
PexWars
Recommended: play in fullscreen mode for the best experience.
PexWars
PexWars is a memory strategy battler.
Match cards on the memory board to summon units, trigger powerful effects, and support your army in a real-time castle battle. Your units fight automatically, but your memory choices, timing, hero powers and castle powers decide the result.
Goal
Destroy the enemy castle before your own castle falls.
How to Play
- Flip two cards during your turn.
- Matching cards activate their effect.
- Unit cards can summon units to the battlefield.
- Some cards cast attacks or support effects.
- Each board has a modifier that can make matched unit cards stronger.
- Use unit spawn buttons, hero powers and castle powers to support your army.
- Watch cooldowns and use Pause if you want time to read tooltips.
Controls
The game can be played with mouse and keyboard.
Memory Board:
- Left Mouse Button: flip/select cards
Unit Spawns:
- 1–5: Spawn units
Hero Powers:
- Q: Roll
- W: Pray
- E: Heal
- R: Ultimate Attack
Castle Powers:
- A: Shoot Arrow
- S: Shoot Magic Arrow (hits multiple enemies)
- D: Fortify (restore castle HP)
Useful Buttons:
- T: toggle card tooltips
- P: pause / unpause battle
- Esc: open menu
Tips
- Memory-card units can receive board bonuses.
- Directly spawned units are reliable, but have cooldowns.
- Pause the game to safely read tooltips and understand effects.
- Destroying the enemy castle wins the battle.
What is coming
I already have 100+ ideas planned for future updates, including campaign mode, unit progression, factions, different heroes, new cards, abilities, and more polish.
| Status | In development |
| Platforms | HTML5 |
| Author | Budlog |
| Genre | Card Game, Strategy |
| Made with | Unity |
| Tags | 2D, Auto Battler, Dungeons & Dragons, Fantasy, Medieval, Mouse only, Pixel Art, Short |
| AI Disclosure | AI Assisted, Code, Graphics |




Comments
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I really enjoyed the game, but it could have been faster on the enemy's turn. I missed the game's progression; starting with 3v3 and evolving from there was a lack of focus.
I also couldn't understand the HUD; it had many unnecessary elements. They could have focused on what was important, like the PvP memory game! Even so, it's a good game and has a future. I'd like to see it on Steam someday!
Thank you very much for playing and for the feedback! I’m really glad you enjoyed the game.
The enemy turn speed depends on the selected enemy level. On lower levels, the enemy plays slower and makes less optimal decisions. Also, a slower enemy memory turn can actually help the player, because your unit cooldowns keep ticking during his turn, giving you more time to prepare new spawns. But I understand that it can still feel too slow, so I will probably tune this more in future updates.
I also agree that the game shows too many systems at the start. I already added Auto Spawn in the latest update to help players focus more on the memory board, but my bigger plan is to add a simple campaign/tutorial mode where mechanics unlock gradually and players can learn everything step by step.
I’m also planning multiplayer, more heroes, more units, factions, and more modes in the future.
Thanks again for the kind words. I’m very happy that you see potential in the game!
Lovely <3
Thank you. I am planing to use your Black knight asset for another Hero character :)
That will be awesome. :D