Silent Forest Games

The Harrowing of Ash

An action roguelike where your army is whatever you've killed. The elite that nearly killed you keeps its teeth when it stands back up.


Everything that dies leaves a soul. Everything with a soul can be raised.

The loop

You are a necromancer, revived after a few thousand years, in a world where souls no longer go anywhere. They drift, thin out, forget themselves. Convenient, for someone in your line of work.

Fight through thousands of enemies at once. Kill it, capture it, and it stands back up on your side, with every trait it had in life.

Theirs Yours Souls

Doctrines

Three ways to be the same monster

A doctrine doesn't change how much power you have. It changes where it goes.

One body

Deathlord

Everything into one

Your army shrinks as your champion grows. Souls that would have raised ten more bodies go into a single one instead, until the only thing on the field that matters is the thing you built.

A legion of bodies

Horde Master

Everything across the crowd

Power spreads thin and wide. Your champion stops being a hero and becomes a standard-bearer for a mob that is always dying and always being replaced faster than it dies.

Every kind of body

Choirmaster

Everything into what’s missing

Souls buy what the army doesn’t have yet. A body unlike the ones already standing comes cheap; more of the same costs extra, and the price climbs with every repeat.

Knowledge costs the same souls as power.

The bargain

Between fights, branching campaign maps offer a different kind of trade. Shrines sell the truth about why the world is rotting — and they charge exactly what you'd otherwise spend on staying alive.

You can finish this game without ever finding out. Nothing will stop you.

Every decision you make will feel like the right one at the time.