SENIOR SISTER, WAIT! I GET STRONGER BY DRAWING CARDS — Coming to Steam!
Hi everyone!
I'm the solo developer of Senior Sister, Wait! I Get Stronger by Drawing Cards.
I've been building this game almost entirely by myself, one system, one card, and one story at a time.
And now I can finally say this properly:
The main content of the game is finished.
This is not a game where I made a few systems, added a handful of characters, and decided to launch first and finish everything later.
It is not a case of "release now, complete it someday."
The main story, character stories, card systems, sect systems, card progression, relationship mechanics, Ask-the-Dao Tower, Senior Sister Trials, Sect Night Council, spiritual farming, sect development, and the major gameplay systems are already implemented.
So when you enter the game, you're getting something that can already be played from beginning to end, with plenty of content designed for repeated playthroughs.
So... What Kind of Game Is This?
The short version:
Cultivation Fantasy + Deckbuilding + Romance + Sect Management + Roguelike Trials + Social Deduction.
You play as Gu Chang'an, the newly appointed leader of Biyun Mountain.
After your master disappears, what you inherit is definitely not an all-powerful cultivation sect.
Instead, you get a mountain sect on the verge of collapse.
The buildings need repairs.
The spirit fields need tending.
Resources are running low.
Other sects are watching you.
And your senior sisters all have problems of their own.
Meanwhile, your master's final belongings hide a secret that has been buried for sixty years.
Of course, there are also senior sisters.
A lot of senior sisters.
40 Main Heroines, 400 Individual Character Stories
The game currently features 40 main heroine characters.
Each of them has her own personality, background, relationships, position in the world, and personal storyline.
They are not just the same events with a different portrait and name.
Every heroine has 10 individual character story chapters.
Some characters have known you for years.
Some begin as your opponents.
Some will take a long time before they truly trust you.
Others may never say much about how they feel, but you'll gradually notice it through their actions, stories, and even their behavior in battle.
Alongside these character stories, the game includes a complete main storyline, sect stories, side events, and gameplay-related events.
Altogether, the game contains over one million Chinese characters of story content.
If you enjoy cultivation web novels, you can treat the story almost like playing through a long-form cultivation novel.
And if you're not someone who wants to spend all your time reading?
That's fine too.
Because there are a lot of cards to play.
1,300+ Spirit Cards and 8 Major Sect Archetypes
The game currently contains more than 1,300 cards.
These include:
Unit Cards, Spell Cards, Character Cards, Possession Cards, Bond Cards, Fusion Cards, Evolution Cards, and many other special card types and mechanics.
There are currently 8 major sect archetypes, and each one plays very differently.
Biyun Mountain focuses on growth, evolution, and synergy between fellow disciples.
Tianheng Sect revolves around Sword Laws, Tiangong mechanics, formations, and cooperation between its five halls.
Haoran Academy specializes in decrees, restrictions, control, and changing the rules of the battle itself.
Qingluan Pavilion focuses on healing, purification, Dan Yun mechanics, and attribute conversion.
Youming Valley manipulates the graveyard, ghosts, puppets, death triggers, and resurrection loops.
Xueluo Sect trades health and blood for explosive power.
Jiuyou Hall specializes in control, betrayal, stealing, and turning the opponent's own cards against them.
And The Wild Demon Kingdom is a little easier to explain:
Big stats.
Big attacks.
Hit the enemy until they stop moving.
You are not required to build a pure single-sect deck.
Mixing sects is completely possible.
The fun of having more than 1,300 cards isn't about memorizing the entire card pool.
It's about experimenting.
Competitive-minded players can search for optimized combinations.
Combo players can build ridiculous engines.
And character-focused players can create entire decks around their favorite heroine.
I don't want the game to end up with only one "correct" deck.
Your deck should feel like your own path of cultivation.
Affection Is Not Just a Number That Unlocks Cutscenes
This was something I cared a lot about when designing the game.
In many games, relationship systems work like this:
The affection number goes up.
You unlock a scene.
And that's it.
I didn't want that.
In Senior Sister, Wait!, character relationships are directly connected to the card battle system.
