Argent Temple
Sanctuaries, exorcists and certified records. Protection can become the power to decide which voices survive.
A dark fantasy browser RPG
Travel seven wounded regions as Sable, a Script-Keeper. Form a party of curses, face their Wardens, and decide what happens to the power left behind.
Browser playtest Solo campaign Optional online contests
333animated curses
to discover
03revenants in your
active party
07regions with lives
beyond their Wardens
The shape of a journey
Explore, fight, bind, and return. The people you meet need a way to live after the victory.
Find local habitats, talk to residents, and uncover the work holding each settlement together.
Choose while the enemy’s command is hidden. Both reveal together; Speed determines attack order.
Weaken a wild curse, trace its binding sigil, and build a party around its individual kit.
Help restore supplies, open alternatives, and face the consequences of decisions made along the road.
Three powers / A broken balance
The Argent Temple hunts Script-Keepers. Keepers expose what the Ashen Market tries to own. Market routes can check Temple power—but their present bargain leaves Sable’s scattered order under siege.
Sanctuaries, exorcists and certified records. Protection can become the power to decide which voices survive.
Medicine, freight and credit. An alternative route can become a debt nobody can afford to refuse.
Living names, bindings and surviving accounts. Sable must learn to keep without claiming the final answer.
I / Seven places to come back to
A furnace, a nursery, a grain store. What once kept people obedient can become something they share. Each region asks a different question.

Ember / 01
Bread, water, and a road make refusal possible. Restore the furnace, then ask who gets to hold its key.
Can someone refuse you and still stay warm?
II / Read the history. Choose your answer.
Both sides commit before commands reveal. Predict from previous rounds, choose a technique, and manage your party’s Focus. A correct read can turn a fight.
PREVIOUS ROUND The opponent used Heavy.
Both commands stay hidden until you choose.
The previous command is public history. This round’s command stays secret until you commit. What do you think comes next?
Vitality, Attack, Defense, Speed, Potency, Resolve and Insight grow with levels. Your choices bring different strengths into play.
Understand the attributesEquip four Fight commands per revenant, combine their kits, and know when to switch. In standard PvP, only levels are normalized.
Recover at a shrine, revisit your party, and try a different plan. Your bonds and completed progress remain.
III / The Book of Curses and Maledictions
Meet 333 curses across the campaign: 331 standard combat kits and two exceptional discoveries. Keep three in your active party and the others in a reserve shared across regions.
Original in-game animation sheets · choose an element to meet a curse
Three special bonds in every region. Complete their stories to unlock an encounter, then bind the curse yourself.
Discover optional bondsLoading curse artwork…
Burn and burst
Keep a field guide close
The game’s guides, collected in one place. Read before you begin, or return when a question finds you.
Find your bearings, learn the controls, and take your first steps.
CombatHidden commands, predictions, Focus, and the flow of a battle.
Curses & partyBinding, party choices, reserves, and understanding your revenants.
ExplorationLocal populations and how regional events change what you find.
Settlement decisionsUnderstand the work, the choices, and the lives affected by them.
ConsequencesReturn to difficult decisions and see what can still change.
A world worth returning to
Begin in the Ashen Scar. Take the next conversation, the next encounter, the next act of repair at your own pace.
A browser. Open the game for the available access and sign-in options. An account is required for cloud journeys and online play; the story campaign is solo.
Use Journeys to check cloud status, and Settings & saves to export a portable backup. This introduction does not create or overwrite a journey.
Unsettling curses, bodily imagery, coercion, scarcity and difficult choices. In-game Settings include motion controls and selected graphic-wording options. Refuges, recovery and hope are part of the journey, too.