Turn-Based · Roguelike · Card-Crawler · RPG · Survival

A living dungeon of a dying Old World.

"After all, a well-placed feather can prevent a dragon assault..."
— High Healer Avra Somphe
Six Playable Races§ Ten Measures§ Living People§ A New Dungeon Every Run
I.The Descent

Turn a card. Live with it.

Ethernalis is a turn-based roguelike card-crawler set in an Old World on the verge of destruction. Rooms, monsters, relics, even the merchants: everything in Ethernalis is a card. You stand at the center of a five-card cross, reading the room you are in and the four uncertain directions around it.

It draws on classic roguelikes, old text-adventure prose, tabletop character sheets, and survival games. Every dungeon is new, filled with threats, materials, locks, flooded rooms, roaming enemies, and quests. What waits ahead changes every run. What happens to you sticks.

Hunger, thirst, the weight on your back, the dirt on your boots: the dungeon notices all of it.

6
Playable Races
10
Measures
14
Material Domains
72
Perks

II.The Laws Beneath

How the Dungeon Plays

Survival, personality, gear, and movement all feed into each other. Strength helps. So does a dry pair of boots, and a companion who has not run out of bread.

§ 01

Ten Measures

Strength, Dexterity, Endurance, Perception, Charisma, Patience, Will, Knowledge, Psyche, and Destiny define your hero. A Measure at 5 grants a gift. A Measure at 1 gives the dungeon a weakness to press.

§ 02

Action Points

Moving, attacking, crafting, and handling items all spend Action Points. Your total comes from Dexterity, Perception, and Psyche. Carry too much and you get only one.

§ 03

Distance and Combat

Every enemy stands at a distance. A melee attack closes the gap before it lands. Bows need room, ammunition, and a steady hand, and an enemy at arm's length makes a bow a poor choice.

§ 04

Runes and Sockets

Rooms and lasting gear can hold a rune. A rune in a weapon adds force. A rune in a room changes the place itself: it can heat, chill, bless, darken, or ward whatever happens there.

§ 05

Materials and Quality

Quality runs from Dismal to Masterful. Materials shape an item's description, small stat bonuses, how fast it wears out, what it passes on when crafted, and which creatures fear it.

§ 06

Comfort and Need

Hunger, thirst, cold, dirt, and badly fitting gear all wear down your stats. A tired, hungry hero can lose a fight before it starts.


III.The Old World

Empires, Halls, Forests, Wastes, and the Dark Below

The Old World is old enough to remember every people who believed they would be the last. The human Empire of Laungenburgh is younger than it pretends. Older powers, the elven Ethos, the dwarven cliff-halls of Rotha, and the abyssal Drow of Oxhe, were here long before its first stone was laid.

All Nine Races of the Old World

IV.Those Who Wander

People Don't Wait for You

The people of the dungeon carry gear, eat, sleep, and remember whether you cheated them. They move between rooms, spring traps, break down doors, offer work, trade, and react to how you treat them.

§
Companions
Cards That Follow

Recruit someone and they travel with you. Send them to explore, ask them to wait, trade equipment, ask for healing, and rely on them in a fight if they have the strength to stand.

Merchants
Trade Has a Memory

Merchants carry their own coin and have moods of their own. A merchant in good spirits gives better prices, and regular trade earns them new services. Buy, sell, or steal: each has consequences.

*
Timelines
Delayed Events

Events know how to wait. A quest can hang in the air until you have killed the right thing, entered the right room, or crafted the right blade, and only then announce itself.


V.From the Current Build

Screens from the Descent

The interface is laid out like a dark play table. Your character, the cards, the chronicle, inventory, crafting, and the region map all stay close at hand.

Ethernalis exploration screen with five-card field and chronicle
Exploring through the card field.
Ethernalis combat screen with enemy cards
Combat at card distance.
Ethernalis inventory and equipment screen
Equipment, weight, durability, and detail.
Ethernalis crafting interface
Crafting from real ingredients.
Ethernalis character creation screen
Race, class, and the Ten Measures.
Ethernalis character selection and region map
Every region has a history before your dungeon begins.

The Chronicle Every Action Leaves a Line

Everything you do is written into your chronicle as you play: each step, each find, each close call. When a hero falls, the region keeps the story.

You head north.

You have reached the Underground Swamp.

A hidden trap reveals itself before your foot finds it.

The merchant catches your hand. The deal is over.

Dancing flames whisper of safety.

You feel safe here for now...

In Development

Follow the Descent

Ethernalis is still being built, and the dungeon keeps finding new ways to kill you. Follow us on Facebook for news, screenshots, and patch notes from the current build.

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