Features
Built around investigation, pressure, and consequence
Every feature below is implemented and playable in the current build — not planned, not prototyped. What we are still building is covered in the developer log as it lands.
Folklore investigation
Alchemical residue, sound, tracks, and the state of the sky each rule something out. The notebook keeps what you have learned across contracts, and the party has to commit to an identification before the fight.
Contracts that hide their hand
Every contract is generated with traits you cannot read from the notice board — how generous it is with evidence, how aggressive, how deceptive. The same creature type is not the same job twice.
Moral consequence
Mercy and cruelty move a morality score that gates crafting recipes and goods, and shapes how the town's people speak to you after a contract closes.
Town hub management
Buildings rise from rubble through successive levels. Each level costs materials you recovered in the field and returns crafting options, storage, trade, and passive advantages.
A town of people, not vendors
Villagers are generated from archetypes and traits, recruited after missions, and remembered. The person who posts your contract is a specific villager, not a quest marker.
Solo or co-op
Built server-authoritative from the start, with hidden contract details kept off the client so a hunt cannot be datamined out of its own mystery.