Lead a dying purifier into the temple-hospital that cured death, to steal the cure so she never has to feed her leaking rite again. Explore a world of ruined miracles inspired by the temples of ancient India and duel its deathless staff in turn-based combat with real-time parries and attack chains.

Daftar masuk untuk menambah item ini ke senarai hajat anda, ikuti atau tandakannya sebagai diabaikan

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Permainan ini belum tersedia di Steam lagi

Tarikh Keluaran Dirancang: Q4 2026

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Tentang Permainan Ini

The Accord's greatest hospital cured death. Then it sealed itself as a tomb.

Mani Kalpa: One Last Rite is a parry-first action game of one-on-one turn-based reaction duels. Read each wind-up, answer it, and rip the mani-gem from every Husk you break — a mercy centuries overdue, and fuel for the armor keeping you alive.

You are a purifier kept alive by a rite that leaks. The Shroud of mani woven over your dying body must be fed constantly — or it goes out. Somewhere beneath this temple-hospital's Central Shrine lies the thing you came to steal: true, permanent immortality. The deathless Husks wandering its wards are the doctors who made it.

Every fight is a question

Every attack asks for a different answer. Parry the flashing strike. Dodge the perilous one. Send the projectile screaming back with a perfect deflect. Feints punish the impatient — duels are won in the reading, not the mashing.

  • Two parries, one truth. Block parries are safe and forgiving. Perfect parries are a razor-thin window that pays out a guaranteed counter — and feeds the Purge meter.

  • Parrying is the win condition. Break a Husk's purge and it staggers open for the purification: the finisher that tears its gem out. The body crumbles to dust, centuries overdue.

  • Transforming trick weapons. Your blade shifts forms mid-combo; chain your own offense in the gaps between reads.

  • Fairness is sacred. Telegraphs never lie. When you die, you were told.

You wear your health bar

The Shroud takes the hits — not you. It burns away in four states you can see on her body: Vested. Kindled. Unbound. Ashform. In Ashform she is nearly bare, her marks blazing — one mistake from real wounds, and her counters have never hit harder.

Every harvested gem can re-weave the Shroud. Elemental mani dyes it in that element's color — resistance to one wing of the facility, weakness to another. Raw mani mends more and asks nothing. But mani is Husk-substance: every repair patches you in more of what hollowed everyone in this building. The healing is the disease — and you'll make that trade with open eyes, every fight.

Keep your mind — or spend it

  • Fraying is a trade. Come apart a little and you hit harder. The world dulls, the HUD flickers — but the enemy always stays sharp. Rest at a shrine to claw yourself back.

  • Scarring is forever. Deaths and greedy play blacken the bar permanently. "The rite holds. Two knots remain."

  • Zero isn't a game over. It's an ending. How much of her reaches the bottom decides what the choice there costs.

Four wings. Any order.

Bhu mended bone. Jal kept blood moving. Vayu held breath, voice, and memory. Agni fed the spark. Each wing of the complex is its own realm — recovery gardens giving way to containment wards — with its own tempo, its own telegraph language, and a guardian whose core is one quarter of the cure. Claim the four seals in any order. The sanctum opens only for all of them.

No stat walls between wings: each stratum re-teaches the fight instead of raising numbers. New enemy, new read.

After the dive

The descent is one-way — a tight, authored dive to an ending. Then it opens up:

  • Chaos Descent — an endless remixed descent where sanity is the run timer. Score is depth × mind kept.

  • The Rite — every guardian back to back, on one health bar.

  • Per-duel rankings — no-hit, time, style.

  • The clean run — anyone can reach the bottom. Arriving with your mind intact is the real victory.

Three endings. One of them you'll see coming from the first hour — that's the point.

At a glance

  • Parry-first reaction duels against the facility's engineered Husks — every enemy is its former staff

  • The gem is the kill: purification finishers that harvest what keeps them deathless

  • Ablative Shroud armor worn as a visible health bar, patched with the poison itself

  • Sanity you can spend — and scars you keep

  • Four elemental wings in any order; a sealed sanctum; three endings

  • Chaos Descent endless mode, boss gauntlet, per-duel ranks

  • Difficulty settings that widen or tighten the defense windows — leaderboards kept separate

Pendedahan Kandungan Dihasilkan AI

Pembangun menerangkan cara permainan mereka menggunakan Kandungan Dihasilkan AI seperti berikut:

Some 3D models, textures and animations were AI-generated, then edited by human artists in our team.

Keperluan Sistem

    Minimum:
    • Memerlukan pemproses 64-bit dan sistem pengendalian
    • OS: Windows 10 and Above
    • Pemproses: AMD Ryzen 5 Gen 5 and above
    • Grafik: Nvidea RTX 3060 and above
    • Storan: 15 GB ruang tersedia
    Dicadangkan:
    • Memerlukan pemproses 64-bit dan sistem pengendalian
Penapis Ulasan