Forge your own path
No classes, only choices
Warrior, wizard, merchant, thief, or something in between. Nine stats and skills that grow as you use them: land blows, cast spells, swim, run. What you practise is what you become.
Villagers who remember you
Talk to the townsfolk in plain words. Walker Norris, the martial arts master at the well, answers in his own voice, remembers who you are, and has a joke for every occasion.
Death is a journey
Fall in battle and your body stays where it fell. Your ghost walks back from the graveyard to reclaim it, and the living can't see you while you do.
Fight with timing
Hand-to-hand combat with guards, dodges, parries and ripostes. Learn the stances from the village trainer, or go in wide open and take the crits.
Spells written in books
Your spells live in a spell book you carry, trade or lose. No book, no magic. The Ember Bolt is only the beginning.
A world that pushes back
Fatigue, breath, hunger for loot. Swim too far, tire in the water, and you'll sink. The night is more dangerous than the day.
Things that go bump
The Mimic Slime
It tries to become whatever it ate, using its bones. It never gets it right, but it did work out where the skull goes.
The Kragmor
Fish-folk of the shoreline, in every colour of the catch. Their tide-callers hurl bolts of water from behind the stilt huts.
Goblins
The brawlers throw rocks. The Mage Goblins throw fire, and some of their bolts will hunt you down.
Enter the realm
Download the launcher, unzip it anywhere, and run Launcher.exe. It fetches the game and keeps it up to date for you.
Download Launcher (Windows, ~30 MB)
Early development: expect things to change often, and to break now and then. That's half the fun.
Watch it being built
The game is built live on stream. Come and watch, ask questions, and suggest the next monster.