the book opens for another reader
Every run is a walk through the book itself. The arenas are full-page grimoire plates — engraved seals you fight across. The enemies are the Twelve Torments, woodcut figures loosed from the margins. Your heroes carry the Ten Powers that dispel them, and the chambers turn through the seven principles, seven doors at a time.
Every seventh chamber is a Trial — and every Trial is one of the Twelve, raised to its full stature. Rest comes from the Cup, which heals and always pours one draft more.






The Blind, the Mourner, the Glut, the Craving, the Tyrant, the Hoard, the Veil, the Grudge, the Snare, the Cinder, the Fuse, and the Unmaker. Each falls faster to the hero who carries its counter-Power.
Stages, monsters, and interface share a single engraving language — woodcut ink, parchment, and gold — down to a matched pixel grid.
The display face is drawn glyph by glyph for this game: a 12-pixel engraved roman named after the Cup of Book IV.
An auto-player runs real headless expeditions after every change — softlocks, silent kits, and broken Trials get caught before a human sits down to play.