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 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.

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.