Possess pilgrims and spend their offerings in this incremental shrine defence. Grow the crowd, light the candles, stack the cards. Then hold the plaza when the sun goes down and something walks in from the ruins.

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Planned Release Date: Q4 2026

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About This Game

Possess the pilgrims who wander up to your shrine, walk them to the altar, and spend what they leave behind on more of everything. Grow the crowd by day. Hold the plaza by night. The offerings you gathered before dusk are the only thing standing between the dark and your flame.

TAKE A BODY, TAKE AN OFFERING

Slip into any visitor on the road and steer them to the altar. Chain deliveries without a break to build a streak, and watch the pyre climb as the crowd feeds it. Every coin, relic and memory they leave is Essence.

BUILD THE SHRINE

Spend Essence across five cards that reshape the plaza as they level: more visitors, richer offerings, a longer streak, a slower fade, a heavier one. Light the candle rack to pull people off the road faster. Set the shelf to ask for relics and every relic delivered pays 60% more.

HOLD THE NIGHT

At dusk the colour drains out of the world and things start walking in from the rubble. Choose one rite for the whole run and live with it: a bolt, a mortar that lobs on a real arc, a lance that punches through bodies, a scattering charge. Take a card between every wave and stack poison that spreads from the dead, ground that burns, shots that bounce.

KEEP WHAT YOU LEARN

Survive a night and earn a point for the Vigil, a four-armed tree that never resets. Six keystones on it change how the game is played rather than adding another percent. Lose a night and the flame dims, taking a tenth of everything you hold with it.

FEATURES

  • A day loop that builds and a night loop that fights.

  • Four rites, thirty-odd night cards, and a draft between every wave

  • A permanent Vigil tree with six run-changing keystones

  • Hand-painted low-poly, lit like a votive candle.

  • Single-player, offline, no microtransactions

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Pre-generated only. Nothing is generated live while the game runs, and the game makes no network calls of any kind.

2D card illustrations were produced with an AI image tool from hand-written art-direction prompts, then cropped, recoloured and composited by hand into the game's painted card frames. A small number of 3D prop meshes were produced with an image-to-3D model (Microsoft TRELLIS, MIT licensed) and edited before use; most world geometry is built procedurally in code rather than generated. Ambient beds and music were produced with an AI music tool against a fixed written spec (key of D, 72 BPM, fades in from silence, no climax) and are mixed and crossfaded by the game's own audio code.
All code, game design, UI layout, in-game text and store text are human-authored. Some combat sound effects are CC0 samples from Freesound.

No player data is sent to any AI service.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual core, 2.5 GHz
    • Memory: 4096 MB RAM
    • Graphics: Direct3D 12 capable GPU: GeForce GTX 750 Ti, Radeon R7 260X, or Intel UHD 630
    • DirectX: Version 12
    • Storage: 1024 MB available space
    • Additional Notes: Requires a 64-bit processor and operating system. Minimum resolution 1280x720.
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Quad core, 3.0 GHz
    • Memory: 8192 MB RAM
    • Graphics: GeForce GTX 1650 or Radeon RX 570
    • DirectX: Version 12
    • Storage: 1024 MB available space
    • Additional Notes: 1920x1080 resolution or higher
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