Spellframe’s moonlit arena beside a lake, waterfalls and the ruins of an old library

An original PointCast game · in development

Spellframe

A little strategy.
A beautiful world.
A very good move.

Explore the 50-card First Light set

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.

Cinderfox, a spirited orange fox carrying a blade through the moonlit library

Ember / Cinderfox

A little spark.

Quick feet. A sharp read. Pressure that rewards choosing the right moment.

Rootkeeper, a living woodland guardian in the First Light world

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.

Archive Familiar — original First Light card illustration

01 / FIRST LIGHT 1 energy

Archive Familiar

Practice card rules

A small mind with a very long memory.

1 power · 2 health

Glass Warden — original First Light card illustration

02 / FIRST LIGHT 3 energy

Glass Warden

Practice card rules

Guard. Enemies must attack guards first.

2 power · 5 health

Memory Oracle — original First Light card illustration

03 / FIRST LIGHT 4 energy

Memory Oracle

Practice card rules

When summoned, draw a card.

3 power · 4 health

Deep Recall — original First Light card illustration

04 / FIRST LIGHT 2 energy

Deep Recall

Practice card rules

Draw two cards.

Lantern Sprite — original First Light card illustration

05 / FIRST LIGHT 2 energy

Lantern Sprite

Practice card rules

A patient early board presence.

2 power · 3 health

Inkmoth Courier — original First Light card illustration

06 / FIRST LIGHT 1 energy

Inkmoth Courier

Practice card rules

When summoned, inspect your next draw.

1 power · 1 health

The Indexer — original First Light card illustration

07 / FIRST LIGHT 2 energy

The Indexer

Practice card rules

Guard.

1 power · 4 health

Echo Apprentice — original First Light card illustration

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

Patient Lens — original First Light card illustration

09 / FIRST LIGHT 2 energy

Patient Lens

Practice card rules

Arrange your next two draws with the cheaper card first. Reveal them to yourself.

Small Rewind — original First Light card illustration

10 / FIRST LIGHT 3 energy

Small Rewind

Practice card rules

Return an enemy creature costing 2 or less to its owner's hand.

Clockwork Tortoise — original First Light card illustration

11 / FIRST LIGHT 4 energy

Clockwork Tortoise

Practice card rules

Guard.

2 power · 6 health

Tideglass Archivist — original First Light card illustration

12 / FIRST LIGHT 5 energy

Tideglass Archivist

Practice card rules

When summoned, draw a card.

3 power · 5 health

Quiet Interval — original First Light card illustration

13 / FIRST LIGHT 2 energy

Quiet Interval

Practice card rules

An enemy creature cannot attack during its next turn.

Margin Notes — original First Light card illustration

14 / FIRST LIGHT 1 energy

Margin Notes

Practice card rules

Draw one card, then discard your highest-cost card (oldest breaks ties).

Walking Atlas — original First Light card illustration

15 / FIRST LIGHT 6 energy

Walking Atlas

Practice card rules

Guard.

4 power · 7 health

Ember

Pressure, momentum, and a little nerve.

Kiln Imp — original First Light card illustration

16 / FIRST LIGHT 1 energy

Kiln Imp

Practice card rules

An aggressive early creature.

2 power · 1 health

Cinderfox — original First Light card illustration

17 / FIRST LIGHT 2 energy

Cinderfox

Practice card rules

Haste. Can attack on the turn it arrives.

2 power · 1 health

Copper Drake — original First Light card illustration

18 / FIRST LIGHT 4 energy

Copper Drake

Practice card rules

High power, vulnerable to a trade.

5 power · 3 health

Spark Volley — original First Light card illustration

19 / FIRST LIGHT 2 energy

Spark Volley

Practice card rules

Deal 3 damage to an enemy creature or core.

Ashwing — original First Light card illustration

20 / FIRST LIGHT 5 energy

Ashwing

Practice card rules

Haste. Can attack on the turn it arrives.

4 power · 4 health

Coal Cricket — original First Light card illustration

21 / FIRST LIGHT 1 energy

Coal Cricket

Practice card rules

Haste.

1 power · 1 health

Furnace Runner — original First Light card illustration

22 / FIRST LIGHT 3 energy

Furnace Runner

Practice card rules

Haste.

