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- Coming soon
- Scheduled release
- 10 November 2026
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- Release date
- 10 November 2026
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Not another turn-based deckbuilder. Procession Engine is a real-time tug of war where your cards shape a whole army, not one hero.
Your stronghold on one side, theirs on the other, two lanes between. Armies march both ways, meet in the middle, and try to push through to the opposing stronghold. There are no turns. The enemy keeps building while you do, and the fight ends when a stronghold falls.
You don't play one hero. Your buildings spawn your army and your cards decide what it becomes: raise a new spawner mid-fight, arm a whole lane, or break a line with a spell. Cards ride a moving belt toward the edge, so play them or lose them.
54 buildings, from spawners and artillery to soul engines, each with three blueprint variants to find and upgrade. Socket elemental imbues onto them. Etch your best at the Workshop and they are already standing when the next fight begins.
Every building has four unique partners. Stand one flush against the right face of its partner and the pair forms an Accord, an extra bonus neither has alone. The yard lights the spots where an Accord would form, so where you build matters as much as which building you choose.
Bloomwardens : a living forest. Paint the battlefield in Bloom, grow your titans, create waves of sprouts to push the lane or bleed whatever comes at you.
Iron Concord : war industry. Forge mechanical frames, dock modules onto them, fight through with drone swarms, or level the lane with artillery.
Hollow Choir : a death cult. Use the souls of your own army, spread plague, raise what dies, or grow in power with sacrifices.
Carve a path through three acts of skirmishes, elites, bazaars, strange events, relic shrines and workshops. Each act belongs to a different enemy faction and ends at one of its two bosses. Over 250 cards and over 250 relics, blueprints, tempering and the Lattice's run-long investments mean no two processions march alike.
Win, and the rules turn against you. Ten stacking Trials, each twisting the war further, until winning at all is the achievement.
Updates:Pioneer Line:A finished building now counts as holding front of line along with unit to extend the rangeThe spike strip looks betterVSync: if your screen ignores VSync the game now holds the frame rate VSync would have givenMap: the pact route shows a brighter redConfirm buttons: the rubble and demolish confirm buttons work over the HUD, previously they would cancel out the click on the checkmarkTyping: WASD no longer pans the camera while you’re typing feedback, still fine on pause to reposition if you wantRace select: the keyword row no longer overlaps the selected race’s name Next fest is over, so it's back to just Bloomwardens in demo. A placeholder is there for co-op on main menu.
Read full update on Steam ↗Immediately took back the +30 supply at hearth to pull back to +25 (up from 15 still). This is a small update I just wanted to test it at 25, it felt more right (4 of them buys a sapling spawner) Other miscellaneous balance items. The big one is that some bleed items scale slower so they don't start so strong, but scale great with bleed builds and actually can get stronger than before with more scaling
Read full update on Steam ↗0.9.74Danse Macabre: the nearest enemy now explodes for 6 damage per Plague Mark on the first target and 3 per Mark as splash (lowered damage). Marks no longer pass on (marks passing was causing far too much destruction).Deep Infection: each copy played makes Plague Marks last 10 seconds longer instead of infinite (again, it was too strong)Auto Sprout now plants on your sprouts across the whole field. Watching them pile up at mid field was frustrating, now it can be used for attacking.Supply income increased in act 2/30.9.75Hearth Stockpile: +30 starting Supply per fight, up from +15. The main thing I wanted to help with here was making sure there were enough outlets to be strong enough to start a fight. Between etching, extra supply, and burning some surges, there are more ways to survive the early moments of the battle now that you can build into.Pallbearer’s Censer fires every 12 s...
Read full update on Steam ↗NewRace Passives: every race now has one. Improves after each act automaticallyA new run end page. The Chronicle opens it as well for all runs completed on 0.9.73 or laterNew Bloomwarden stat - Verdant Strength.Couple event updates with new outcomesThe game picks a graphics preset on first launch. Low and Medium are options nowSome cards were given more healing to help survivability in later acts and to spread it out with archetype optionsPerformanceFixed mouse stutter on Windows.Smoother on high refresh screensAdded some asset pre loadsOptimized some animationsBalanceEscalation ramps up laterLimited what enemy can build in a row and in what lanes so players can't get as horribly unluckyImbues cost 40Many cheaper cards and longer buffsBomb and shell blasts now damage enemy buildingsYour Stronghold makes more Supply in later actsIron Concord drones and modules retunedHollow Choir and B...
