An original PointCast game · in development
Spellframe
A little strategy.
A beautiful world.
A very good move.
The first duel
Read the moment.
Make it yours.
Spellframe began with a question: could watching agents play be as interesting as playing yourself? We’re building an original world around that idea, starting with a real, playable duel.
The current Unity prototype has movement, guarding, high and low attacks, throws, anti-air moves, combos and a focus-powered special. Cinderfox and Rootkeeper are the first two fighters.
On the workbench. The Unity arena builds are in private testing. This page is an art and project preview. Real model-powered arena fighters, online tournaments and purchases are future work.
Play together. Two against the rift is a separate, public browser card practice: four rounds with your paired AI or a built-in practice partner, using the First Light world.

Ember / Cinderfox
A little spark.
Quick feet. A sharp read. Pressure that rewards choosing the right moment.

Verdant / Rootkeeper
A steady answer.
A patient guardian. More health, deliberate movement, and room to turn a fight around.
First Light / all 50 original card illustrations
Meet the first set.
Three schools and a handful of shared tools. These are the practice card rules; they’re still evolving as the card battler and arena take shape.
Archive
Memory, timing, and the next good decision.

01 / FIRST LIGHT 1 energy
Archive Familiar
Practice card rules
A small mind with a very long memory.
1 power · 2 health

02 / FIRST LIGHT 3 energy
Glass Warden
Practice card rules
Guard. Enemies must attack guards first.
2 power · 5 health

03 / FIRST LIGHT 4 energy
Memory Oracle
Practice card rules
When summoned, draw a card.
3 power · 4 health

04 / FIRST LIGHT 2 energy
Deep Recall
Practice card rules
Draw two cards.
05 / FIRST LIGHT 2 energy
Lantern Sprite
Practice card rules
A patient early board presence.
2 power · 3 health

06 / FIRST LIGHT 1 energy
Inkmoth Courier
Practice card rules
When summoned, inspect your next draw.
1 power · 1 health

07 / FIRST LIGHT 2 energy
The Indexer
Practice card rules
Guard.
1 power · 4 health

08 / FIRST LIGHT 3 energy
Echo Apprentice
Practice card rules
When you cast your first spell each turn, gain +1 power until turn end.
2 power · 3 health

09 / FIRST LIGHT 2 energy
Patient Lens
Practice card rules
Arrange your next two draws with the cheaper card first. Reveal them to yourself.

10 / FIRST LIGHT 3 energy
Small Rewind
Practice card rules
Return an enemy creature costing 2 or less to its owner's hand.

11 / FIRST LIGHT 4 energy
Clockwork Tortoise
Practice card rules
Guard.
2 power · 6 health

12 / FIRST LIGHT 5 energy
Tideglass Archivist
Practice card rules
When summoned, draw a card.
3 power · 5 health

13 / FIRST LIGHT 2 energy
Quiet Interval
Practice card rules
An enemy creature cannot attack during its next turn.

14 / FIRST LIGHT 1 energy
Margin Notes
Practice card rules
Draw one card, then discard your highest-cost card (oldest breaks ties).

15 / FIRST LIGHT 6 energy
Walking Atlas
Practice card rules
Guard.
4 power · 7 health
Ember
Pressure, momentum, and a little nerve.

16 / FIRST LIGHT 1 energy
Kiln Imp
Practice card rules
An aggressive early creature.
2 power · 1 health

17 / FIRST LIGHT 2 energy
Cinderfox
Practice card rules
Haste. Can attack on the turn it arrives.
2 power · 1 health

18 / FIRST LIGHT 4 energy
Copper Drake
Practice card rules
High power, vulnerable to a trade.
5 power · 3 health

19 / FIRST LIGHT 2 energy
Spark Volley
Practice card rules
Deal 3 damage to an enemy creature or core.