As your bond with a character grows, her performance on the battlefield can change as well.
She may unlock new entrance effects.
Healing.
Shields.
Damage reduction.
Protection when you're close to death.
Attack growth.
Resistance to control effects.
Or even higher-level bond abilities and transformations.
In other words:
The relationship you build through the story actually becomes part of your deck.
Developing a character you like isn't just about unlocking more dialogue.
She actually becomes more willing — and more capable — of fighting by your side.
Cards Can Also Be Possessed, Fused, Upgraded, and Customized
Having more than 1,300 cards still wasn't enough for me.
So I added card progression systems too.
Duplicate cards can be used for fusion and star upgrades.
High-star cards can continue developing through special traits.
That means two players can take the same base card and eventually build it in completely different directions.
The game also features a special Possession Card system.
When you use a possession technique on an eligible character, she doesn't simply receive a temporary buff.
The card itself may transform into something completely different.
New artwork.
New stats.
New abilities.
Sometimes even an entirely different combat role.
So collecting a character card is not necessarily the end of her progression.
You can continue developing her.
Changing her.
Building around her.
And occasionally turning what looked like a perfectly normal character card into something completely ridiculous.
Finished the Main Story? Try the Ask-the-Dao Tower
Because this is still fundamentally a card game, I didn't want the game to become something you uninstall immediately after finishing the story.
There are several major replayable modes already implemented.
Ask-the-Dao Tower
This mode is focused on long-term deck strength and challenge progression.
The idea is simple:
Take the deck you've built and keep climbing.
The higher you go, the more difficult the enemies and special rules become.
Some floors test damage output.
Some test survival.
Some are deliberately designed to punish specific types of decks.
If you've spent hours creating a deck and want to know whether it is actually strong, this is where you test it.
The tower isn't there to prove your cards are expensive.
It's there to prove you know how to use them.
Senior Sister Trials — Build Your Run as You Go
The Senior Sister Trials are closer to a roguelike card mode.
Every run can contain different:
Battles.
Elite encounters.
Bosses.
Upgrades.
Relics.
Blessings.
Curses.
And route choices.
You don't enter with a perfectly completed deck and simply use it until the end.
Instead, your strategy evolves throughout the run.
One run might give you the perfect pieces for a ghost resurrection engine.
The next might give you a curse that completely destroys your original plan and forces you to rebuild everything.
That's why this mode is designed to remain replayable even after the main story is finished.
And Then There's... Sect Night Council
Yes.
I made a social deduction mode inside a cultivation card game.
Several characters gather in the sect hall.
Everyone receives hidden identities.
Then comes:
Discussion.
Analysis.
Suspicion.
Defending yourself.
Voting.
You have to figure out who is lying and who you can actually trust.
Does that sound a little like Werewolf or Mafia?
Yes.
It absolutely does.
But this is still a cultivation world.
So when talking stops solving the problem...
You may eventually have to settle things with cards.
Sometimes you prove you're innocent with words.
Sometimes you prove it across the card table.
Sect Development, Spirit Farming, Collecting, and Plenty of Other Things
Card battles are not everything you do as a sect leader.
Biyun Mountain starts as a declining sect, and you'll gradually rebuild it.
Develop sect facilities.
Manage resources.
Plant spirit crops.
Take sect commissions.
Unlock new systems.
Visit other factions.
Challenge powerful enemies.
Collect character cards and alternate artwork.
Change card backs.
Change battle tables.
Change battle music.
Some of these systems are progression mechanics.
Some are for collecting.
Some exist because, while making the game, I thought:
"This would be fun in a cultivation card game."
And then I added it.
One Thing I Want to Make Clear: This Is Not an Unfinished Game Being Released Early
I want to emphasize this point.
Whenever people see a large indie game, especially one with this many systems, it's understandable to wonder:
"Is this going to release unfinished, with everything else promised for later?"
So I want to be very clear:
The main content of Senior Sister, Wait! I Get Stronger by Drawing Cards is already complete.
The main story is there.
The 40 main heroines are there.
The character stories are there.
