/ build-in-public / I Built A Cozy Card Game Solo In Godot, And You Can Play It Free In Your Browser
build-in-public 6 min read

I Built A Cozy Card Game Solo In Godot, And You Can Play It Free In Your Browser

Orchard Deck is a complete cozy collectathon built solo in Godot 4 and shipped as a free browser game. Here is the stack, the systems, and why a web build changed everything.

Orchard Deck key art, a cozy card game about a line of apple folk

I ship software on nights and weekends. Most of it is serious. This one is not, and that was the entire point.

Orchard Deck is a cozy card collection game about a line of apple folk. You spin a slot machine to win chibi apple cards, plant them in an orchard for idle coin income, donate matching sets to a museum for permanent boosts, breed new cards, and fight through a three act story campaign. One currency, earned entirely in the game. No purchases of any kind inside it. It is free, it stays free, and you can play it right now in your browser with no install.

Play Orchard Deck in your browser

This is the build log. What it is, how it is put together, and the parts that surprised me as a solo developer.

What Orchard Deck Actually Is

On the surface it is a slot machine that pays out collectible cards. Underneath, it is six interlocking systems that feed each other, and that loop is what makes a cozy game sticky instead of shallow.

You spin five reels. Three of a kind wins a card of that rarity tier. You can plant that card in an orchard plot where it produces coins on wall clock time, but every harvest wears its vitality down until it goes barren and comes back as a worn card. Worn cards are not garbage, they are the intended fuel for the Lab, where you extract them into essence, transmute essence up tiers, and craft cards of a chosen tier. You can also breed two cards into a rarer child. Matching sets go to the museum for permanent production multipliers. And when you want to do something other than tend the orchard, you arrange five cards and fight through the campaign.

Nothing in that list is a dead end. Every output is another system's input. That is the whole design.

The Stack

The stack here is deliberately small and deliberately free to run.

  • Godot 4 and GDScript for the entire game. No paid engine, no per seat license, no revenue share.
  • A headless smoke suite that instances every scene, runs save and load round trips, replays a 300 seed battle simulation, and enumerates the exact slot machine expected value. I run it before every change.
  • A cohesive art and audio style. 84 card portraits that share one chibi look, plus seamless looping background music on a dedicated audio bus, all built by hand.
  • A Godot HTML5 export as the delivery format, hosted on Cloudflare R2, embedded in a small Next.js page on a games subdomain.

That last line is the one that mattered most.

Why A Browser Build Changed Everything

Godot exports to HTML5 and WebAssembly natively, so instead of asking people to download an executable from a developer they have never heard of, the call to action is just a link. For a solo developer trying to get a free game in front of people, removing the install step is worth more than any amount of marketing copy. I walk through the full export and hosting path in shipping a Godot game to the browser.

The Systems Under The Cozy Surface

The thing people underestimate about cozy games is how much real engineering sits under the soft art.

The slot machine is not random vibes, it is a tuned economy with verified, published odds that climb as you upgrade from three reels to five and run multiple rows at once. I broke down the whole economy and how I keep it free of dark patterns in designing a fair slot machine economy.

The campaign runs on a seeded, deterministic simulation with eight combat keywords and six tribal synergies, then replays the result through an animated view. Because the same seed always produces the same fight, the simulation is testable, a daily challenge is just today's date as a seed, and a shared challenge link replays the exact same run for someone else.

There are 84 cards across three themed packs, ten arcade minigames with their own unlock gates, a museum with ten sets, a daily login streak, a rotating shop, and 41 in game achievements. All of it is wired, and all of it is covered by that smoke suite so I can refactor without fear. The way those pieces feed each other is its own story in six interlocking systems, one loop, and the suite that keeps them honest is covered in how I test a Godot game alone.

Shipping Solo Means Owning The Whole Pipeline

The lesson that keeps repeating for me is that solo does not mean small, it means you own every layer. Art direction, the economy math, the save system, the audio bus layout, the export pipeline, the hosting, the page it lives on. There is no one to hand a part to.

The way you survive that is leverage. Good tooling does the heavy lifting on the repetitive parts so I can spend my hours on design and curation instead. A headless test suite does the regression checking so I am not clicking through six systems by hand after every change. A free engine and free hosting mean the only cost of the project is my time. That combination is what lets one person ship something with this much surface area on nights and weekends.

Play It, Then Tell Me What To Fix

Orchard Deck is a feature complete vertical slice. It is genuinely playable end to end, and it is the kind of game you can sink an hour into or keep poking at for much longer.

Play it free in your browser

There is a feedback button right on the game page. If something breaks, or you have an idea for what should come next, send it. A game made by one person gets better fastest when the people playing it tell me where it hurts. That loop, ship, listen, fix, is the entire reason I build in public.

Built by Kevin

Like this? You'll like what I'm building too.

Two ways to support and get more of this work.

Desktop App

HEARTH

A privacy-first Life OS for your desktop. Journal, tasks, and notes that stay on your machine. Coming soon, direct download from this site.

Read more
Digital Products

MY TOOLKITS

Receipts-first toolkits for shipping after hours, building Claude agents, publishing on Amazon, and more. The exact methods I used, not theory.

Browse on Whop

Need This Built?

Kevin builds products solo, from first version to live. If you want something like this made, work with him.