3 power · 2 health

Flare Tutor — original First Light card illustration

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

Kindle — original First Light card illustration

24 / FIRST LIGHT 1 energy

Kindle

Practice card rules

Give a friendly creature +2 power until turn end.

Forked Light — original First Light card illustration

25 / FIRST LIGHT 3 energy

Forked Light

Practice card rules

Deal 2 damage to the two enemy creatures with highest power (oldest breaks ties).

Hearth Salamander — original First Light card illustration

26 / FIRST LIGHT 2 energy

Hearth Salamander

Practice card rules

A dependable creature.

2 power · 3 health

Comet Hound — original First Light card illustration

27 / FIRST LIGHT 5 energy

Comet Hound

Practice card rules

Haste.

5 power · 2 health

Afterglow — original First Light card illustration

28 / FIRST LIGHT 2 energy

Afterglow

Practice card rules

Draw a card. Your core takes 1 damage.

Cinder Giant — original First Light card illustration

29 / FIRST LIGHT 6 energy

Cinder Giant

Practice card rules

A large late-game threat.

6 power · 5 health

Last Spark — original First Light card illustration

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.

Seedling Scout — original First Light card illustration

31 / FIRST LIGHT 1 energy

Seedling Scout

Practice card rules

A resilient early creature.

1 power · 3 health

Rootkeeper — original First Light card illustration

32 / FIRST LIGHT 3 energy

Rootkeeper

Practice card rules

Guard. Enemies must attack guards first.

2 power · 5 health

Moonroot Stag — original First Light card illustration

33 / FIRST LIGHT 4 energy

Moonroot Stag

Practice card rules

Drain. Heal your core for damage dealt.

3 power · 4 health

Wild Communion — original First Light card illustration

34 / FIRST LIGHT 3 energy

Wild Communion

Practice card rules

Give all your creatures +1 power and +1 health.

Second Spring — original First Light card illustration

35 / FIRST LIGHT 2 energy

Second Spring

Practice card rules

Restore 5 health to your core, up to 20.

Mossback Beetle — original First Light card illustration

36 / FIRST LIGHT 2 energy

Mossback Beetle

Practice card rules

Guard.

1 power · 4 health

Garden Tender — original First Light card illustration

37 / FIRST LIGHT 2 energy

Garden Tender

Practice card rules

When summoned, restore 2 core health, up to 20.

1 power · 3 health

Bramble Weaver — original First Light card illustration

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

Gentle Graft — original First Light card illustration

39 / FIRST LIGHT 2 energy

Gentle Graft

Practice card rules

Give one friendly creature +1 power and +2 health.

Roots Remember — original First Light card illustration

40 / FIRST LIGHT 3 energy

Roots Remember

Practice card rules

Return your most recently defeated creature costing 3 or less to your hand.

Dewglass Heron — original First Light card illustration

41 / FIRST LIGHT 3 energy

Dewglass Heron

Practice card rules

Drain.

2 power · 3 health

Bloomwarden — original First Light card illustration

42 / FIRST LIGHT 5 energy

Bloomwarden

Practice card rules

Guard.

3 power · 7 health

Shared Harvest — original First Light card illustration

43 / FIRST LIGHT 4 energy

Shared Harvest

Practice card rules

Draw a card and restore 3 core health, up to 20.

Canopy Elder — original First Light card illustration

44 / FIRST LIGHT 6 energy

Canopy Elder

Practice card rules

A large late-game creature.

5 power · 7 health

Patient Flourish — original First Light card illustration

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.

Wayfinder — original First Light card illustration

46 / FIRST LIGHT 2 energy

Wayfinder

Practice card rules

When summoned, inspect your next draw.

2 power · 2 health

Common Fire — original First Light card illustration

47 / FIRST LIGHT 2 energy

Common Fire

Practice card rules

Both players draw one card.

Borrowed Compass — original First Light card illustration

48 / FIRST LIGHT 1 energy

Borrowed Compass

Practice card rules

Arrange your next two draws with the cheaper card first. Reveal them to yourself.

Bridgekeeper — original First Light card illustration

49 / FIRST LIGHT 4 energy

Bridgekeeper

Practice card rules

Guard.

3 power · 5 health

Last Lantern — original First Light card illustration

50 / FIRST LIGHT 3 energy

Last Lantern

Practice card rules

Draw a card. Give one friendly creature +1 health.