Build a team of odd heroes. Walk the road to Crownfall.

A dark-fantasy party roguelite for phones.

How it plays

You build the team.
The fight plays itself.

Recruit along the road, set your formation, hand out gear and banners, then watch the plan play out: skills, Ultimates, shields and statuses, all of it readable on every hero. Three acts, a boss at the end of each, and a wipe against a boss ends the run.

A fight in the Firelow Lands: Tarn casts his Ultimate, Second spring.
Prototype build. A gameplay clip is coming.

Heroes

112 odd heroes. No two alike.

Walking kilns, seed pods that heal, effigies that tie their enemies up. Every hero brings a mechanic of its own: shapeshifters whose form order you choose, summoners whose familiars take no place in the line.

  • Support
  • Tank
  • Magician
  • Fighter
  • Hexer
  • Marksman
  • Shapeshifter
  • Summoner
  • Tarn

    Tarn

    Keeper of the Red Orchard

    Support

    A squat living seed pod with root feet and a wooden grafting clamp. He still tends the abandoned orchard, one graft at a time.

  • Brann

    Brann

    Warden of the Cooling Gates

    Tank · Fighter

    A broad walking kiln who once watched Kilnwater's gates. Blows that strike his shield only stoke the fire inside.

  • Senn

    Senn

    Effigy of Brass Hollow

    Magician · Hexer

    A tall reed-and-fabric effigy that walks out of Brass Hollow trailing violet thread. It ties enemies up for others to cut.

  • Kett

    Kett

    Blade of the Orchard Paths

    Fighter

    A compact beetle fighter with an ochre shell and a short ivory blade. Fast, blunt, and never where you aimed.

  • Noma

    Noma

    Cartographer of Stormglass Reach

    Support · Hexer

    A sea-green stone shore spirit carrying a navigator's divider. She charted the Reach and now charts the gaps in enemy lines.

  • Trell

    Trell

    The Antlered Rampart

    Tank · Support

    A woodland guardian with dark wooden limbs and a curled leaf shield. Where an ally falters, Trell is already standing.

The road

Three acts. Three worlds.

  1. Act I

    Firelow Lands

    Clay, red leaves and kilns.

    Red Orchard and Kilnwater

  2. Act II

    Ringing Hearts

    Brass, bells and gears in grey stone.

    Bellworks and Brass Hollow

  3. Act III

    The East

    Black stone, lanterns and violet stormglass.

    Lantern Scar and Stormglass Reach

The Arena

Your run doesn't end at the last boss.

Finish a run and keep the company you built. For 28 days it fights other players' companies in the Arena. Every Monday, one player is crowned the Orren.

Waitlist

Walk the road first.

Join the waitlist for the playtest. One email when it opens, one at launch.