The story
Long ago the shrine on the southern plains was raised not to worship but to
imprison — a seal over the Hollow King, a warlord who
cheated death and became a lich. That seal is now failing. Its three
ward‑stones have gone dark, which is why slimes menace the fields and the
nights have turned deadly.
An old keeper sends you out to relight the wards, each guarded by a boss‑tier
foe — a hill‑stalking dino, a lake ghost, a forest demon — where
you meet the honourable dead who first raised the seal. With the wards lit, night
falls and won’t lift, and the Hollow King rises for the final confrontation.
Far to the north, the walled capital of Duskhaven holds the
secret of who he once was.
Features
A complete quest
Four acts, stage‑aware NPC dialogue, a journal and objective markers,
a world beacon that points you onward, and a proper ending scene with
scrolling credits when the King falls.
An open world
Roam rolling hills, autumn forests, a lakeside, the home village, and the
distant walled capital of Duskhaven — each with its own look, NPCs,
and secrets. Terrain streams in as you explore.
Real‑time combat
Swing‑arc sword attacks with hit and defeat effects, six monster kinds
(slime, cactoro, frog, ghost, demon, dino), three ward guardians, and the
Hollow King boss — and after dark the ward weakens and foes grow bolder.
Shops & gear
Earn coins, then buy swords and armour from the village merchants — or
make the trek to Duskhaven’s master merchant for the legendary
Kingsbane blade and Aegis plate.
A living world
A day‑night sky with drifting clouds and soft cloud shadows, a
cel‑shaded toon look with clean outlines, wandering villagers, and
a save that remembers your progress and gear.
Native & small
Written in Rust on the Bevy engine —
one self‑contained app, no launcher, no account, no analytics.