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Buy on SteamHandmancers — Complete Strategy Guide
What Is Handmancers?
Handmancers is a Rock, Paper, Scissors roguelite deckbuilder with a first-person perspective. Developed by 58BLADES and published alongside Human Qube Games, it launched in Early Access on Steam on May 5, 2026 for $11.99. The concept is deceptively simple: you and your opponent throw Signs (Rock, Paper, Scissors) in turn-based duels, and the cards in your hand modify how those Signs behave.
The twist comes from the Cramp system. Powerful plays tire your fingers — heavy moves build up Cramp that limits your options until you rest. Every turn becomes a tradeoff: go all-in on burst damage now, or play conservatively for a longer fight. Corruption spreads across the map, tempting you with powerful rewards that twist the dangers you face.
Combat is built around immediate, clear choices: pick a Sign, punish the right target, and capitalize on mistakes. Bait and counter — it's Rock, Paper, Scissors elevated into tense, combo-driven duels.
How to Play
Each run starts you on a branching map. You choose your path toward the boss at the end, with nodes offering fights, elite encounters, shops, rest sites, and artifact shrines.
Combat works like this:
- Each round, both you and the enemy secretly pick a Sign (Rock, Paper, or Scissors).
- Signs are revealed simultaneously — Rock beats Scissors, Scissors beats Paper, Paper beats Rock.
- The winner deals damage based on their Sign's base power plus card modifiers.
- Cards in your hand change how Signs work. Some make Paper apply a poison effect. Others let Rock hit twice. Some let Scissors crit on a win.
Cramp: Each card has a Cramp value. Playing high-Cramp cards builds up your Cramp meter. When your meter is full, you lose access to your highest-Cramp cards until you rest or play low-Cramp cards to reduce it. Managing this resource is the core skill of Handmancers.
Corruption: The map has a Corruption meter that fills as you take certain nodes. High Corruption modifies enemy encounters (more damage, special abilities) but also unlocks exclusive rewards and boss variants.
Card Types
Cards fall into five categories:
Sign Cards: The bread and butter. These modify how your chosen Sign behaves. Examples include "Rock Slide" (Rock hits twice but costs 2 Cramp), "Paper Cut" (Paper applies 2 bleed), "Scissor Kick" (Scissors gains +3 damage on a win).
Artifact Cards: Passive effects that persist through the run. Equip up to three. Examples: "Thorned Gauntlet" (when you lose a round, deal 1 damage back), "Lucky Charm" (+15% chance to draw a favorable Sign).
Skill Cards: One-use abilities with powerful effects. "Second Wind" clears all Cramp. "Predict" lets you see the enemy's next Sign before choosing. "Double Down" plays two Signs in one round.
Cramp Cards: High-risk, high-reward. These have very low Cramp values (0-1) but powerful effects. "Desperate Swing" deals 4 damage regardless of win/loss but costs 1 health. "Empty Hand" clears your hand and draws 3 new cards.
Curse Cards: Corruption-exclusive. Powerful but with drawbacks. "Blood Pact" doubles your damage for 3 rounds but sets your max health to 50%.
Map Navigation
The map branches in three directions after each node. Here's what you'll find:
- Combat Nodes: Standard fights. Rewards gold and a card choice.
- Elite Nodes: Tougher enemies with unique mechanics. Rewards an artifact and rare cards.
- Shop: Spend gold on cards, artifacts, or Cramp reduction potions.
- Rest Site: Heal 25% health OR clear all Cramp. Heal is tempting, but clearing Cramp early lets you use stronger cards sooner.
- Shrine: Choose between two random artifacts. Free but one is always corrupted.
Pathing Strategy: Early in a run, prioritize shops and shrines to build your deck. Mid-run, take elites for rare cards. Late run, optimize for rest sites before the boss.
Advanced Tips
Know the Cramp breakpoints. If your total deck Cramp is 12, and your max is 10, you'll overflow after two strong plays. Build your deck to hover just under your Cramp cap so you can play your best cards without pausing to rest.
Build around one Sign. The most consistent decks focus on a single Sign and stack modifiers for it. A Rock-focused deck with "Rock Slide", "Boulder Toss", and "Crushing Weight" outperforms a balanced deck that tries to do everything.
Corruption is a resource. Don't avoid it entirely. Taking 2-3 Corruption nodes by the end of act 1 gives access to exclusive rewards that can define your build. Just don't let it hit 100% before the final boss.
Artifact synergy matters more than raw stats. "Mirror Shield" (reflects 1 damage when you lose a round) combined with "Thorned Gauntlet" (deal 1 damage back when you lose) turns losing into a viable strategy — build a tanky deck that wins through attrition rather than burst.
FAQ
Q: Is Handmancers only singleplayer? A: Yes, the current Early Access build is singleplayer only.
Q: How long is a typical run? A: 30-45 minutes for a full run to the final boss. Shorter if you die early (which happens often in the first few hours).
Q: Is there meta-progression? A: Yes. Between runs you unlock new cards, artifacts, and starting bonuses that persist across runs.
Q: Will there be more content added? A: The Early Access roadmap includes new biomes, additional enemy factions, and more card types. Check the Steam page for the full roadmap.
Q: What platforms? A: Windows, Mac, and Linux at launch.






