You walk up to a table with up to three friends, tap in, and become a company of
slightly doomed heroes. For the next fifteen minutes you're loose in one corner of a
shared world — towns and fields and the dark places under them — full of skeletons,
treasure, terrible bargains, and things much larger than you.
Then your run ends — in glory or face-down — and here's the unusual part:
the world keeps your mark.
① ONE RUN A DAY
One free run per person, every day. That's the whole price. It makes each run matter — and it means everyone else is watching.
② A SHARED STORY
The season is written in twenty-five chapters, and nobody writes one alone: every run moves the meter, and when it crosses the line the chapter closes — for everyone, permanently. The number on the wall is the town's number.
③ THE LEDGER
Every deed recorded by name, in a permanent public history written by the game's narrator. Land the killing blow, take a curse for the common good, get eaten by something ridiculous — it's in the book forever.
④ SEASONS
Every few months the world ends — climactically — and reforges: new map, new secrets, new legends to be first to find. Glory carries forward. Power doesn't.
⑤ A WORLD MADE OF HERE
The realm is built from the real folklore and landmarks of the towns around the arcade. If you're local, you'll recognize things — and some secrets will only make sense to someone who knows the area.
The tone, for the record: the stakes are real, the world is ridiculous.
Real heroism, talking skeletons, comedic deaths, a narrator who is not impressed with you.
STATUS
In development, honestly and in public. The combat prototype is playable (all circles
and rectangles, on purpose), the persistent world pipeline is running, and
you can watch the development world right now. The whole build is
documented in the devlog. Doors — and the real Season 1 — open
with the arcade in 2027.