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

A dying Old World, a living dungeon, and a character shaped by every risk you choose to endure.

“The dungeon is not your enemy, it is your mirror. You will find your limits there.”
— High Healer Avra Somphe
Nine Races§ Ten Measures§ Living NPCs§ Procedural Dungeons
I.The Descent

Every Card Turned Is a Decision Made Permanent

Ethernalis is a turn-based roguelike card-crawler set in the Old World on a verge of destruction. Locations, enemies, relics, traps, containers, merchants, exits, and strange events all share one language: the card. At any moment you stand at the center of a five-card cross, reading the chamber you occupy and the four uncertain directions around it.

The game draws from classic roguelikes, MUD-era event prose, tabletop character sheets, and survival simulation. Dungeons are generated at runtime, then filled with authored threats, materials, locks, keys, flooded rooms, roaming enemies, NPCs, and quest events. What waits ahead is procedural. What happens to you is a chronicle.

Throughout your journey, you become legible to the world. Hunger, thirst, temperature, comfort, carried weight, materials, injuries, habits, companions, and recent choices all matter. The Guild records the simple lesson first: assume nothing, respect everything.

5
Cards in View
9
Playable Races
10
Measures
14
Material Domains

III.The Laws Beneath

A Character Sheet with Teeth

Ethernalis treats survival, personality, gear, and motion as one connected problem. A strong arm matters. So does a clean pair of boots, a lit campfire, a companion with food in their pack, and enough patience not to rush a trap.

§ 01

Ten Measures

Strength, Dexterity, Endurance, Perception, Charisma, Patience, Will, Knowledge, Psyche, and Destiny define the hero. Extreme scores awaken traits: a 5 grants a gift, while a 1 gives the dungeon a weakness to press.

§ 02

Action Points

Movement, attacks, crafting, interaction, and inventory actions spend AP. Your cap comes from Dexterity, Perception, and Psyche; overburdened characters begin the turn with only one point to spend.

§ 03

Distance Combat

Enemies track range by card slot. A melee attack from distance closes the gap before it wounds. Ranged weapons need space, ammunition, and discipline; close enemies can make a bow feel like a bad idea.

§ 04

Runes and Sockets

Rooms and non-consumable gear can become socketed. A rune in a weapon changes violence; a rune in a chamber changes the place itself, heating, chilling, blessing, darkening, or warping what happens there.

§ 05

Materials and Quality

Quality scales power from Dismal to Masterful. Materials shape description, small equipment bonuses, durability decay, crafting inheritance, and vulnerability checks against creatures marked by old fears.

§ 06

Comfort and Need

Hunger, thirst, temperature, comfort, dirt, gear mismatch, and afflictions alter performance. The body is not flavour text; it is a second dungeon wrapped around the first.


IV.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 stands beside older powers: Ethos, Rotha, Roggos, Oxhe, Leurhe, Assianna, hidden gnome sanctuaries, and the distant archipelago of Athesia.

The 9 Races of the Old World

V.Those Who Wander

The Dungeon Moves When You Are Not Looking

NPCs, companions, enemies, and merchants are cards with memory and appetite. They carry gear, eat and drink, move through rooms, trip traps, attack doors, offer work, level through trade, and react to the conduct you bring into their world.

§
Companions
Cards That Follow

Recruited NPCs become companion cards. You can send them to explore, ask them to stay, exchange equipment, request healing, and rely on them in combat if they have the strength to stand.

Merchants
Trade Has a Memory

Merchants are stocked from templates, carry gold, gain experience from transactions, and judge the scene through personality traits. Buy, sell, or steal; each method has a consequence.

*
Timelines
Delayed Fate

Quest and event logic can wait for turns, kills, locations, spells, crafted items, opened containers, seen cards, or acquired objects before the next authored event arrives.


VI.From the Current Build

Screens from the Descent

The interface is built as a dark play table: character state, card field, chronicle, inventory, crafting shelves, and region-scale choices all stay close to the act of play.

Ethernalis exploration screen with five-card field and chronicle
Exploration 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 and requirements.
Ethernalis character creation screen
Race, class, and the Ten Measures.
Ethernalis character selection and region map
A region remembered before the dungeon begins.

The Chronicle Every Action Leaves a Line

leaving towards 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...

Alpha Access

Enter While the Ink Is Still Wet

Ethernalis is in active development. The current closed alpha is for players who enjoy unfinished edges, deep systems, strange deaths, and the pleasure of watching a world become more precise over time. Think you're one of those? Send a Raven.

Download on Itch Open the Codex