Read full update on Steam ↗Hey everyone! This update is all about making the game easier to read and it lumped in a couple small fixes/bugs as well. Most text was just moved to make it more visible to players instantly or I put in a new tutorial letting you know it existed.Read anything on the fieldThe ability to hold alt and read tooltips on the battlefield always existed in the game but no one knew so I threw in a tutorial telling you that you can both click on things and hold alt (or option or the controller button) to view that information.Clicking things on the battlefield gives a bit more information, I put the descriptions in that pop up. Again, you could always click things, but some people didn't know and now it has more info.Building tooltips now show the Blueprints, Overhauls and Imbues on it as well as the short descriptions. I hid most of this before and made it only show while holding alt to expan...
Read full update on Steam ↗The goal of this update was mainly to just make the beginning of act 1 ramp up in difficulty slower. This allows for less punishment on new players and those trying to learn a new game. It also gets rid of extremely punishing random rolls that could happen early on. This should allow players to make a reasonable amount of choices before hitting the same difficulty as before. The overall game was not made easier, but floors 1-6 were made to ease players in more and 7-10 were made very slightly easier so you can't get an absolutely horrendous roll, just to make it more consistent with where the average difficulty should've already been. The rest of the game is untouched as strategy and difficulty is intended, but it wasn't fun when you would die before getting to make any choices to prevent yourself from dying. The opening floors of act 1 now ease in more gently. Floors 1 and 2 have fix...
Read full update on Steam ↗Update 0.9.61Balance- Escalation only works on newly spawned enemies, enemies on the board won't gain health in front of your face.- Bloatling hive kept to one lane until your 4th building so you have longer to get a counter to them being in two lanes at once.- Act 1 bosses are both nerfed. Ironside has less health and less spawners. Hivemother lost husk spawns and got more crawler spawners and she now respawns all 4 crawler spawners instead of just 2. This was overall a nerf for her.- The Crawler Matriarch and the Glutton each got nerfed attack damage.- Driller Pups and Carrion Walkers buffed. They are harder to kill now and more likely to get to your buildings or be a better meat shield.- Spell buildings are more balanced in acts 2 and 3- Iron Concord frames got slight buffs and slightly more differentiated to reward different play styles- Wretches hit a little harder.- Many cards n...
Read full update on Steam ↗NewEscalation look is now more customized to the enemy race you are fighting.Updated UIMap updated with 3d scene in backgroundAccords are now discovered. As soon as a potential match is available it is revealed so that proper decisions can still be made in the run.ControllerFull support has been added.FixesFixed a crash at launch on some Windows PCs in Exclusive Fullscreen.Fixed a Bloomwarden fight that could freeze.Bosses no longer stand at the edge of their area allowing you to drag them over then range them from a spot they can't reach. They will instead return to post to draw range units closer.Fixed a gap behind the act 1 battlefield in the top down view for controllers.Each fight starts with the camera at its default viewLeaving Settings from the map now returns you to the map.Several cards, relics and Blueprints were corrected to do exactly what they say instead of close to itR...
Read full update on Steam ↗New- New 3d look implemented- Accords: buildings now have 4 unique pairings that give a unique mechanic with each pairing. Try them all out! This was a big change but worth it, it causes building choices to matter more, runs to feel different in the very early stages, and positioning to be relevant. More strategy but more ways to get rewarded for good choices. Difficulty was increased a bit to account for extra power from Accords.- Stat page after fights- Damage numbers are better looking- New sounds for enemies, bosses and buildings. The music dips a little during busy fights.Fights- Escalation now hits enemies already on the field too. Every 5th stack sends out an enemy elite.- Bosses now come out to fight your army but still have a limit. This should help them from not being able to reach ranged units which was a bit ridiculous.- The act bosses were changed a bit- Movement improved...
Read full update on Steam ↗SoundFinally updated all the sound effects in the game to finalize them.EventsFull event rewrites for clarity of what is happening now that the outcome is not shown ahead of time, all of them were rewritten.BloomwardenSprout Quality: sprouts start worse by default now that the quality is easier to buffLong Summer pays every 16s (Tempered 12s). Grafted Growth pays every 16s (Tempered 12s).A belt Passive expiring the frame it leaves the belt now pays before it goes.Withered Avatar: 12 damage with Proximity 3 (was 18 with Proximity 5). The click panel shows the attack it is really using currentlyThornfen: full strength at 300 Bleed in the window instead of 900. Quickening Rains now scales with Bloom Growth.FixesCards priced under an older save are re-priced when loading that gameQuitting to menu and continuing can no longer present an already claimed reward
Read full update on Steam ↗Fight statsNew per fight stats you build up during a battle to help scale. This was a big shift in how things are done but it makes balance easier and makes things a lot more clear on what stats affect which numbers. A lot to see here so just explore it and break builds so I can balance it. Some stats introduce new mechanics.Bloom and BloomwardenBloom fades after 120 seconds now. This fading was a long time coming. Will need to see what feels right. But it if fades we can do more with it in builds which will be fun.Verdance: 3 damage per second (4 Tempered), down from 12 (18). This was hilariously overpowered and somehow missed. It absolutely melted act 1 units especially and all the buildings without needing to do much else. New Passive: Long Summer, Bloom Life every 10s on the belt - this already feels too fast to me? We will see, I want to get it out like this to get a feel for it...
