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- Store status
- Coming soon
- Scheduled release
- 4 November 2026
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- Release date
- 4 November 2026
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Double Skunk is a cribbage roguelite. Underneath, it's the real game played by the book, and between hands you build something that bends it.
Powerups sit on your rail and change what the count is worth. One pays extra for every fifteen after the first. Another knocks the rival back down the board the first time they show a pair. When one of yours pays off big, its animal walks onto the table and acts it out. Fifteen Bell's fox rings a brass bell over your show. Drumline's heron beats a snare drum beside the run you just pegged.
Your pocket holds cards that break the rules once. Play the Four into the count and it walks the total back while the rival's peg slides down the board. The Mine takes the crib whoever dealt. Pegs bring their own rule to the whole run. The Spy sees what the rival threw to the crib, and the Hoarder carries extra pockets.
Every point moves your peg, hole by hole. Tiles on the board pay out gold, cards and powerups, but only to a peg that lands on them.
You don't need to know cribbage to start. The Coach teaches it in a short warm-up at the parlor table. In the first hand the Coach points at each card and says why it counts. In the next the cards are yours. You throw, you peg, and you count your own hand by tapping the fifteens and pairs, with a hint whenever you're stuck. Then you're straight into your first real match.
Know the game already? Skip the warm-up and sit down.
The Long Tally is the climb. Twenty-one rivals stand between a back-room parlor and the top of the cribbage mountain, each with a painted face and a voice of their own. Captain Blue plays one suit and tells you which. He still wins. Brother Saunders brought a thermos to the Tundra and has never offered you any.
Higher up, the tables bring house rules of their own. Some put a chess clock on you, and near the top it's muggins, where any points you miss in your own count go to the rival. Some rungs let you mark a rank or a suit for good, and from then on those cards wear a tell on the backs of the rival's hand.
Losing never ends the climb. You pick how it stings when the campaign starts. Hold your spot and replay the same rival on a fresh board, or slide back a rung and win that trophy again.
Reach the summit and find out what's beyond. The Beyond runs on past the top, where every match is one long game of duplicate cribbage and a heat meter climbs as you play. When it boils over, the rival gets a free hole, and it boils faster the higher you go.
Each week brings a new challenge, and everyone plays the same deal. It's duplicate cribbage, so every hand comes round twice, once from each side of the table, and the luck of the cards cancels out. Your build and the rival's are fixed for the week, the rival plays at Expert, and the leaderboard ranks how far ahead of the rival you finished.
Every week has its own twist, and Skip and Skat bicker about it before you sit down.
Invite a friend through Steam or find a stranger with Quick Match. Ranked games move your Peg Rating and your place on the season leaderboard. If either game crashes mid-match, you can both come back to the same hand. And when your rival plays a good one, you can tip your hat.
Offline, the AI plays from Easy to Expert. Set the house rules before the deal. Play a best-of match or duplicate, turn muggins on, or try reverse, where the first peg home loses. Pure Cribbage switches every new system off, for the game the way your grandmother played it.
Skip and Skat are the skunks on the box. They host the weekly challenge, and when you play a card from your pocket they climb onto the table and do it themselves, shoving the rival's peg back or staking a claim to the crib you just took.
The Pedlar runs the shop partway round each board. He'll buy back what you've outgrown, and he's always heard something about your next rival.
The Coach stays with you after the warm-up and has a word about your throws.
When the match ends, the summary grades your game against the book. It shows how much your throws and your pegging gave up against the best you could have done, how kind the cuts were, and which hand cost you the most. Open the review and replay any hand, with your keep beside the book's and the better card beside the one you played.
Win by a mile and DOUBLE SKUNKED slams across the rival's portrait. That's where the game gets its name.
Fully voiced in English, German, French, Spanish, Brazilian Portuguese and Italian.
Double Skunk is made by one person. The character art, the short animated scenes, the music and sound, and the spoken voice lines were generated with AI tools and then selected, edited and assembled by hand. Nothing is generated while you play. The cribbage rules, the scoring engine and the balance are ours.
I fixed the menus a controller could not reach and put big hands back on top of the board. The match summary also tallies what the new board hazards cost each side. Added The end-of-match summary now counts what the board hazards took from each side, and what a Slip gave the other side. Point at the HAZARDS row for what the signs mean. Improved Settings, Game Memory and Send Feedback can now be driven with a controller, and the feedback note types on the on-screen keyboard. Fixed On a big hand the count card and the characters beside it stay on top of the lit board instead of hiding behind it. On a Mac, the Steam Shift+Tab notice no longer draws huge across the opening card when you launch from Steam. The free demo is on v0.10.29 too.
Read full update on Steam ↗Until now every room on the Long Tally laid out the same board. Each room now has a board of its own, every room past the Parlor has hazards and weather of its own, and you also asked for a way to play the plain game without the board's flourishes, so there is a switch for that too. Added Settings, Gameplay, Table has a new Table animations switch. Turn it off and cards and pegs land in place, and the flourishes, screen shake and the characters who act out plays all stand down. The show still counts item by item and the peg still steps to each score. Whatever drifts behind the board, like falling snow, keeps moving. The menus outside a match and the hub keep their motion. You can set it for one save or for all of them. Every room on the Long Tally now plays on a board of its own, and every board is a closed track, so the last hole sits just before the first. The Parlor's is an oval, t...
