mismatching) your professors to a crisis has real consequences
Five major crisis events, each with three branching choices and no single right answer
Three distinct endgame paths, with unique ending text for every professor
A permanent Card Codex to unlock and track everything you've discovered
22 Steam Achievements
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