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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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:

Three things in this game lean on AI: the models, the music and the code. The creatures were built in Blender by an AI agent working under direction, reshaped over many passes until they read properly at the size you actually see them. The music was generated and mixed by the game's own audio system. The code was argued out between one developer and a very patient "assistant", and nothing shipped unread. Nothing is generated while you play, and the game never touches the internet, so nothing about your session leaves your machine. What stayed and what got cut was a person's call.

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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