PROJECT ZIRCON Puts Nation Building Into a Deck of Cards

PROJECT ZIRCON is a dark fantasy deckbuilding roguelike that casts you as the ruler of a nation facing the return of the Calamity Dragon of the Abyss. Each run spans five in-game years, and every season matters: fail to meet a year's required target and the world slips closer to ruin. Succeed through Year 5 by defeating the Calamity Dragon on the Normal Route.

The game marries classic deckbuilding choices with a layer of macro governance. You recruit Character Cards, construct Facilities, and spend three distinct resource types Commerce, Industry, and Culture to push your nation toward survival. The result is a blend of short-term tactical card play and longer-term strategic planning.

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Strategy Phase: Strengthen Your Nation

The Strategy Phase is where you grow your nation's capabilities. Expand your territory and acquire new Character Cards and Facilities using Commerce, Industry, and Culture Points. Each point type serves different purposes so prioritising one over another shapes the choices available to you.

Characters and Facilities interact to create synergies. Character Cards have Rank and Type and Facilities provide persistent effects that can change how your deck works. Combining these two systems lets you pivot styles between runs building militaristic decks one game and culture-driven economies the next. You can also equip up to three zirpowers in your deck to add special advantages and enable explosive combinations.

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Admin Phase: Place Cards and Earn Points

The Admin Phase is where card decisions turn into national outputs. Deploy the Character Cards you recruited to specific tasks and locations, and those placements determine how you earn the year's required points. Rank and Type matter; proper combinations between characters and Facilities unlock stronger rewards.

Zirpowers are another lever to tug during this phase. Equipping up to three of them gives you unique abilities that alter play or provide clutch boosts when you need them most. It is a tight dance between preparing your deck in the Strategy Phase and executing placements in the Admin Phase to meet each year's goals.

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One-Hour Runs, Branching Routes, and Progression

PROJECT ZIRCON is presented as a compact, roughly one-hour nation survival experience per run, but it aims for high replay value through branching events and multiple endings. The story can twist dramatically based on the choices you make and the events you encounter, and not every route ends by simply raising Military Points and slaying the dragon.

As you play, your Player Level increases, unlocking new Facilities and additional starting decks that broaden strategies available on future runs. That unlock curve encourages experimentation and helps the game evolve as you do, letting you chase different narratives and objectives across successive attempts.

PROJECT ZIRCON puts a fresh spin on deckbuilding roguelikes by turning nation management into card-based strategy. It asks you to think like a ruler and act like a deck builder, with every run forcing you to adapt, combine, and improvise against an ever-looming calamity.