Link to all media files for press/streamers:
https://drive.google.com/drive/folders/1xbUfdy0nf1vefmWjrtQ8wIxqS2h4FJM3?usp=sharing
Out of 7,000+ demos at Steam Next Fest October 2026, 4Gamer played about 70 and picked six to recommend. OPERATIVES: Revolve was one of them.
— 4Gamer · October 21, 2026
“Fight Giant Mecha in Elevator…” — 80 Level · October 13, 2025; article headline, picked up from our r/IndieDev post
“an ambitious roguelike deckbuilder with a cinematic presentation” — Nathalie Tay, THE MAGIC RAIN · October 1, 2025; developer interview
“a gritty, mechanical deckbuilder that puts you against everything from humans to tanks.” — Alexx Aplin, Phenixx Gaming · June 10, 2025; showcase roundup
“…the game’s impressive design and animations stood out…” — Chin Jian Wei, The Star · March 10, 2025; describing the SEA Game Awards 2024 demonstration
“I can easily see it being a cult classic.” — W. Amirul Adlan, NMIA Gaming (Slimepress) · November 27, 2024; hands-on preview
Gameplay Videos
"This has been pretty amazing actually, out did my expectations."
https://www.youtube.com/watch?v=a0hBTreFeio
"Every battle demands careful planning, and the card management and play designs are really clever."
所以每一场战斗都是步步为营,花行动点保留卡牌到下回合再打的设计很有想法
bilibili.com/video/BV1PiFCzmERW/
"A mind-bending masterpiece!"
燒腦神作 !!
https://www.youtube.com/watch?v=obi3bY2DDjI
Gameplay Trailer
https://youtu.be/J4CmBQlaTlI
OPERATIVES: Revolve
is a first-person roguelike deckbuilder with a brutalist aesthetic. Its art is the mechanic: metal cards physically stand between you and your enemies, blocking attacks while you hold them, and playing a card gives up that protection. Two-sided combat and card order build a tactical system for players who love fiddling with complex mechanics and interactions.
If you’re tired of deckbuilders all playing the same, and you no longer get that sense of novelty or the light bulb moment when everything clicks as you figure out the system, OPERATIVES: Revolve is definitely worth your attention.
The cards look and feel like physical metal devices sitting between you and your enemies, and that presentation carries directly into the gameplay. Together, they create a unique blocking system: you don’t have to activate your cards to defend. While they’re in your hand, they physically block incoming damage.
Combat is also two-sided and sequential. Where you place your cards affects how you defend, and using them to attack means discarding them, leaving you exposed. These mechanics form an intricate system that opens up many new possibilities in a deckbuilder. Often, how you play during a fight can feel more important than how your deck is built.
The game also uses combined decks. Each operative has their own pool of cards and artifacts, and can be paired with another operative. With five operatives, each with unique gameplay, there are 20 pairing (order matters) to explore. Add over 200 cards, over 200 items and highly adjustable difficulty, and there’s a ton of replayability.
As for the visuals and theme, the game uses a first-person perspective, with brutalist architecture mixed with retrofuturism. Each card can be outfitted with Chassis and Wheel components that change how it plays, as well as how it looks and feels. The cards become abstract mechanical devices that feel like part of this strange world. As a follower of the Machine Doctrine, you fight resistance forces, robots, tanks, monsters and many more.th
Warning: OPERATIVES: Revolve is made by and for people who love mechanics. The learning curve is steep, and it will scare some players off. But if you’re the kind of player who loses hours fiddling with a system, testing its highly responsive interactions until suddenly everything makes sense, that is exactly the feeling it’s built around.
A distinct art style, immersive combat mechanics, and diegetic UI/UX combine to create a cohesive, unique first-person deckbuilder experience.
High-fidelity, cinematic combat that can reshape how each fight plays out.
Cards have a unique health system, shown by their Wheel, and can be destroyed in combat.
When you use a card, it is discarded from your hand, leaving you vulnerable. Alternatively, you can leave cards in your hand as defense.
This creates a unique tension between offense and defense in the deckbuilder genre.
Cards are designed not only as mechanics, but as physical objects within the game world. They should feel tangible, transformable, and destructible.
Each card can be upgraded by installing unique Chassis and Wheel components. Each component boasts its own distinct design and effects. Utilize them to optimize your cards and experiment with different gameplay strategies.
Chain card effects, toolkits and operative abilities together, with intense visual feedback. With experience, players can push this into mind-blowing chain effects.
Each run starts by choosing two operatives, opening up a wide range of deck combinations.
Combat is two-sided (left and right, as seen in the screenshots),
with each operative guarding one side, so you decide how to manage cards between the two.”
Difficulty is highly customizable, and unlockable features add new mechanics and strategic layers over time. The game introduces its depth gradually, helping players ease into unfamiliar systems.
Screenshots