The 1,300+ cards are there.
The 8 major sect archetypes are there.
Deckbuilding is there.
Card progression is there.
Sect management is there.
Ask-the-Dao Tower is there.
Senior Sister Trials are there.
Sect Night Council is there.
Spirit farming is there.
Relationship and bond mechanics are there.
Alternate card artwork and collectible elements are there.
When you buy the game, I don't want your first thought to be:
"Will this system eventually be finished?"
I want it to be:
"How much stuff did this guy put into one game?"
But I Also Want to Be Honest: A Card Game This Big Will Have Bugs
There are more than 1,300 cards.
Many keywords.
Many faction mechanics.
Huge numbers of card interactions.
Possession systems.
Bond systems.
Star upgrades.
Special win conditions.
And all kinds of strange combinations that players will inevitably discover.
I don't think it's realistic to promise that a game like this will have absolutely zero bugs.
Especially when almost the entire game was made by one person.
So I won't promise that.
What I can promise is something simpler:
If you find a reproducible problem, I'll fix it.
If a card effect behaves incorrectly, a story event gets stuck, a system breaks, or a strange card combination causes something unexpected, you can report it directly in the community group.
If possible, include the card names, screenshots, and what happened.
I'll investigate reproducible issues as quickly as I can.
There have already been plenty of situations like this during development:
Someone reports a bug in the morning.
I fix it that same morning.
Solo development obviously has disadvantages.
But there is one advantage:
When you report a bug, it doesn't have to go through five departments before reaching the developer.
The person reading the report is also the person fixing it.
Steam Workshop Support
The game also includes support for community-created content through the Steam Workshop.
If you're a regular player, you can explore content made by other players.
If you enjoy modifying games, you can also experiment with creating or changing things such as:
New cards.
Custom card designs.
Characters.
Stories.
Deck concepts.
And potentially even new gameplay ideas.
I genuinely hope that eventually I'll see players create things that I never would have thought of myself.
I made over 1,300 cards.
What players will do with them?
I have absolutely no idea.
And that's part of the fun.
Will There Be More Updates After Release?
Possibly — and what gets expanded will depend heavily on what players enjoy.
The important distinction is this:
Future updates are not about finishing an incomplete game.
They would be about adding more content to a game that is already complete.
If players really enjoy the Ask-the-Dao Tower, I can expand the high-level challenges.
If Senior Sister Trials become popular, I can add more encounters, relics, blessings, curses, bosses, and random events.
If certain characters become especially popular, I can expand their stories and cards.
And if Sect Night Council somehow becomes everyone's favorite mode...
Then I may have accidentally created a cultivation-themed Werewolf game inside my card game.
At that point, I suppose I'll have to keep going.
Final Words
Senior Sister, Wait! I Get Stronger by Drawing Cards is honestly difficult to explain in a single sentence.
You can treat it as a deckbuilding game.
Or a cultivation RPG.
You can read through more than a million Chinese characters of story content.
Build relationships with 40 major heroines.
Experiment with more than 1,300 cards.
Climb the tower.
Run roguelike trials.
Manage your sect.
Farm spirit crops.
Collect alternate artwork.
Develop your favorite cards.
Build entire decks around your favorite characters.
And apparently invite six people into the sect hall at night so everyone can accuse each other of lying.
While making the game, a lot of my decisions started with a very simple thought:
"That sounds fun in a cultivation card game."
So I made it.
Then I made another thing.
And another.
And eventually the game became what it is today.
Now, it's finally getting ready to meet all of you.
If you enjoy cultivation fantasy, deckbuilding, character progression, or games that make you think:
"Why does this game have so many systems?"
I hope you'll consider adding Senior Sister, Wait! I Get Stronger by Drawing Cards to your Steam Wishlist.
And once the game releases, if you encounter any problems, you're welcome to report them directly.
Found a bug? Report it.
If I can reproduce it, I'll fix it.
And if your combo looks completely broken...
I'll first check whether it's actually a bug.
Thank you for reading.
See you at Biyun Mountain.
Sect Leader.
It's time to play your cards.
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.