Demo for <Rise From Ashes>, a tactical survivors-like where your build, not your luck, decides the run: merge Scrolls, bind Sigils, and complete synergies as you climb the Spire. Every run will be a volume of a comic, which your adventure draws each page.

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About This Demo

This is the demo for <Rise From Ashes>. The full game will release soon so be sure to wishlist our game!

The mist has covered the village for as long as anyone can remember. It hides the sky, and no one alive has seen what lies beyond it.

Only the Spire rises through it. The legend says whoever reaches the top learns the way out. The legend also says something inside is waiting to make certain no one does.


RISE FROM ASHES is a tactical survivors-like. The horde pours in, your Scrolls fire on their own, and the screen fills with everything you built. What decides the run is not the drop you happened to get. It is the deck you assembled before you walked in.

THOUSANDS COME. YOU CUT THROUGH EVERY ONE.

Pure bullet heaven pressure. No complex inputs, just movement and positioning while the screen keeps filling until the timer runs out. Near the base of the Spire a floor asks you to survive a little over a minute. Near the top it asks for six, and by then it is asking a lot.

Spearmen with the heads of horses, bodies sprouting flowers, grotesque faces drifting through the air. Twisted monsters fill a battlefield drawn in black and white. Waves of enemies and menacing bosses put your abilities to the test.

SYNERGIES DECIDE THE RUN.

Auto-chess grammar dropped into real-time combat. Every Scroll carries traits, and every Scroll you field carries synergy markers with it.

  • Main Synergies commit you to a class. Risktaker caps its own Life and grows stronger the more of it is missing. Blightcaller stacks poison until the floor rots. Pathfinder turns every dash into a free volley.
  • Sub Synergies sharpen a single trait. Shooting drives projectiles faster, Resonance makes a Scroll fire one more time, Illusion puts more summons on the field.

They do not all switch on at the same threshold. One activates off a single Scroll. Another stays dark until nine. So every run asks the same question: how many of your limited slots do you commit, and to what?

And a build is never locked in. You tear the deck down and rebuild it before every single battle.

FORGE YOUR SCROLLS. THEN CARVE THEM.

Scrolls are not handed to you finished. You buy them off a rack you reroll with Embers, and then you go to work.

  • Merge copies of the same Scroll to raise its Star Grade. Its skill grows stronger, and you can equip more Sigils. Invest in your core Scrolls to complete your build.
  • Bind Sigils to a Scroll to strengthen it. Merge two Normal Sigils to create a Special Sigil with a unique effect. Boost a Scroll's stats or grant it new effects. Your choice of Sigils opens up different ways to use the same Scroll.

The two halves feed each other: raising a Scroll's Star Grade is also what opens its Sigil slots. No two Challenges ever assemble the same Scroll twice.

SPECIALIZE. DO NOT JUST GROW.

Between Challenges you return to the Village to grow stronger and prepare your strategy for the next Challenge.

Memories. Growth continues even after a Challenge ends. Permanently strengthen your Challenger's abilities in the Village and prepare for the next Challenge in a way that suits your playstyle.

Synergy Deck. Choose the Synergies for your next Challenge in advance. Collect and combine Scrolls around your chosen Synergies to complete your own build.

Testaments. Collect Testaments during Challenges to change how your Main Synergies work. Equip the Testaments you collect to shape your playstyle before your next Challenge.

EVERY RUN IS A VOLUME OF MANGA.

The world is drawn entirely in black and white, in ink and hatching, like the interior pages of a comic. The interface laid over it goes the other way, bold and vivid, like the cover of one. The main menu is that cover, and starting a game turns it.

We did not want you to feel like you launched a game. We wanted you to feel like you opened a book.

ALSO IN THE SPIRE

  • The Wheel of Fate. Spin a single wheel to discover your next stage. Its segments change as you climb, shifting the balance of battles, events, rest and treasure.
  • Arcadia. Something that cannot be killed is eating into the Wheel while you climb.
  • World Gimmicks. One-shot fixtures sitting on the map, waiting for you to decide to wake them. The Ravenous Furnace lays down a field of fire and burns half your Embers to do it.
  • Battle, Event, Rest, Treasure, Boss. Events unfold through token tosses, with odds shaped by your stats. Spend Embers beforehand to secure successes; the total number of successes determines the outcome.

"I got lucky and won." is not the sentence we are after.
"I won because I built it well." is.

AI Generated Content Disclosure

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

The game visuals generated by AI models. The images will be replaced gradually throughout the development of the game.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 or newer
    • Processor: Intel Core i5-7400 / AMD Ryzen 3 1200
    • Memory: 8 GB RAM
    • Graphics: Intel Iris Xe / Nvidia GTX 1050 / AMD RX 560
    • Storage: 2 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 or newer
    • Processor: Intel Core i5-10400 / AMD Ryzen 5 3600
    • Memory: 8 MB RAM
    • Graphics: Nvidia GTX 1060 / AMD RX 580
    • Storage: 2 GB available space
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