Read full update on Steam ↗The cut grade could call a good cut poor, because it was guessing at what the rival threw into the crib. It now counts only what you can see, shows as stars, and explains itself when you ask. The Hard and Expert rivals also stop spending the consumables they play before the throw on the first hand. Added The cut grade now shows as five stars. Point at them, or hold Space or the right trigger, and they stay up while a small card explains the grade, with how many of the other cards would have done better for you and which cut would have been best. The match review now explains each hand's cut too, between the throw and the pegging. Improved The Hard and Expert rivals now save the consumables they play before the throw for a hand that deserves them, instead of spending them on the first hand they can, and choose more carefully which card to swap or set aside. Spoilsport, Rival's Folly an...
Read full update on Steam ↗Version 0.10.25 slowed the match table badly on Macs, and I wanted that fixed fast. This patch puts the Mac back on its old graphics path, smooths out the opening climb, and gives the club one more redraw. Improved The club is redrawn as a clover, with deep notches between its three leaves and a thin stem, so it is much harder to mistake for a spade, even on the smallest cards where it used to blur into a blob. The Events log now prints suits in the same shapes as the cards, instead of borrowing them from your system font. Fixed On a Mac, the match table runs at full speed again. Version 0.10.25 moved the Mac to a different graphics path that slowed the table to about 18 frames a second in full screen on our test machine, so the game is back on its old path. The Steam overlay's Shift+Tab hint may still flash across the window when the game starts, until we find another fix. The openin...
Read full update on Steam ↗This patch is about how a match feels. A lot of the table used to react before the card or peg that earned it had landed, so I went through the match beat by beat and put every sound and move in order, and the opening is now a climb up the mountain you are about to play. There is also a round of readability fixes so the table reads by light and dark, not only by color. Improved The opening is now a climb of about 30 seconds up the mountain, over rolling hills for each region of the Long Tally, each with its own trees, rocks, wildlife and music, past rivals doing something in character, to Skip and Skat on the summit, where the main menu's medallion rises out of them. Any press skips it, and with Reduce motion on it does not play. If you skipped the old opening, the new one plays on your next start, and Replay intro under Settings, About plays it any time. The show is counted the way y...
Read full update on Steam ↗Playtest feedback said the hand read small and busy, and that clubs looked a lot like spades. So this release is a pass over the card faces. Added Face cards print their rank a second time on a small plate in the bottom-left corner. When cards overlap on the played row and hide their right side, you can still tell a jack from a queen from a king. Improved The marks inside each card are about half again as big, and a corner rank sits closer to its suit so the two read as one. Face cards now show one suit in each corner instead of two, which makes them less crowded. Your hand lies in a straight row instead of a slight fan. A card you point at now grows a little as it lifts, with a mouse or a pad. The rank in each card corner is drawn in a heavier weight, so it reads faster at a glance. On face cards the corner rank and suit sit in the margin beside the picture instead of running into it...
Read full update on Steam ↗I wanted every lap shop in a weekly challenge to give you a choice. It used to open with an empty purse, so selling your cards back was all you could do there. Added Weekly challenges and practice runs now pay 10 gold each time your peg finishes a lap. Your peg stops at the gate, the gold flies to your purse, and the lap shop opens with something to spend. Because this changes scores, this version plays on a fresh weekly board, so scores posted on an older version are not on it, and a weekly or practice run left unfinished on an older version starts over. Each weekly board now shows five house scores from the parlor regulars, each one a real game played on that week's deals. Beat them to earn up to five stars, shown on the challenges page and online hub, your standings row and the end-of-match summary. The card before a weekly run lists all five scores, and the house gives up its seat...
Read full update on Steam ↗I measured the ten weekly challenges. For a player who didn't build around the kit, eight leaned hard toward the rival and two leaned hard the other way, so I rebuilt every kit. The challenges were also hard to find and needed the online board to play at all, so they now have their own page and you can practice any of them offline. Added Weekly challenges have a page of their own. On the main menu, vs. AI now asks whether you want to set the table or play a challenge. The page shows this week's challenge, all ten challenges with the week each one comes back, and your record. Practice any of the ten challenges on a random seed or one you type in, against the rival difficulty you pick. Practice works without a connection and never posts to the weekly board. While you have a profile, your record keeps every weekly and practice run with its score, and your rank for the week. When a weekly...
Read full update on Steam ↗Steam currently lists 4 Nov 2026 as the release date.
I fixed the menus a controller could not reach and put big hands back on top of the board. The match summary also tallies what the new board hazards cost each side. Added The end-of-match summary now counts what the b…
Until now every room on the Long Tally laid out the same board. Each room now has a board of its own, every room past the Parlor has hazards and weather of its own, and you also asked for a way to play the plain game…
The cut grade could call a good cut poor, because it was guessing at what the rival threw into the crib. It now counts only what you can see, shows as stars, and explains itself when you ask. The Hard and Expert rival…
Version 0.10.25 slowed the match table badly on Macs, and I wanted that fixed fast. This patch puts the Mac back on its old graphics path, smooths out the opening climb, and gives the club one more redraw. Improved Th…
This patch is about how a match feels. A lot of the table used to react before the card or peg that earned it had landed, so I went through the match beat by beat and put every sound and move in order, and the opening…