A Strategic Dwarven Card Game
Five dwarven houses clash on a neon-lit battlefield. Place cards, capture territory through corner combat, and master 61 unique abilities. Every card, every slot, every decision matters.
PURCHASE ON STEAMHow Gridhammer Works
Gridhammer is a 1v1 card game played on a grid. Each card has four corner values (0–10) that determine combat when placed adjacent to other cards. When your card's side sum is higher than the opposing card's side, you capture it. Control the most cards when the board fills up to win.
Each card has four corners arranged in a 2×2 grid. When placed next to an enemy card, the two touching corners are summed on each side. Higher sum captures the opponent's card. House matchup bonuses can tip close battles by +1 or -1.
But raw numbers are only half the story. Every card can carry up to four abilities — passive auras, placement effects, defensive reactions, and capture triggers — that reshape the battlefield in ways pure math can't predict.
Choose Your Forge
Each house has a distinct playstyle, unique ability chains, and a house advantage cycle that creates natural rivalries. Your deck is built from one house — mastering its strengths and covering its weaknesses is the key to victory.
Raw power and unyielding defense. Highest corner values, stat protection, and overwhelming force.
Disruption and control. Silence enemy abilities, drain corner values, and rewrite the rules.
Singe enemies, then consume it during flip checks for powerful attack and defense bonuses.
Immovable fortress. Roots lock cards in place, fortify prevents captures, endure absorbs punishment.
Deception and repositioning. Push, swap, snare traps, and mirage hide your true intentions.
A rock-paper-scissors cycle gives +1 or -1 to combat when houses clash. Stillforge overpowers Stoneheart, Stoneheart outlasts Embercrest, Embercrest outpaces Runeweaver, and Runeweaver dismantles Stillforge. Shadowmine plays mind games from the margins.
Four Slots, Infinite Combos
Every card can carry abilities in four categories. These aren't random effects — each house has carefully designed ability chains that reward mastery and create deep strategic layers.
Passive effects active while on the field. Buff allies, protect corners, or suppress enemies nearby.
Triggers when played. Push enemies, swap positions, set hidden traps, or buff surrounding allies.
Reactions when attacked. Prevent captures, counter-flip the attacker, or root yourself in place.
Triggers when you flip an enemy. Crush for bonus power, chain-flip neighbors, or draw extra cards.
Abilities are tied to card templates — every copy of "Anvil Sentinel" has the same ability, but different corner values. Strategy comes from combining the right abilities with the right board positions.
VIEW ALL ABILITIES →No Pay-to-Win
Every card, every pack, every advantage is earned through gameplay. Win matches, complete quests, and grow your collection at your own pace. The shop accepts only currency you earn in-game.
Earned from battles and quests. Spent on booster packs to expand your collection.
Earned by recycling cards at the Smelter. Spent on forging new cards or rerolling corner values.
Cosmetic-only premium currency. Card backs, board skins — never gameplay advantage.
Every booster pack you open without pulling a Legendary increases your pity counter. After 15 packs, a Legendary is guaranteed. The system resets on every Legendary pull.
Complete the Forge Your Path onboarding for starter rewards, then take on Forge Trials — 7 challenges that reward 2 Elite Booster Packs on completion.
Three rotating daily objectives reset each day. First Win, Play 3, Win 3 — quick earners to keep your Ore Scrips flowing.
Don't need a card? Smelt it for Slag. Use Slag to forge cards from templates you've seen or reforge corner values on existing cards.
Pick Your Battlefield
Built for Competitive Integrity
All multiplayer game logic runs on the server. Corner values, ability effects, and flip outcomes are validated server-side. The client displays results — it doesn't decide them.
Crown Ingots buy cosmetics only. Every gameplay-relevant card and upgrade is earned through playing. Skill and strategy determine the winner, not wallet size.
The server re-executes every ability independently. Client-reported values are cross-checked against server state. Tampered data is rejected and logged.
Five houses await. Pick up the hammer and claim your place at the anvil.
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