
Every spell is light
The crypts are dark. Your fireballs, the braziers, the loot on the floor and the drifting souls light every pixel as they pass. Past the edge of the light, the dead are waiting.

A brutal isometric pixel ARPG
The river of souls has stopped. The dead can no longer cross, so they stayed. You are the Exile, thrown into the Sunken Crypt with a lantern that burns a stolen soul.

The crypts are dark. Your fireballs, the braziers, the loot on the floor and the drifting souls light every pixel as they pass. Past the edge of the light, the dead are waiting.

Hundreds of the dead fill the screen at once. Every hit lands with a stop, a shake and a body breaking apart. Clear a hall and the floor is covered in loot.

Every skill has four rune sockets. Split a fireball into five, make it fork, make the dead explode and the explosions kill more. Trigger runes cast a linked skill on a kill, a crit, a hit or a step, and that skill can carry triggers of its own.

Every kill drops soul fire. Fill the bar and loose it: for eight seconds every skill echoes, nothing costs mana, and the tide ends in a burst of every soul you gathered.

Each rarity has its own beam of light and its own note. Legendaries bend the rules: The Ferryman's Lamp makes every kill during a tide extend it.

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