Boz Universe · Mobile game · In development

Boz Cards

A deckbuilder for one thumb, set in the myths of the Turkic steppe, the Norse north and the Greek coast. Researched, designed and built in Godot, with every illustration directed through gen AI.

Studio2026–presentGame designer · developer · art director

I researched the market, designed the game, built it in Godot, and art-directed every card, creature and frame with gen AI.

Boz Cards · Studio

The Hollow are at the gate. You hold the camp with a deck drawn from three old peoples, the archers of the steppe, the reavers of the north and the hoplites of the coast, against the creatures of their own myths. Fights are short, the road never ends, and each people has its own word: mix them, play them in the right order, and a weak card hits hard.

Two fights at the gate
  1. 01The Road of the Steppe, against Körmös.

  2. 02The Road of the North, against a Draugr.

Filmed from the game as it is today, on a phone-shaped screen. Drag a card onto a Hollow to strike it; each Hollow shows what it will do next. No sound.

The call the research made

I started from Marvel Snap, Pokémon TCG Pocket and Hearthstone, and the research talked me out of all three. A census of 218 card games on Google Play and a read of 37,544 store reviews said the same thing: free player-versus-player card games pay only with a famous brand behind them, and the one shape where a single developer has won is a paid, single-player game like Balatro.

So Boz Cards is a roguelike deckbuilder you can play in one hand. The reviews also wrote its rules: players hated paying for winning cards and losing their progress, so there are no packs and no power for sale. The Road of the Steppe is free to keep, one purchase opens the rest, and there are no ads.

One road, start to forge
  1. Home: Boz Cards, the Training Yard, today's road, and the roads of the Steppe, the North and the Olive Coast

    01Choose a road. The Training Yard first.

  2. A fight against Körmös: the strike it will make next shown above it, the camp at 47 of 50 with 7 damage coming, and a hand of four cards

    02The fight. The Hollow shows what it will do next.

  3. Holding a card to read it: Skald, a Norðmenn skill that costs 1 Var, Draw 2, and with Kin also gain 1 Var

    03Hold any card to read it, in plain words.

  4. The Gate Holds: plus 15 silver and a choice of one card from Reaver Jarl, Ozan and Batur, or skip

    04Win, and choose one card for this road.

  5. The Forge: raise one card a step on the material ladder, Forge Steppe Archer plus 1

    05The forge raises a card for the rest of the road.

  6. The Road of the North: knotwork frames and a Draugr, with a hand of Norse cards

    06The North wears knotwork; the Steppe, kilim.

The build on a phone. Every road is a myth told in acts of eight stops, and each road dresses the same screens in its own people's craft.

The art

I made every illustration with gen AI, and the work was in the direction, not the generation. Each image starts from a shared rules block (card framing, a quiet lower third for the text, no lettering) and a prompt per card, then goes round until it is right for the people it comes from. The Albastı took three versions before her feet pointed backward, as the folklore says. Tepegöz has one eye in his brow. The runes on the northern cards are deliberately abstract rather than fake. Each road wears its own people's craft: kilim on the Steppe, knotwork in the North, meander and marble on the Coast.

Sixteen illustrated cards in two rows: Türk cards such as Steppe Archer, Batur, Kam, Ozan and Börü; Norse cards such as Berserker, Reaver Jarl, Völva and Valkyrie; and Hellene cards such as Hoplite, Centaur, Moon Priestess and Pegasus, each with its cost and value
Sixteen of the cards so far, across the three peoples.
Nine round creature portraits in three sets of frames: Körmös, Albastı and Tepegöz in kilim; Draugr, Mara and Níðhöggr in knotwork; Shade, Siren and Hydra in meander
The Hollow, three to a myth, each set in its road's frame.

Where it stands

It is in development, built in Godot for phones, with store releases on iPhone and Android still to come. As of November 2026 there are 27 painted cards, 21 Hollow from three myths, three endless roads, a daily road everyone shares, and a guided Training Yard for players new to card games. Under the screen, the fight rules replay identically from a seed, and three bot play styles run 300 roads each to keep the balance honest. The sounds are generated too.

Boz Cards is set in BozUniverse, the fantasy world it borrows its peoples and creatures from.

Game designMobileGodotGen AI art directionResearch

This is the ownership I bring to a team.

Hiring for a senior or staff role where design, code, and AI meet? Let's talk.

Or send a note. Project work for a season, also by note.