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 playable builds are in private testing. This page is an art and project preview. Real model-powered fighters, online tournaments and purchases are future work.

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.