All Will Rise: A Deck-Builder Blending Narrative and Activism

"All Will Rise" redefines the deck-building genre by weaving complex card mechanics with rich, interactive storytelling. Crafted by Meghna Jayanth, known for "80 Days" and "Sable," and design director Hugo Bille, this game challenges players to engage in a unique form of "card battles" that are deeply intertwined with narrative progression. The game's demo, a three-hour experience, allows players to intuitively guide a lawyer, Kuyili, through environmental advocacy. The core objective involves constructing a compelling case to prosecute an executive responsible for ecological destruction, reflecting the developers' passion for addressing real-world issues like corporate misconduct and environmental degradation. The game uses striking lyrical prose to describe its vibrant world, where every action and dialogue choice has significant implications.

The creators emphasize that the game, while addressing weighty themes such as ecocide and social inequality, is far from overtly didactic. It subtly critiques both political extremes and the absurdity of bureaucracy through humorous character interactions and self-deprecating dialogue. The game's setting in the fictional Keralan city of Muziris offers a backdrop for engaging missions where players gather evidence and build alliances, ultimately strengthening Kuyili's case. Battles are not mere confrontations but narrative constructions, where cards represent arguments that flow into a shared story. This innovative approach breaks traditional card game conventions by prioritizing narrative coherence over strict mechanical transparency, encouraging players to immerse themselves in the unfolding drama. The game employs a novel "emotional energy" system—guts, hearts, and minds—which influences card play and narrative branches, leading to dynamic and unpredictable outcomes, such as swaying public opinion or altering character roles.

Ultimately, "All Will Rise" seeks to empower players, encouraging them to envision a world where collective action can effect positive change. Jayanth and Bille believe that games are a powerful medium for inspiring critical thought and fostering a sense of agency. By presenting complex systems within an accessible narrative framework, the game aims to show that reality is indeed malleable and that individual actions, however small, can contribute to significant societal shifts. This sentiment is underscored by the game's ethos: to inspire players to actively engage with the world, find humor in adversity, and believe in the possibility of creating different, more just futures.