H
WARRIOR
Heavy Strike
3 damage
H
WIZARD
Arcane Bolt
2 · pierce
H
ROGUE
Poison Dagger
poison 1×3
H
WARRIOR
Raise Shield
+2 shield
H
WIZARD
Magic Barrier
+3 barrier
H
ROGUE
Smoke Escape
−50% damage
H
WARRIOR
Battle Momentum
+1 per attack
H
ROGUE
Backstab
4 · from stealth
H
SURVIVOR
Scavenged Blade
2 damage
H
SURVIVOR
Makeshift Guard
+2 shield
H
WIZARD
Frost Ward
chill 1
H
SURVIVOR
Hold Fast
retain shield
H
WARRIOR
Heavy Strike
3 damage
H
WIZARD
Arcane Bolt
2 · pierce
H
ROGUE
Poison Dagger
poison 1×3
Grundval · Chapter one — Hollowfort

Your cards are your character

There is no class selection screen. You become what you play. Earn class XP through your cards, unlock new abilities, build your deck, and watch your dominant class shape who you are.

Grundval is a dark fantasy deckbuilder about what is worth building. The playable chapter is Hollowfort Prison: five classes, three faction routes, and one gate.

16Handcrafted locations
5Card classes
11Enemies and bosses
60–90Minutes to first escape
The premise

The night Hollowfort fell

Hollowfort was built on a graveyard older than the Kingdom itself. Tonight, the dead rise from beneath its stones — and the foundations of the Kingdom begin to look less certain.

One night a sorcerer completes a forbidden ritual. The guards are slaughtered, every cell breaks open, and the hierarchy that held this place becomes contested ground.

You are imprisoned at the moment it happens — not the architect of the uprising, a survivor inside it. Three paths lead beyond the prison. Each asks you to decide what is worth building.

There is more than one way to change the world.

Signature rules

Three rules that make it ours

Health is your deck

There are no hit points. Damage removes cards from your deck, hand and combo; when nothing is left, you lose. The enemy deck is their health too.

One hand, map and battle

Exploration draws the same cards you fight with. Every action on the map spends a card, and whatever survives the corridor walks into the fight with you.

Loyalty rewrites the escape

Anarchists, guards, and the sorcerer each ask for one killing. The boss you choose is the ally standing at the exit gate.

ComboStack up to two cards a turn; they resolve left to right, with a preview of the exact outcome.
ShieldPersistent guard, capped at your max shield skill. Restores to full after a won location battle.
BarrierA ward that appears and expires — absorbs before shield, gone at the end of the round.
PoisonTicks at the start of each player turn and bypasses shield, barrier and damage reduction.
ManaRun-scoped wizard resource. Gain it, then spend all of it at once for damage or barrier.
Class XPPlaying a card levels its class. Five class levels grant a player level and one skill of your choice.
The five classes

Your cards are your character

Classes are not chosen at creation. You earn class XP by playing cards, unlock improved cards with class levels, and your dominant deck decides the portrait.

WarriorDirect damage and shield.Heavy Strike · Iron Wall
RoguePoison and evasion.Backstab · Phantom Step
WizardBarrier, pierce and mana.Arcane Bolt · Ward Lattice
SurvivorConditional power and recovery.Last Stand · Undying
SeekerDig, mark, exploit weak points.Mark the Joint · Case Closed
Factions

Three foundations, one uprising

Each route is a foundation under pressure — crown, knowledge, or anarchists. Commit to a branch; one route boss must fall before the gate opens.

Nils Harrow
Anarchists
GoalDestroy the prison system; kill Aldous Krell first.
WeaknessChaos; vengeance before freedom.
Asks you to killAldous Krell, the Warden
Seryn Holt
The Crown
GoalRestore order and contain the uprising.
WeaknessShe is honest, exhausted, and has never asked what her orders are for.
Asks you to killthe risen leader in the Political Wing
The Sorcerer
Knowledge
GoalComplete the ritual; remove holy opposition.
WeaknessThe treatise argues; the man never does.
Asks you to killOssian Rhee, the Inquisitor
Combat roster

Learn the rules. Then break them.

Early encounters teach the fundamentals of combat. Stronger enemies introduce new defenses and pressures, while elite encounters and bosses push your deck to its limits.

Intro
PrisonerCell Block
Intro
Giant RatUnderground Tunnels
Common
Crazy PrisonerInfirmary
Common
GuardGuard Barracks
Common
Fat PrisonerDining Hall
Elite
ButcherPrison Kitchen
Elite
KnightArmory
Elite
DemonRitual Room
Boss
InquisitorChapel
Boss
Prison WardenWarden's Tower
Boss
Resurrected AnarchistPolitical Wing
Beta

A complete adventure, built to be played

The beta is a complete journey through Hollowfort: wake in your cell, learn the core loop, explore the prison, choose your path, face a branch boss, and escape onto the world map.

It's only the beginning of Grundval — but the journey is complete.

Play in browser~60–90 minutes to first escape
Hollowfort, 16 locationsQuests, shop, three route bosses, conditional gate NPC
One continuous runShared state across map, battle and progression, cloud save
Class XP and player levelsCard unlocks plus chosen combat skills
English · Russian · SerbianUI and Hollowfort content localized