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Aliosso

Fioretto Studios
Card BaseddeckbuilderIndieRoguelikeStrategy
Game Details
Publisher
Fioretto Studios
Release date
1/30/2026
Status
Released
Distribution
Steam (Windows)
Monetization
Buy to play
Multiplayer
No
PvP
No
Setting
The scorching, mythical desert of Samsara
Price
$
Run length
60-90 Minutes
Meta-progression
Light
Build diversity
High
Platforms
PC, Steam

Each run in Aliosso begins with choosing one of six champions, each carrying a distinct starting set of tiles and a power that shapes the entire run. Combat is turn-based and built around a tile-and-card system: tiles sit on the battlefield and trigger effects based on values you can modify, while cards layer on top to redirect, amplify, or fundamentally alter how those tiles behave. You might change a tile’s type, inscribe a rune onto it to unlock additional perks, or set an edition that shifts how it interacts with the rest of your board. The goal is to construct chains where tiles and cards reinforce each other, converting accumulated Power into damage against enemies.

Cards in Aliosso do more than deal damage — they function as run-wide rule modifications. Banishing a card removes it permanently from the pool; copying a tile’s properties onto another rewrites what your board can do. Prayers add a third layer, offering battlefield interventions and journey-level effects at the cost of water, the game’s central scarcity resource. Water is also spent to survive the desert crossing itself: at branching points across Samsara, you choose between restocking supplies or hunting treasures in canyons, caverns, and other locations, each carrying its own risks. This journey structure means resource decisions compound across a run, not just within individual fights.

The breadth of the system — over a hundred cards with variants, tens of tiles, runes, and prayers — rewards players who want to dissect interactions and iterate toward a specific synergy. Players who prefer tightly constrained decks or immediate legibility tend to find the malleability exhausting rather than liberating.

Fioretto Studios began public playtesting in late 2024, running numbered playtest builds through the end of that year. Development through early 2025 introduced card unlock systems and a named update, the Kagu update in April, followed by work on save systems and seeds in June. A demo was available ahead of release and was refreshed in January 2026. The game launched on January 30, 2026, and received three patches within its first month, suggesting active post-launch support from the studio.

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