An ashen road leads to a settlement beneath broken cathedral towers and a pale gold sky.

A dark fantasy browser RPG

Bind a curse.
Break a cycle.

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

Discover the journey THE ASHEN SCAR / ONE OF SEVEN WOUNDED LANDS

333animated curses
to discover

03revenants in your
active party

07regions with lives
beyond their Wardens

The shape of a journey

Power changes hands.
What changes with it?

Explore, fight, bind, and return. The people you meet need a way to live after the victory.

  1. 01 / EXPLORE

    Follow a different road.

    Find local habitats, talk to residents, and uncover the work holding each settlement together.

  2. 02 / READ & COMMIT

    Make your prediction.

    Choose while the enemy’s command is hidden. Both reveal together; Speed determines attack order.

  3. 03 / FORM A BOND

    Name strange company.

    Weaken a wild curse, trace its binding sigil, and build a party around its individual kit.

  4. 04 / RETURN

    See what you left behind.

    Help restore supplies, open alternatives, and face the consequences of decisions made along the road.

Three powers / A broken balance

Protection. Exchange. Keeping.

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.

Argent Temple

Sanctuaries, exorcists and certified records. Protection can become the power to decide which voices survive.

Ashen Market

Medicine, freight and credit. An alternative route can become a debt nobody can afford to refuse.

Script-Keepers

Living names, bindings and surviving accounts. Sable must learn to keep without claiming the final answer.

Meet the factions and their members ↗

I / Seven places to come back to

The Warden falls.
The world goes on.

A furnace, a nursery, a grain store. What once kept people obedient can become something they share. Each region asks a different question.

The in-game atlas of Septagrave’s seven regions and connecting roads.
From the in-game atlas · routes open as your journey advances

Ember / 01

The Ashen Scar

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?
How settlement decisions work

II / Read the history. Choose your answer.

The command is hidden.
The pattern is yours to read.

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.

Try a predictionA fixed rules illustration

PREVIOUS ROUND The opponent used Heavy.

Your commandChoose your answer
Opponent’s commandLocked

Both commands stay hidden until you choose.

A clue, not a promise.

The previous command is public history. This round’s command stays secret until you commit. What do you think comes next?

READ THE KIT

Seven attributes. Individual strengths.

Vitality, Attack, Defense, Speed, Potency, Resolve and Insight grow with levels. Your choices bring different strengths into play.

Understand the attributes
BUILD A PARTY

Three revenants. More than one answer.

Equip four Fight commands per revenant, combine their kits, and know when to switch. In standard PvP, only levels are normalized.

LEARN & RETURN

A defeat leaves a road back.

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

Strange company.
Distinct possibilities.

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

21 optional quest bonds

Three special bonds in every region. Complete their stories to unlock an encounter, then bind the curse yourself.

Discover optional bonds

Loading curse artwork…

Ember / Curse 001

Mumara

Burn and burst

Keep a field guide close

A wiki for the road ahead.

The game’s guides, collected in one place. Read before you begin, or return when a question finds you.

Browse all guides

A world worth returning to

There is still a road forward.

Begin in the Ashen Scar. Take the next conversation, the next encounter, the next act of repair at your own pace.

What do I need to play?

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.

Will my journey be kept?

Use Journeys to check cloud status, and Settings & saves to export a portable backup. This introduction does not create or overwrite a journey.

What kind of darkness should I expect?

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.