You are no hero. You're a wandering mercenary, a frail human being on the road. Coin is always short. Your body breaks a little with every encounter. Your mind frays. And your name is forgotten faster than any mouth can speak it. Each card is a single event, and all you can do is answer it — left, or right. One simple swipe turns the course of this life.
Body, mind, gold, and renown. Four things keep you alive, and the same four kill you. These are not meters to fill. Let any one hit bottom and it ends — and let any one climb to the very top and it ends just the same. Poverty is a death, but so is too much wealth; a forgotten name is a danger, but a name grown too large draws another blade. There is no safe ending. Survival is not raising any single thing — it is holding all four in a precarious middle.
Your choices are not forgotten. A signet ring pressed into your hand, a debt left unpaid, a seal you could not bring yourself to break — past decisions linger as marks, opening later events and, at the last, deciding what kind of person you were. The same card reads differently depending on what you've come through. Small events weave together into a single story inside one short life.
At the end of every road waits the chill. Seeping in from the edges of the world, this cold does not stop at killing. It erases who lived and what they did — it erases the very fact that they were here at all. Death is an ending, but oblivion is a deeper one. When a life is over, no score remains — only a single line: how it will be remembered, or whether anyone will remember it at all.
There is one thing you never lose in death — what you've come to know. Branches you'd never seen, endings whose conditions escaped you, forks you should have taken another way. So you begin again. This time, dodge the last contract. This time, gather coin but keep the name. This time — die differently.
Features
- One swipe is the decision — each card a single event, answered left or right. Not a hero's saga, but a roguelite about enduring the short life of one wandering mercenary.
- Symmetric pressure — body, mind, gold, and renown end your run whether they run dry or overflow. A high number is no safety; it's another way to die.
- Choices that are remembered — every decision lingers as a mark, becoming a condition for later events and endings. The same card reads differently depending on who you've been.
- Story woven from small events — tangled webs of card chains and flags surface within a run, threads like the signet ring of a fallen house.
- Endings as meaning, not score — a conclusion isn't a scoreboard but a single line laid over one short life.
- Short runs, accumulating knowledge — even in death, the endings and chains you've seen pile up in a codex that carries your next life farther.
- Warm sepia woodcut, bold clean ink — a shadow-heavy dark fantasy beneath a chill that erases everything.
The Journey
THE UNREMEMBERED unfolds across five chapters. It opens at the world's outermost edge, where struggles over power fill the foreground and the chill is still only a distant rumor, and it descends chapter by chapter into a heavier cold — until not only who lived, but the fact that they lived at all, is erased. In the deep shadows of warm sepia woodcut, live a life that will not be remembered.
A free demo is available — play the opening chapter for yourself.