Description
When plunderers forced their way into a protected ancient pyramid, they uncovered a colossal metal vessel no human hands could have forged. The moment they disturbed its heart, reality split open and the pyramid exploded, releasing the first nightmares into the world. Now the rift spills demons and impossible horrors into the mortal realm. Kingdoms collapse, faith rots, and the Vael’thra, mysterious minds from beyond time, whisper tempting promises through the wound in reality, to the desperate. Only the Wardens, ghosts of a future forever lost, know what really occurred, and the weight of their failure haunts them.
- Stat-light, lore-rich. Play what’s best for the story, not for min-maxing.
- Stamina is everything. Every roll drains you, where will you spend your energy.
- Take a breather whenever you can, if you’re willing to take the gamble.
- HP is replaced with an injury system, break a leg? A potion wont help you, time to get out of there. Four injuries and your done.
- Explore settlements, rifts, dungeons, and more through playing card layouts.
- No classes. Play who you want, even if that means welcoming the Rift.
- Death is not the end. your story always continues.
The stamina system lies at the heart of the game. Every action, choice, and battle costs stamina, represented by your pool of dice. When that pool runs dry, your character is exhausted, vulnerable, and forced to adapt. Combat is fast, brutal, and strategic, demanding players think carefully about both their surroundings and their approach.
Enemies don’t rely on pages of stats or complex book keeping. Instead, each foe uses a simple deck of cards (made from one standard deck of playing cards) which represents their vitality and will to fight, reducing the deck to zero to defeat a target. The result is a game that feels deep and tactical, yet remains quick and fluid in play.



















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