Store data
- Store status
- Coming soon
- Scheduled release
- 16 November 2026
- Positive reviews
- —
- Total reviews
- —
- Release date
- 16 November 2026
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
In The Scratcher, you don't play your cards: you scratch them. Every ticket hides symbols under its silver coating. Each cell you reveal becomes an attack, armor or a spell, and each one heats up the BUST gauge. Keep scratching and you may hit the JACKPOT. Scratch one cell too many and you go BUST.
The question is never "which card do I play?". It is "do I scratch one more?".
Scratch-to-fight combat: tickets are revealed cell by cell, and you decide when to stop.
Risk with two faces: the same scratch fills the BUST gauge and your shot at the JACKPOT.
A deck of tickets: draft them, upgrade them, burn them, and tear open boosters that can upgrade right in your hands.
Four heroes who scratch differently: the Chosen hits head-on, the Mage fuses the elements into devastating combos, the Merchant pays for his blows with the run's gold, the Thief wins by not scratching everything.
The Daily Ticket: one run a day, the same for everyone, with a leaderboard among Steam friends.
Demonic Stakes: once you have finished the game, pick your own constraints and push your score.
A city to climb: the Shantytown robs you, the Market makes you pay, the Sewers eat at your body. Every district attacks you in its own way.
Enemies that answer back: they show their next move, punish your heals and react to your armor.
Charms, events and secrets: collect charms, make choices in narrative events, uncover hidden fights and earn Gratto-Deeds that unlock new content.
At the top of the city, the King runs the biggest game of all. Nobody from the Shantytown has ever set foot in his Palace. You will.
The Scratcher is a project I carry on my own. I'm not a programmer, an illustrator or a composer: without AI tools, this game simply wouldn't exist. I used them for the code, some of the illustrations, the music, the sound effects, the cutscene voice and parts of the text. The rules, the balancing, the art direction and every game decision are mine, and everything these tools produced was picked, edited and put together by hand.
This isn't the end goal. With this game, I want to fund a real team: artists, musicians and developers, to remake The Scratcher's assets and to create the studio's next games entirely by hand.
A balance and quality-of-life update, after your feedback on 1.05. Your saves are kept. Balance The Mage's powers are finally worth upgrading: on Ember, Silt, Spring, Zephyr, Athanor and Breach, some Silver or Gold ranks gave no more than Bronze, for a higher cost. Every rank now gains something. Whirling Zephyr Gold 2 now drains only 1 scratch per turn instead of 2. The Cauldron gives more tokens: about 2 tokens per cell at Bronze instead of 1.25, and its higher ranks rise accordingly. Symbiosis now gives one token per cell instead of 2, at every rank. It was still too strong after the 1.05 change. Events pay better in gold: an outcome that only gives gold now pays at least 12 gold in the Shantytown and the Sewers, 15 in Market Square, 18 in the Royal Palace. What dies to the same blow dies together: when a Sweep, a Lightning or poison kills several enemies at once, the survivors rea...
Read full update on Steam ↗A balance and bug-fix update, after your feedback on 1.04. Your saves are kept. Balance The Master of the Hunt calls his hounds less often: one every 6 turns instead of 4. He was the deadliest elite in the game. Symbiosis hits less hard: each disease you carry adds +1 damage per stack instead of multiplying its damage. Without diseases, nothing changes. Double or Nothing now has a single cell: it either doubles your stacks or halves them, a coin flip (a JACKPOT guarantees the double). It is still a "torn" ticket, scratched once per fight. The Chosen's Hour no longer kills a boss in a single turn: its Silver 2 and Gold 2 ranks give only one Doubler per cell, instead of 3 and 2. In exchange, they give more Swords and Vulnerable. You can only hold 3 Perfect Dodge charges at once: extra charges are lost. The Chosen's Full Kit is compensated. At the Scribe, pushing an odd far from its orig...
Read full update on Steam ↗A balance pass after your feedback on 1.03, a save you can no longer game, and a batch of fixes. Your saves are kept. Balance The Mage is a little weaker: most of her common, rare and legendary tickets give one token less. Loaded Die now only gives its free draw every other turn.Firebrand now only boosts your first Fire of the turn played unfused. Dropping your Fires one by one multiplied its bonus. Playing your tokens one by one no longer multiplies flat-bonus charms and powers, which now count once per turn: Living Water only gives its armor with your first Water of the turn played unfused, and Standing Stone its Spikes only with your first Earth; Compass Rose only triggers on your first Wind of the turn, and only every other turn; Philosopher's Stone only boosts the first compound of each kind you fuse in a turn, and Hemomancy only your first Blood compound; Poisoned Blade only poi...
Read full update on Steam ↗A reworked gauge based on your feedback, plus the whole big polish update from 1.02, and a much lighter demo to download. Your saves are kept. A fairer gauge The JACKPOT zone grows earlier and the BUST zone later: you bust less, and you hit the JACKPOT more. After a BUST, your next cell can't bust: that's the Respite, shown on the bar. The risk from an enemy that "watches" you now only applies to your next turn, not to the whole fight. Your risk is shown next to the cursor, and the drawn percentage is written under the words JACKPOT and BUST. Drawing now really halves the BUST zone even at the end of your turn (it was a bug), and a power ticket no longer raises the gauge. The gauge tooltip is complete. In return, enemies have a little more HP. Controller The button map is redone: A picks up and drops a token, a tap on LT detaches one onto the board, holding LT detaches it and lets you...
Read full update on Steam ↗Steam currently lists 16 Nov 2026 as the release date.
A balance and quality-of-life update, after your feedback on 1.05. Your saves are kept. Balance The Mage's powers are finally worth upgrading: on Ember, Silt, Spring, Zephyr, Athanor and Breach, some Silver or Gold ra…
A balance and bug-fix update, after your feedback on 1.04. Your saves are kept. Balance The Master of the Hunt calls his hounds less often: one every 6 turns instead of 4. He was the deadliest elite in the game. Symbi…
A balance pass after your feedback on 1.03, a save you can no longer game, and a batch of fixes. Your saves are kept. Balance The Mage is a little weaker: most of her common, rare and legendary tickets give one token…
A reworked gauge based on your feedback, plus the whole big polish update from 1.02, and a much lighter demo to download. Your saves are kept. A fairer gauge The JACKPOT zone grows earlier and the BUST zone later: you…