Chapter I:
Lore Etched in Ruin
Narrative Highlights:
-
The failed journey of the previous hunter
Your origin: chosen by the elder, armed with the Relic Deck
-
Collapse of agriculture → rise of beasts
The myth of the Demon Lord
Chapter II:
Mechanics of the Marked
- Auto-Battle with brain-heavy deck prep
- Merge mechanics: tactical evolution mid-run
- Procedurally-generated events, ambushes, and boon altars
- "Run Memory": Each death etches new passives for future attempts
Game Modes as Rituals:
-
Hunting Journey
4 chapters, 4 fallen biomes, 4 cursed bosses -
CEndless Descent
an ever-mutating world without end
Chapter III:
The War Table
- Crimson Teeth Ridge — where no blood freezes
- Volcanic Monastery of the Seventh Fang
- Enchantment Altar: chance or curse?

Chapter IV:
Testimonies from the Fog
-
AshCartographer
"A deckbuilder with no hand-holding. My brain hurts. I love it." -
SigilBorn
"Auto-battler? Yes. But every failure echoes into the next run." -
RuneCombiner
"Merging units mid-combat is genius. Never seen it done like this." -
TheLastDice
"Feels like a grim D&D module designed by roguelike players."


Chapter V:
Reasons You Will Not Quit
- No ads, no tricks — only ruin and resolve
- Progression that respects time and death
- Offline mode for the lone hunter
- Unlocks that carry emotional weight
- Game updates via lunar cycle (monthly lore drops)
- No pay-to-win: just plan-to-win