Read full update on Steam ↗- Heavily improved navigation in many ways, less random stopping, better surrounding, it should be much more smooth.- The fight clock now stops when the game is paused, meaning everything ACTUALLY stops.- Wider screens supported- No more fuzzy drawn stretched rings.- Miscellaneous UI updates like victory and gold showing in gold instead of the steel.- Sapcoat: +7% max HP per Mossback coat (+10% upgraded), and a second Mossback can coat the same building again.- Bog Maw's slow field and Rimebloom's chill field now match their printed reach, and their previews draw the true shape.- Barren Bounty pays a Wildland Pact unit on Bloom, as the Pact's text says.- A mortar's Sealed Plate lasts its full three seconds even if the mortar falls.- The Watched Anvil names the two cards it Tempers before you take the fight.- Pact stops print the gold they pay- Fixed: a Pact route saved mid-fight no lo...
Read full update on Steam ↗The lookI'm not going to list it all, the entire game looks completely different and substantially better. Some highlights:The map is revamped in a cool way with smoke plumes indicating where you are and epic fullscreen art for the final boss battles.Battlefields have been completely revamped with surroundings to actually look like a place and the battlefields themselves are way more interesting lookingLanes increased in size, this effects gameplay massively as wellThe soundEvery note the demo plays is the composer's, Ambrose Shaltanis: the menu theme, act 1's fight music with its lead-in, act 1's map and camp, and the Light Show fight. No more AI music.Music no longer restarts when you pause or stop on a tutorial plaque.The wordsJust continuing to iterate on this, tutorial is much more clear now. Events are improving as well, they look better now but I'm trying to make them more inte...
Read full update on Steam ↗BalanceBloatling: 16 -> 12 HP, death burst covers less ground. They traded with everything which made some runs end in a standoff where you slowly bleed. This tradeoff lets volley one shot them up through escalation 3 so you have better tools to get through if you have no tank when you first see them.The Glutton: 900 -> 600 HP.Brood Burrow: releases a Matriarch every 50s, up from 45s.Floor 4 eases up: the fourth enemy spawner and the first elite fights now start at floor 5. The first caster still arrives on floor 4. Most run deaths were landing on floor 4.Escalation reinforcements were changed slightly to make it a set number of spawns instead of a spawn per building/spawner. It increases the bodies spawned (per lane) with each escalation so it's easy to track (escalation 7 = 7 bodies spawn per lane). Spawns are picked randomly from spawners in that lane. This results in easier escala...
Read full update on Steam ↗First day of data is in, and some elites were not sent out right. Skirmishes were fair, elites were not. Two elites in particular were heavily misplaced based on their gimmick they shipped with as if they were just a bruiser and one actually accidentally ran a second elite spawner (I'm so sorry for anyone who ran into the tunneler)Tunnel Pact now runs a single burrow (as it was always supposed to, it might turn into two with much less HP as more of a nuisance elite). The tunneler comes down to 250 HP (was 500).Choirless Bell: the Acolyte is now 150 HP and hits for 5 (was 700 / 30 - crazy stats for a spawner). It tolls 2 Crawlers every 12s instead of 3 every 8s and it will walk slower so that the crawlers are not as grouped up. This was supposed to be a gimmick of a spawner elite, not a spawner elite with a massive body as well.Carrion Matron: 550 HP, 15 damage (was 900 / 20). Her heal...
Read full update on Steam ↗Steam currently lists 10 Nov 2026 as the release date.
Updates:Pioneer Line:A finished building now counts as holding front of line along with unit to extend the rangeThe spike strip looks betterVSync: if your screen ignores VSync the game now holds the frame rate VSync w…
Immediately took back the +30 supply at hearth to pull back to +25 (up from 15 still). This is a small update I just wanted to test it at 25, it felt more right (4 of them buys a sapling spawner) Other miscellaneous b…
0.9.74Danse Macabre: the nearest enemy now explodes for 6 damage per Plague Mark on the first target and 3 per Mark as splash (lowered damage). Marks no longer pass on (marks passing was causing far too much destructi…
NewRace Passives: every race now has one. Improves after each act automaticallyA new run end page. The Chronicle opens it as well for all runs completed on 0.9.73 or laterNew Bloomwarden stat - Verdant Strength.Couple…
Hey everyone! This update is all about making the game easier to read and it lumped in a couple small fixes/bugs as well. Most text was just moved to make it more visible to players instantly or I put in a new tutoria…