Every rank point you earn is both your leaderboard position and your spending power. Buying cards and cosmetics costs you standing — every transaction is a decision.
Matches happen against snapshots of other players' decks while they're offline. You log back in to find out what your deck did while you were gone.
Every match escalates. The rank points on the line double each round automatically, and either player can raise the stakes further. Walking away costs you too.
Lose a match and your opponent becomes your rival. Place a bounty on them with premium currency and let the whole server know they're a target. Hire someone else to hunt them down.
Join or build a faction, claim a location as your territory, and guarantee it shows up in every match you play. Then defend it when another faction comes to take it.
Four chaos cards in every deck, but only one gets drawn per match. It tells you which round it arrives. You know it's coming. You just don't know which one you drew.
Where it Started
April 2025
Development began as a solo project with one question: what does a competitive card game look like when the design serves the player instead of the revenue model. Eight months later, every system in that question has an answer.
Closed Beta Launch
February 2026
Rankbreaker opened its doors to its first testers. The core loop was complete, the social systems were live, and the world started moving for the first time with real players in it.
Art in Progress
March 2026
Two commissioned artists began replacing placeholder artwork with bespoke illustrations. The game that was built on conviction is starting to look like it too.
Crowdfunding
Planned: June 2026
A Kickstarter campaign to fund a full art pass and bring Rankbreaker to the finish line. The prototype is done. This is where it becomes something worthy of the systems underneath it.
RHEND Studios was built to push boundaries. Not in the marketing sense — in the sense that every project under its roof starts with a design philosophy and works outward from there rather than the other way around. Rankbreaker is its first game. Alongside it, RHEND is the parent company of Laser Hippo, a fiction publishing house, and Epic Table Games, a tabletop roleplaying company. Three disciplines, one conviction: that the work should respect the people engaging with it.
Leonardo is a freelance illustrator working toward a career in game art. His work on Rankbreaker covers four cards including the disruptors Void, Recoil, and Raven, and character Axl Rydell. You can see his full portfolio at ArtStation.
Samuele is an illustrator, concept artist, and art director with a background in comics and graphic design. His work on Rankbreaker covers Bloodthirst, Riff the Cat, Ironjaw, and Stonewhal — four of the game's most distinctive characters. Full portfolio at ArtStation.