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A roguelite siege defense played on an alchemist's table.
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A roguelite siege defense. The horde marches at your wall in lanes, and
anything that reaches it takes health you cannot fully get back.

Spin, place, transmute
Every turn the reel deals you alchemical symbols. You place them on the
table, then transmute: the board resolves and becomes damage. Where you
put them is the whole decision.
The board grows
Symbols react to their neighbours. Fire beside Fire hits harder. A Seed
grows every turn it survives. Leave a symbol alone long enough and it
promotes into a stronger form that was never in your deck. Symbols come
in elemental families and enemies have weaknesses, so the kind of damage
matters as much as the amount.
Relics, Tools and Rituals
Relics change a rule for the rest of the run. Tools have limited charges
and few slots, so you spend them carefully. Rituals pay out when their
condition is met, which means building toward them turns in advance.
Between sieges
A shop with a short stock. A scavenger running a shell game you can walk
away from. A mason who grants a single favour: open a locked cell, move
a symbol, or destroy one.
Between runs
Losing ends the run but not the progress. Essence carries into a tree of
permanent unlocks, so the next attempt starts with something the last
one did not have.
| Platforms | Windows |
|---|---|
| Age ratings |
|
| Controller required | No |
| Demo | View demo on Steam |
| DLC / extras | 1 listed on Steam |
| AI disclosure | Some of the capsule artwork on this store page was created with the help of AI tools. No AI-generated content is used in the game's in-game art, code, audio or text. |
| AI disclosure categories |
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