Block late. Parry later.
Light and heavy attacks, a shield you have to raise at the right moment, and stamina that runs out exactly when you need it.
Every enemy shows its swing before it comes. A block costs you. A parry, raised at the last instant, puts them on the ground. Drink a potion in the open and everything that has seen you will come running.

No two maps alike
The lands stay where they are. The dungeons do not.
Every new game scatters them again under the fog, and the four shards of the mirror travel with them. Walk to uncover the map, find the wayshrines, and decide how much of the day you can afford to spend.

What you carry out
Swords, shields, helms and armour, some of them touched by something that makes them better, or stranger.
Six stats, one point a level, and the choice is yours. Each land lets you grow only so far, until its guardian is dead.


The rest of it
Day and night
The day is a budget. Light changes the dungeons, darkness changes what lives in them, and nightfall sends you to the fire.
Scrolls and potions
Haste, wards, lightning, a way home. You can only carry so many, so use them.
Nolrat's Eyes
A tavern dice game played for gold. A lucky knight sometimes gets to throw again.
Twenty books
The history of the land, written by people who were there and do not agree. What you find stays found, in every playthrough.
Three difficulties
Easy, Medium and Hard change how many there are, how hard they hit, and how generous the dead are.
Five languages
English, French, German, Italian and Spanish.
Coming soon
to PC