Brightglade Tales
A cozy 1v1 card engine-builder from indie studio Massive Mustache. Everything you need to cover the game — factsheet, screenshots, trailer, logos and contact — is on this page.
All logos, icons, full-resolution screenshots and the trailer in one archive.
Factsheet
- Title
- Brightglade Tales
- Developer
- Massive Mustache
- Based in
- Warsaw, Poland
- Publisher
- Self-published
- Engine
- Unity
- Genre
- Cozy 1v1 engine-builder
- Modes
- Singleplayer vs AI, online 1v1 PvP
- Platforms
- PC (Steam) — June 2026
Android — July 2026
iOS — August 2026 - Release date
- Steam — June 2026
- Price
- PC (Steam): $6.99 USD
iOS & Android: ~$4.99 USD - Languages
- English, Polish
- Age rating
- PEGI 3 / ESRB Everyone (mobile 13+ due to player interaction)
- Press contact
- marcin.lusa@massivemustache.games
- Links
- Steam · Website · X / Twitter
Description
Tagline
A 1v1 card engine-builder with a cast of cartoon woodland critters. Hire your crew, wreck your rivals, and claim the land.
Short description
Brightglade Tales is a fast-paced two-player card game about the struggle for influence in the land of Brightglade. Every match is a short, intense skirmish (15–30 minutes) in which you don't just build your own crew — you actively sabotage your opponent: destroying and stealing their resources, eliminating and bribing their crew. Both players race to seize control of one of three locations, drawn at random from the deck at the start of the match.
Full description
Goal of the game
Three locations drawn from the deck lie on the table. The winner is the first player to seize control of one of them — and to do that, you need to gather enough Dominance Points and assemble a crew with the right composition. Sounds simple, but your opponent has exactly the same options as you, and the cards on the market are shared.
How to play
The core gameplay loop revolves around three types of cards: Resources — drawn from the market to fuel your actions; Crew — recruited to carry out missions and seize locations; Missions — the source of Dominance Points and special effects.
On missions you can
- steal and destroy your opponent's resources
- intimidate, eliminate, bribe, and take over their crew
- train new recruits and bring back members from discarded cards
- sacrifice your own crew for extra Dominance Points
- destroy the locations being contested
The gameplay writes the tale
There is no script — the story of each match is a series of decisions: who to recruit, which missions to take on, what to steal from your opponent. Every game is a different tale of intrigue, betrayal, and risky plays in Brightglade.
Features
- Engine-building card game for two players
- Build your engine while sabotaging your rival's
- Race to seize control of one of three locations
- Cartoon, cozy woodland critters
Videos
Trailer & tutorial
The final trailer plus the tutorial, straight from YouTube.
Screenshots
From the glade
Click any image to view it full size. Full-resolution files are in the press-kit archive.
Logos & branding
Game logo
Studio logo
Logos and icons in full resolution (transparent PNG) are included in the downloadable press kit.
About the developer
I started Brightglade Tales because I needed a mental break from working at a big tech company, and I had too much creative energy to let it go to waste. I wanted to build a cozy, relaxing place with a touch of tactical thinking.
I've spent almost 20 years as a software engineer, including 5 years at CD Projekt RED — working on The Witcher 3 and later on Gwent: Thronebreaker — followed by years at large gaming companies in the social and casino space. After all that, I wanted to make something small, cozy, personal, and made from the heart. Brightglade Tales is that game.
I deliberately kept the scope small. After years on large productions, I wanted to find out what I can build on my own — evenings and weekends, no team, no scope creep. Small doesn't mean shallow — Brightglade Tales is built to be tight, replayable, and worth your time. I'm passionate about board games and a fan of digital adaptations like Neuroshima Hex, Dune, and Ascension — that's why I picked this format.
Press contact
For interviews, review keys, or any questions, get in touch: