A dark fantasy choice-driven game where magic is cast through symbolic cards, shaping a medieval world of sealed doors, living plants and ancient rituals through player decisions.
A dark fantasy choice-driven game where magic is cast through symbolic cards, shaping a medieval world of sealed doors, living plants and ancient rituals through player decisions.
The realm is held together by ancient botanical seals. These seals prevent a greater catastrophe but they also strangle the land. The player is a Bearer of Keys, someone able to interact with seals using spell-cards.
Progress Bars : Wisdom - Magic - Health - Strength
ACTS : The story has three main act that can visually change the gameplay based on choices.
"Nature is a warden, not a victim."
ARCANUM : Bound regions, all cities inside borders.
Stone Circles : Ritualistic locations. Sometimes, when it becomes foggy; best place to find Dreamspores Card.
The Lovers Lake : The heart of the map and home of The Twin Sirens.
Darkedge Cave : A dangerous and deep cave that starts near borders. Toxic regions are poisonous to walk, but once walked the player can find great rewards.
Ironbound : One of the oldest ancient battle places.
Burning Wing : Far away ruins&battle land outside borders.
The Marked Wall : Border in between faraway lands and the kingdoms.
Stone Circles
The Lovers Lake
Darkedge Cave
The Marked Wall
Botanical magic is a key power to have in this world.
The game has ten botanical magic cards. All can be found during quests and can be mixed with each other.
"Nightbloom Lily"
Can be found in dark.
Hidden knowledge card. Reveals truths obscured by illusions.
While it increases wisdom and magic, it lowers your health.
"Bloodroot Thorn"
Can be found in deserted areas.
Coverts injuries into force. Multiplies the caster's powers.
Decreases health after used.
"Dreamspores"
Can be found in foggy places.
Alters insight, dark vision. Good to use inside caves or night quests.
Increases wisdom and magic while decreases health and strength.
Casting cards : As you gather cards, you can learn to built more grounded strategies to use in future fights.
BUT Learning too much changes the player's relationship with the world itself.
The game has four main cards. Player can only get them by their interactions with other characters throughout story.
The caster reveals illusions. Time slows, wounds seal, doors unlock.
It highten current magic and intelligence level. But the card can have a bad effect on madness (health) and make the player see non-existant things during their quests.
The caster gains brutal strength and speed.
It strengthen your attack levels on ambushes but can effect magic bar to load slower after being used.
Stormseed 'Beer herb' : A magical plant that can be use for health.
If you drink too much, it can make you see illusions but those illusions can lead you to find secret passages.
The caster temporarily commands all of the creatures, lead their decisions and use their powers as his own.
It increases your strength during fights but makes you less trustworthy by druids.
Protects against ancient or cursed magic and creates a barrier for the caster.
It increases your magic and health during fight but take away from your strength afterwards.
Magic always leaves visible scars, alters environments and changes future interactions.
Mage + Wild → "Unstable Arcana" (reality magic)
King + Guardian → "Law of Protection" (unbreakable defensive laws)
Wild + Guardian → "Primal Defense" (protection; it can reflect the attacks on opponents with increased power)
Mage + King → "Fate Decree" (rewritten fate)
Mage + Guardian → "Sanctified Spell"
Wild + King → "Conquest Surge"
Nightbloom Lily + Dreamspores → "True Sight" (Illusions collapse completely; hidden paths and enemies can be reveal)
Bloodroot Thorn + Ironvine → "Warbody" (Turns pain into armored strength; extreme power)
Nightbloom Lily + Whispering Ivy → "Forgotten Truths" (Reveals secret routes, ancient warnings and druid symbols)
Dreamspores + Ashen Dill → "Flame Vision" (See through smoke, darkness and illusion. Fire resistance)
Mage + Botanicals
Mage + Nightbloom Lily → "Absolute Revelation"
Mage + Dreamspores → "Fractured Foresight"
Mage + Witchwood Seed → "Reality Rewrite"
Wild + Botanicals
Wild + Bloodroot Thorn → "Savage Overdrive"
Wild + Ashen Dill → "Blazing Ambush"
Wild + Ironvine → "Unstoppable Charge"
King + Botanicals
King + Sunscar Fern → "Enduring Command"
King + Grave Moss → "Rule Beyond Death"
King + Nightbloom Lily → "Crown of Truth"
Guardian + Botanicals
Guardian + Ironvine → "Immovable Sentinel"
Guardian + Heartroot Mandrake → "Last Oath"
Guardian + Sunscar Fern → "Unbreaking Vigil"
Charmed Objects : During the story, the player can find - win/get different objects like armor, sword, arrow that can strengthen their powers for future battles and quests.
Green Wardens (Druids) : They can be oppose the player and their actions but not enemy. Can create illusions to protect the land and lead the players into wrong paths during the game.
Wise Princess : She gives insights about the rules&laws of the kingdom.
Runaway Soldiers : They carry gossip but you can’t be sure if they are correct or not.
Bonkers : They live in faraway lands as groups. Only one can be dangerous but as groups, they are deadly.
Twins : Two identical lake sirens. They live in a lake but can be summoned if you are nearby a water source. One can give you powers while the other takes. You just have to want the right thing from the right twin.
Lurkers : They live inside of caves. Dangerous creatures but if you choose the right sentences, he can give you really good tips.
The Acrobat : He can create illusions. He used to work in kingdom palace for princess; they are aquintence.
The Poet : He can tell stories for you (clues for the locations of the cards) and carry your stories around the world -the player can choose which information to tell- (sometimes it is important to gather an army for the final battle)
The Soldier : He served to king for a long time. He knows the palace like his own house. He can be your biggest ally if you choose the right options.
Visual storytelling through seals, plants and architecture.
Environmental puzzles / Card-based spell systems / Branching world states
The story begins in a partially bound region.
"The First Seal" (introduction)
"Lawbreaker"
"Dead Horse"
"StarFall"
Player gains access to deeper regions.
Gameplay focus: Branching regions, altered environments, evolving doors and puzzles.
"Sundown"
"Red Lamb"
"Hollow Bound"
"Broken Hell"
"Puppet Master"
"Terminus"
The story ends with a Final Battle..
..winning is totally up to you.