DUCKMON
310 illustrated cards. 11 factions. A 30-story branching campaign, tactical 5x4 grid warfare, 5v5 draft squad battles, and rogue-lite dungeon runs: built in Unity with stubborn solo dev energy.
5x4 Grid Combat with Positional Capture Mechanics
About Duckmon
Duckmon is a multiverse-driven collectible card battler built around fast, tactical, grid-based combat. What began as a tiny minigame inside an old prototype has evolved into a full standalone game with deep strategy, unique factions, and an expanding universe of Duckmon variants.
Every card represents a creature, anomaly, or corrupted form pulled from a fractured reality: each with its own stats, abilities, and identity.
Duckmon features a full Story Mode spanning 30 stories across 10 chapters, each with unique art, choices, branching routes, and multiple endings. The upcoming demo features one complete story from Chapter 1, including 10 endings, hidden paths, and many wonderfully avoidable death scenes.
QUAX TRAX
Core Features & Modes
Tactical 5x4 Grid Battles
Solo skirmish mode with three difficulties (Easy, Normal, Hard) built around clean, strategic card placement and positional tile control.
30-Story Campaign
A full narrative campaign spanning 10 chapters. The demo includes one complete Chapter 1 story with 10 branching endings and avoidable death scenes.
310 Illustrated Cards
Each card has unique stats, rarity tiers, and faction identities across 10 core factions and rare Mythic hybrids.
Deckbuilder & Binder
Build, save, and load multiple decks. Browse your full 310-card collection with rarity filters, sorting, and faction views.
Progression & Rewards
Packs, currency, achievements, login rewards, player profiles, and persistent cloud saves powered by Supabase.
Clean, Fair System
No predatory gacha mechanics, no pay-to-win. Every card is earned through gameplay, story decisions, and progression.
Selected Card Examples
Showing 10 card artworks across rarity tiers.
Gameplay Media
β¨ Card Pack Opening
Real-time pack cracking sequence and rarity reveals.
π 310-Page Binder Showcase
Flipping through the in-game collection binder and faction sorting.
Duckmon Roadmap
Chapter 1 Story Mode, Core Skirmish & Backend Foundation
- β Chapter 1 Story Mode Finished: Fully playtested and 100% operational with all unique narrative art, custom nodes, and 10 branching endings.
- β Backend Architecture Synchronized: Supabase server systems fully structured, persistent, and active for all implemented modes.
- β 5x4 Skirmish Baseline Balanced: Core grid combat playtested and stable across Easy, Normal, and Hard difficulties (ready for future depth expansions).
Squad Battle 5v5 Draft, Rogue-Lite Crawler & System Polish
- β’ Squad Battle (5v5 Draft Mode): Database over 50% populated, buff/debuff system 80% complete, currently writing skill sets and move lists for the final factions.
- β’ Squad Battle UI & FX: Core UI mostly finished; currently integrating dedicated audio SFX and streamlined combat animations.
- β’ RNG Rogue-Lite Dungeon Crawler: In heavy production β 100% of data structures & JSON architectures completed, logic wiring 50% done, and custom art ~25% finished. Balancing simulations queued up next.
- β’ Project Maintenance & Side Challenges: Continuous polish on credits and music catalog, ongoing devlogs, and participating in rapid dev challenges to test new tech.
Public Demo Release & Community Playtesters Wanted
- β’ Demo Release on itch.io: Packaged playable build featuring full Chapter 1 Story Mode, Skirmish battles, and early game systems.
- β’ Pre-Release & Post-Demo Playtesting: Actively recruiting community playtesters before and after the demo drop for balance data collection, telemetry, and feedback.
Campaign Expansion, Themed Seasons & Deep Mechanics
- β’ Campaign Expansion (Chapters 2β10): Full narrative story art production, expanding branching paths, and in-game Story Art Gallery unlocks.
- β’ Expanded Skirmish Mechanics: Adding elemental tile affinities, dynamic hazard boards, and environmental board modifiers.
- β’ Squad Battle Themed Seasons: Introducing seasonal battle formats drafted from curated pools rather than player decks (e.g. Fire vs. Ice Season, All-Epics Draft, All-Commons Cup).
- β’ Competitive & Multiplayer Systems: Community tournament structures and expanded PvP modes.
Duckmon Project Credits
Music & Audio (Quax Trax)
- Alex Productions: Epic Cinematic Adventure
- Arnebhus: Warm Duck Shuffle
- BR: Neon Reverie
- Kevin MacLeod: Swing Machine
- Kike Gutz: 14 Original Multiverse Tracks
- MudiG: 7 Celtic & Combat Themes
- mΓΌxa: 8 Bit Love, Fighters Game
- Nonak: 6 Electronic & Battle Tracks
- Off Beat: 7 Ambient & Lo-Fi Beats
- Pratzapp & Sakura Hz: Thar
- Wavecont: Inspiring
- WarbringerGhesh: Forfeit My Life
- SFX: Pixabay, Freesound Community, Universfield
Visuals & Art
- Card Illustrations: Gemini (DeepMind) AI
- Editing: MS Paint, LunaPic, ImageLabs
- Typography: CoolText Styles
- Visual Flow: Whimsical
Development & Tools
- Game Engine: Unity
- Backend & Database: Supabase
- Coding Support: Microsoft Copilot AI
- Web Presence: GitHub, IONOS, Cloudflare
- Web Starter Template: GrapesJS Studio
"Special thanks to my wife for her endless patience and belief in this project.
A subtle nod to the platform whose bans fueled the fire to build this game my own way."
Made with passion, caffeine, and determination.
Join The Duckmon Community & Playtest
Follow active development, test early preview builds, give feedback on card balance, and help playtest upcoming features directly with the solo dev on Discord.