September 17, 2026
2 min read
Poking at the space-time continuum with a deck of cards is a bold way to handle family drama, but Serenity Forge's next project is betting you'll try it anyway.
The short version
Serenity Forge has announced Faraday Blues, a surreal time-manipulation visual novel coming to Xbox Series X|S and PC in 2027. Players will use a 52-card deck representing family members and memories to alter reality across three distinct eras.
By Chuy, Senior Staff Writer
Sep 17, 2026 · Reviewed by the Nexzy newsroom

Serenity Forge has announced Faraday Blues, a surreal sci-fi adventure scheduled to launch on Xbox Series X|S and PC in 2027. If you have ever wanted to rewrite your family's history using a literal deck of playing cards, your very specific wish has been granted.
The game made its world premiere during the Xbox Tokyo Game Show Broadcast, where Serenity Forge founder and game director Zhenghua Yang introduced the project. According to Yang, the game centers on Lina, a girl trying to rescue her parents from their own tragic histories by manipulating a mysterious tabletop card game.
The narrative is a collaborative effort between Yang, lead artist Satchely (known for character art in Doki Doki Literature Club), and narrative director Kevin Ye. The soundscape is handled by Cyanide & Happiness creator Kris Wilson, with voice acting led by Nichole Goodnight (Slay the Princess).
The details
Unlike traditional card-based games where a high card defeats a low card, the 52-card deck in Faraday Blues represents people, memories, and family items. Players place these cards into scenes to alter events and change character relationships, pushing characters toward "Order or Entropy."
According to Yang, the game relies on the simple physical limitation that people cannot be in two places at once. Sending a character to resolve a minor domestic dispute might save a relationship, but it also means they are unavailable when a major tragedy occurs elsewhere.
The game is structured as three interconnected visual novels, each set in a different era of the Faraday family apartment. Each era features its own aesthetic and narrative style, but they are tied together by a shared timeline. Choices made in the first era propagate forward, completely altering the setup and available characters of the subsequent eras.
Visual novels often experiment with branching paths, but tying three distinct eras together through a physical card mechanic adds a layer of structural complexity. With 64 possible endings—most of which Yang notes are not clean victories—Faraday Blues is positioning itself as a dense puzzle of emotional cause and effect, where fixing one mistake almost certainly guarantees making another.
How do you feel about managing family trauma via a 52-card deck?
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