
A sorcerer, a tyrant of a remote island, has vanished without a trace! Can you brave the dungeons and halls under his tower to break in and earn riches and fame?
Explore an ancient iron age world and encounter beasts, creatures of Greek myth, denizens of the nine hells and aberrations from the voids between the stars as you adventure in this traditional roguelike game.
With pixel art graphics and easy to use UI, the depth of the classical turn-based, permadeath roguelike gameplay is easily accessible.

Sword and sorcery heroes: Play characters like barbarian, hoplite and temptress with diverse character building options.
Character backgrounds: Decide on your character's background story with star signs, starting skill and item choices.
Skill-based: The RPG system is skill-based, allowing character customization with no hard limits.
Choose talents: Robust talent choices allow you to heavily influence how your character actually plays.
Join a cult: Worship a divinity to add more even more characterization and options for your hero.

Branching paths: Exclusive dungeon choices allow you to take a different path through the game every time.
Dangerous magic: Cast spells and wear a panoply of sorcerous equipment - but do not let the last of your sanity slip away while doing so!
Use resources: Consumables are meant for use - and using all your resources wisely is a requirement in advancing in the game.
Craft items: If you can't find the right item or consumables, there is often a chance of crafting them!
Interactions: Use items on yourself, your wounds, other items, enemies and the environment. Many items have multiple uses, some of them hidden.

Deadly combat: Fighting is swift and deadly, instead of trading blows it is important to deal decisive damage.
Varied weapons: Different weapons have different attacks, enabling different tactics and varied melee gameplay.
Combat stances: Two combat stances and the ability to make heavy attacks give the simple move/wait/attack commands a lot of depth in combat situations.
Diverse enemies: Monsters have various abilities that require different approaches to deal with different situations.
Impactful wounds: Wounds inflicted have an actual effect in combat on you and your enemies - and they do not go away without you allocating healing resources wisely.
Light and shadow: Use darkness, stealth and diversion to your advantage to strike at monsters suddenly and decisively.
Greetings! The latest development arc has concluded with early elemental magic items and spells, and the new scholar class!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45598162/5fec0720fb2eea4b7ffca71e9c15a376fa248df3.png\"][/img]
The goal was to add some early magic item and spell content for an eventual demo, so magic skills would have some use. Some low tier items and spells were added for air, earth, fire and water magic.
New class: scholar. Scholar was inspired by ancient philosophers, and starts with very high intelligence but terrible agility. He starts with a couple of spell casting items and a natural way to build him is to make him a spell caster.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45598162/d3e1e72020d22d464eba4f9b01f07eb41aee8214.png\"][/img]
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New items: some early tier magic items were added for all elemental magic schools. Some early tier items just offer a simple bonus, but many more advanced items have situational uses, in that they are useful for a particular build or in specific situations or against a foe type. An example item is Ashen Cloak:
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45598162/7c0310a456e1294a94510c7d987499c0457cbee3.png\"][/img]
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Spells: items in the game are used by right clicking on them, and then left clicking on anything to target the usage. Any item in the game can be used on anything, although many interactions obviously don\'t have a particular result. Spell casting is performed using items in this same system; the casting item states what spells it can trigger by targeting specific things, and once the item is used on such a target the hero makes a magic skill check and suffers some sanity damage, and the spell goes off. Casting items are typically wands, orbs, staves and such, but spells can be on any item. An example wand:
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45598162/2ed19575a481b90c619a4ec9e4f171d73857d123.png\"][/img]
[/*]Similarly to magic items, spells are designed to be unique and situationally useful, so you are probably not going to go through the whole game just spamming one spell in every situation. Here\'s an example damage spell:
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45598162/24a07e5b8001b05e031915b7f242588205ca64be.png\"][/img]
[/*]Item crafting: as usual for a roguelike, you are to some degree required to play around the items that happen to drop for you. There is however also a way to craft items, as shown in this infographic:
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45598162/3b4f7f042b067337a3099268dc839c7f208f6209.png\"][/img]
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To make a lot of magic items you need to have magic skills to fill sigils, and smithing and/or crafting skill to imbue sigils into items. You also need to find magic essences, or perhaps extract them from existing magic items. Smiths/crafters with no magic skills can still make magic items if they find sigils that already contain magic essences. Similarly, characters who can imbue sigils but not smith/craft can still enchant items if they find runes that allow for automatic crafting checks.
There are currently 41 spells in the game, and this is only some of the lower tier spells for half the magic schools!
That\'s all for now. Next up are some items and spells for the four sorceries of astrology, blood magic, nature magic and necromancy.
Minimum Setup
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0+
- Storage: 200 MB available space
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