
Hold the wards.
Cleanse the sites.
Survive.
A controller-first fantasy action RPG about pushing beyond a magical refuge, recovering relics, and making home stronger.
- In development
- Godot 4
- Windows · macOS · Linux · iOS
- Single-player
The rule the whole game hangs on
Secured progress survives a defeat.
Unsecured haul does not.
The Wardgate never locks. You can turn around and walk home at any moment, and everything you banked is yours. Stay one site longer and the pressure keeps climbing — so every expedition ends with you deciding when enough is enough.
One expedition, start to finish
How a run goes
Refuge
Craft, equip, store, and optimize
The Refuge is a lived-in hub, not a menu you skip. Spend talent points, switch builds, forge, upgrade, and equip gear.
Departure
Choose where, and how far past your level
Leaving through the Ward asks which map. The Breachwood is a corrupted forest for levels 1–18; the Drowned Ward, the flooded ruin of an older Ward that failed, expects 18–35. The band warns you. It never stops you.
The Wilds
The horde never queues up
Up to hundreds of enemies at once, spawning harder the longer you stay. Your weapon picks its own targets and fires on its own — you steer where it looks, dodge on a cooldown you can feel, and manually cast skills available to your build. Positioning and speed are the skills, not aim.
The Site
Cleanse the site, take the stone
Every map is generated fresh and hides one Cleansing Site plus a scatter of optional Waystones. Clear the site for a Wardstone. Detour for the rest, or don’t — exploring pays, and every minute out there raises the pressure.
Return
Leave whenever you like
The Wardgate stays open. Walk back through it or teleport (for a cost) at any point and everything you secured is banked. Die instead and you still keep what you secured — but miss out on bonus experience and loot you didn’t secure. The Wardstone is the only thing that matters, and it’s always yours if you can get it.
Nine classes, twenty-five specializations
Become different, not bigger
Every class is built around one verb it has to earn. Three exclusive branches each, so the choice you make at the Refuge is the run you get outside.

Ground that marks
Warden
Holy · Sword & Shield · Blade

Commit to a school
Mage
Arcane · Fire · Ice

Never fight alone
Shaman
Elemental · Totem Master · Spiritblade

Strike and vanish
Rogue
Assassin · Poison · Shadow

Become the answer
Druid
Bear · Spider · Wildspeaker

Own the ground first
Ranger
Archer · Gunslinger · Survivalist

Pay a price for power
Warlock
Void · Chaos · Necromancer

Play to a beat
Bard
Virtuoso · Maestro · Skald

Answer the hit
Monk
Fist · Spirit · Crane
Captured from the current build
Two maps, generated fresh

Breachwood

The Drowned Ward

Refuge
Where it actually is
Fully playable. Not finished.
Start at the Refuge (a home base) with talent trees, character sheet, a workbench, altar, and lockbox. Play two procedurally generated maps (more to come) with an objective loop and meta progression. Built for Windows, macOS, Linux, and iOS. Wishlist soon on Steam. Optimized for Steam Deck.