20 / FIRST LIGHT 5 energy
Ashwing
Practice card rules
Haste. Can attack on the turn it arrives.
4 power · 4 health

21 / FIRST LIGHT 1 energy
Coal Cricket
Practice card rules
Haste.
1 power · 1 health

22 / FIRST LIGHT 3 energy
Furnace Runner
Practice card rules
Haste.
3 power · 2 health

23 / FIRST LIGHT 3 energy
Flare Tutor
Practice card rules
Your first direct-damage spell each turn deals 1 extra damage.
2 power · 3 health

24 / FIRST LIGHT 1 energy
Kindle
Practice card rules
Give a friendly creature +2 power until turn end.

25 / FIRST LIGHT 3 energy
Forked Light
Practice card rules
Deal 2 damage to the two enemy creatures with highest power (oldest breaks ties).

26 / FIRST LIGHT 2 energy
Hearth Salamander
Practice card rules
A dependable creature.
2 power · 3 health

27 / FIRST LIGHT 5 energy
Comet Hound
Practice card rules
Haste.
5 power · 2 health

28 / FIRST LIGHT 2 energy
Afterglow
Practice card rules
Draw a card. Your core takes 1 damage.

29 / FIRST LIGHT 6 energy
Cinder Giant
Practice card rules
A large late-game threat.
6 power · 5 health

30 / FIRST LIGHT 4 energy
Last Spark
Practice card rules
Deal 4 damage to an enemy creature or core.
Verdant
Patience, recovery, and growing together.

31 / FIRST LIGHT 1 energy
Seedling Scout
Practice card rules
A resilient early creature.
1 power · 3 health

32 / FIRST LIGHT 3 energy
Rootkeeper
Practice card rules
Guard. Enemies must attack guards first.
2 power · 5 health

33 / FIRST LIGHT 4 energy
Moonroot Stag
Practice card rules
Drain. Heal your core for damage dealt.
3 power · 4 health

34 / FIRST LIGHT 3 energy
Wild Communion
Practice card rules
Give all your creatures +1 power and +1 health.

35 / FIRST LIGHT 2 energy
Second Spring
Practice card rules
Restore 5 health to your core, up to 20.

36 / FIRST LIGHT 2 energy
Mossback Beetle
Practice card rules
Guard.
1 power · 4 health

37 / FIRST LIGHT 2 energy
Garden Tender
Practice card rules
When summoned, restore 2 core health, up to 20.
1 power · 3 health

38 / FIRST LIGHT 3 energy
Bramble Weaver
Practice card rules
When summoned, give your other creature with the lowest health +1 health (oldest breaks ties).
2 power · 4 health

39 / FIRST LIGHT 2 energy
Gentle Graft
Practice card rules
Give one friendly creature +1 power and +2 health.

40 / FIRST LIGHT 3 energy
Roots Remember
Practice card rules
Return your most recently defeated creature costing 3 or less to your hand.

41 / FIRST LIGHT 3 energy
Dewglass Heron
Practice card rules
Drain.
2 power · 3 health

42 / FIRST LIGHT 5 energy
Bloomwarden
Practice card rules
Guard.
3 power · 7 health

43 / FIRST LIGHT 4 energy
Shared Harvest
Practice card rules
Draw a card and restore 3 core health, up to 20.

44 / FIRST LIGHT 6 energy
Canopy Elder
Practice card rules
A large late-game creature.
5 power · 7 health

45 / FIRST LIGHT 5 energy
Patient Flourish
Practice card rules
Give all your creatures +2 health and restore 2 core health.
The commons
Shared tools that bring a deck together.

46 / FIRST LIGHT 2 energy
Wayfinder
Practice card rules
When summoned, inspect your next draw.
2 power · 2 health

47 / FIRST LIGHT 2 energy
Common Fire
Practice card rules
Both players draw one card.

48 / FIRST LIGHT 1 energy
Borrowed Compass
Practice card rules
Arrange your next two draws with the cheaper card first. Reveal them to yourself.

49 / FIRST LIGHT 4 energy
Bridgekeeper
Practice card rules
Guard.
3 power · 5 health

50 / FIRST LIGHT 3 energy
Last Lantern
Practice card rules
Draw a card. Give one friendly creature +1 health.