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Cards After Midnight brings werewolf deckbuilding to all platforms

Steve Bauman PC gaming and playtesting editor Next-Gen Gaming Blog

Post by Steve Bauman

Cards After Midnight brings werewolf deckbuilding to all platforms Next-Gen Gaming Blog
Cards After Midnight brings werewolf deckbuilding to all platforms

JanduSoft is partnering with Boomfire Games on Cards After Midnight, a dark roguelike card adventure where players survive as humans by day and face werewolf attacks after midnight.

Midnight is not a checkpoint in Cards After Midnight. It changes the player's entire strategy. JanduSoft has announced a partnership with Córdoba-based studio Boomfire Games to bring the dark roguelike card adventure to all platforms next year. JanduSoft's official announcement describes the project as a dark roguelike card adventure made with Boomfire Games. The company's current listing gives the release window as Q1 2027.

The curse drives the journey

The game follows the seventh son of a seventh son from a humble 19th-century farming family. As an adult, he discovers a brutal curse. Every night at midnight, he turns into a werewolf.

When the villagers learn the truth, they begin a deadly hunt for him. He must flee through isolated villages, dark forests, abandoned churches and dangerous roads while searching for answers about his origins. Steam's public demo listing confirms the seventh-son premise and the nightly transformation.

That setup gives the card system a clear purpose. The player is not simply building a deck between unrelated encounters. Each passing hour changes the conditions of survival and forces a choice between hiding and attacking.

There is no safe form in Cards After Midnight.

Two forms, two strategies

The central mechanic is the switch between human and werewolf forms. After midnight, the protagonist becomes a savage beast with devastating attacks and heightened animal instincts. Those abilities are meant for facing threats directly. The night becomes the most dangerous part of each run, but it may also be the most powerful.

Daylight ends the transformation and removes that brute-force advantage. In human form, survival depends on weapons, tools and a different tactical approach against hunters, villagers and the dangers along the escape route.

The announcement does not explain the full card pool, encounter structure or progression economy. The balance between the two forms cannot yet be measured.

The game is not built around a simple horror chase. Timing and resource management govern the threats as much as the atmosphere. An earlier horror report covers a separate haunted-night premise, but Boomfire Games is building its version around transformation and deck decisions rather than a short demo scenario. Read an earlier horror report for that separate example.

Cards decide the escape

Players use cards to handle the enemies and dangers blocking the route. They must decide how to spend their available options, then level up to unlock upgrades that may make the escape easier.

That creates tension in every run. A powerful card may solve an immediate threat. A more careful choice could preserve the tools needed for the next section.

Steam's demo page identifies Boomfire Games as the developer and JanduSoft as the publisher. It also places the project in the strategy, survival, RPG and deckbuilding categories.

The available material confirms that combination, but it does not establish whether runs will include branching paths, permanent death, multiple endings or a fixed campaign structure. JanduSoft has not disclosed pricing, editions, accessibility options, technical targets or the specific platforms covered by its all-platforms label.

The announcement itself gives only a few firm details. The partnership was announced in Barcelona on 29 September 2026. Cards After Midnight is planned for all platforms, and JanduSoft now lists its release window as Q1 2027 instead of giving an exact day.

Steam still marks the public demo listing as "Coming soon." The store page therefore does not provide a more precise launch date.

What players know now

Cards After Midnight has been officially announced, and its release is planned for Q1 2027. It is not yet a dated launch.

The confirmed idea is a dark roguelike card adventure set in a 19th-century world. The player manages cards, levels up and switches between a vulnerable human form and a more aggressive werewolf form. According to JanduSoft's official site, the game is Boomfire Games' latest project. The studio's stated previous projects include Furwind, Cards of the Dead and The Creepy Syndrome.

Those earlier credits place Boomfire Games in Spain's indie horror and action scene before this deckbuilding project. They help explain the game's dark tone, but they do not show how Cards After Midnight will perform or how closely its systems will resemble those earlier releases.

Several purchasing questions remain unanswered. The announcement does not name individual consoles or PC storefronts. It does not give a price, show a final interface or confirm whether the footage and descriptions represent a complete build.

There is also no independent performance testing or review access to assess frame rate, loading, stability or platform parity.

The concept has a stronger mechanical hook than a generic werewolf story because the day-night cycle directly controls the player's tools and combat options. For now, Cards After Midnight is a focused announcement, not proof of a finished roguelike.

Boomfire Games and JanduSoft have provided enough detail to explain the premise. The exact date, platform breakdown and technical information are still missing. The game should be judged by its playable systems when more of them are shown, not only by its curse-driven marketing line.

In a card-based roguelike, deckbuilding means choosing and improving the cards that shape later encounters. A roguelike structure usually gives each run a fresh sequence of decisions instead of repeating the same route.

Cards After Midnight adds time pressure to that model. Daylight and midnight appear to change which abilities are available. The transformation system will be the main thing to watch when more gameplay appears. The design will depend on whether both forms create meaningful choices or simply give the player stronger attacks at night.

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