
One Life, One Chronicle is an ink-wash 2D card-strategy roguelite. In a world on the edge of war, each run begins with the writing of a life. Origin, choices, checks, trade, battle, wounds, and rumors are recorded into a growing Life Record, shaping one person’s final chronicle.

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The progress of One Life, One Chronicle is a Life Record written one line at a time.
It begins with the writing of a life. A name is set down, an origin is fixed, and the character’s five attributes are formed into the first lines of the chronicle. From there, village roads, ancestral schools, markets, relief granaries, smithies, government offices, and the troubles of a world in turmoil will press in one after another.
Win, and the chronicle gains a line of triumph. Fail a check, and a mark of embarrassment may remain on the scroll. Force is not merely a combat number; it may decide whether a village bully is met with a raised fist or a clenched silence. Mind is not merely a measure of learning; it may decide whether the hidden meaning behind a situation can be seen at all.
Event choices, shifting attributes, gained and lost objects, wounds, and stains are all turned into the Life Record of “this person.” In the end, what remains is a singular chronicle: how this person lived, how they rose, and how they came to their final chapter.
Slightly unlike many turn-based deckbuilding games, One Life, One Chronicle allows battle preparation before combat begins.
From the cards, traits, and objects already acquired, the current battle loadout can be reorganized for the fight ahead. Winning one battle does not mean entering the next in the same form. Officials, bandits, uncanny threats — different crises call for different answers. Old objects, old deeds, and old techniques may all become useful again in a particular battle.
During combat, much like an actual exchange of blows, unplayed cards are not discarded by default at the end of each turn. At the same time, resources do not automatically recover to full every round.
Because of this, the ability to build and adjust a loadout becomes especially important.
Because enemies and the player are built on the same underlying combat rules, both sides use the same systems. Enemies also have hands, Qi, Guard, statuses, and card order.
Each enemy’s action sequence for the current turn is laid directly on the table: what cards they will play, and in what order.
But that does not necessarily make combat easier.
6 card types, with 100+ cards available for battle loadout building
15 enemy units with distinct mechanics, covering suppression, disruption, summoning, stacking effects, and formation-based pressure
52 choice-driven events, containing 100+ event options and varied outcomes
60+ traits and 32 objects that can affect combat rhythm, event direction, and Life Record evaluation
Steam lists One Life, One Chronicle as coming soon without a confirmed date yet.
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Audio & text: English
Text only: Simplified Chinese