About The Cosmic Wheel Sisterhood
Fortuna has spent two centuries exiled on an asteroid, cut off from the other Witches. A pact with a forbidden creature gives her a chance to reclaim her place among them. By crafting a personal divination deck and reading the people she meets, she becomes entangled in decisions that could reshape her coven.
The Cosmic Wheel Sisterhood begins far from the society its protagonist once knew. Fortuna is a Witch and fortune teller confined to an asteroid, where she has lived in exile for two hundred years. Distance has kept her apart from old friends and from the changing life of the coven. Her chance to leave comes through a pact with a forbidden creature, a bargain made in the hope of regaining her freedom. That opening gives a personal edge to a story that soon grows political. Fortuna is not simply returning to a familiar home after a long absence; she must meet people whose lives continued without her and find a place in a society whose interests may conflict. The game follows what happens when someone who has been kept outside the community gains a way to influence its future.
Fortuna's craft is expressed through a Tarot-like deck that the player creates. The cards are not a set of fixed pictures handed over at the start. Building them is part of the experience, with hundreds of possible designs available for a deck specific to that playthrough. Fortuna then uses her creations in divination, looking into the past and future of the Witches she encounters. A reading is therefore more than a decorative break between conversations: it is the point where the deck the player made enters another character's story. The official descriptions do not set out a single rule that guarantees how any one card determines an outcome, so the meaningful broad point is the connection between making the cards and using them with people. Craft, interpretation and conversation all belong to the same narrative process.
After the isolation of the asteroid, reconnection gives the world its shape. Fortuna can meet Witch friends from before her exile as well as Witches she has never known, and each meeting offers another view of the wider society. The cards allow her to learn about personal histories and possible futures, but the people being read are not just pieces in a fortune-telling exercise. They have relationships, interests and places within the coven. As Fortuna encounters them, the story moves from the question of whether she can regain her freedom to what that freedom might mean for others. A choice made in a conversation can matter beyond one private exchange because her return draws her into a larger network of influence. The Witch society is thus a community to understand, with its own competing aims, rather than merely a backdrop of magical characters.

The game builds that community into a branching plot about the fate of the coven. Its story unfolds across decades, allowing the consequences of decisions to extend beyond the moment a reading is given. Fortuna's power is valuable precisely because a glimpse of what might happen can change how someone acts now. That makes responsibility part of the premise. She can try to help a person understand a choice, but she also has to decide what she is willing to say and how much weight to give the possible future her cards suggest. The publisher frames the story around identity, community and personal responsibility, and the political thread puts those ideas into the relationships around Fortuna. The shape of Cosmic Witch society is not presented as a fixed answer in this overview; it is something the player's decisions help determine.
The deck gives a tangible form to that narrative agency. Creating cards is a way to decide what tools Fortuna brings into each reading, while divination places those tools in encounters with distinct characters. Because the story branches, revisiting the same premise does not require accepting a single prescribed future for the coven or its members. The focus is on choices and their implications rather than on combat or a conventional journey across a large map. The asteroid exile, conversations and Witch politics provide the structure. That structure lets small personal moments and broad questions about the community sit next to one another: an old friendship can carry the weight of two hundred years, while a new meeting can become important to events that reach far beyond Fortuna's home.
Deconstructeam presents this world in hand-crafted pixel art, with a cast of Witches whose appearances help distinguish the people Fortuna reads and remembers. The original score by fingerspit accompanies a story that moves between an intimate exile and the affairs of an entire society. Its unusual setting puts fortune telling in outer space, but the central concerns remain recognisable: whether a person can return after a long separation, how friends respond to that return, and what it costs to act on knowledge about someone else's possible future. The Cosmic Wheel Sisterhood is a narrative adventure built around designing a deck, meeting a community and deciding how Fortuna uses her renewed influence. The pact starts her journey; the cards and the Witches around her give its choices their stakes.

- Developer
- Deconstructeam
- Genre
- Tarot deckbuilding narrative adventure
