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
Fight hundreds of enemies at once as a necromancer revived after a few thousand years, into a world where souls no longer go anywhere. They drift, thin out, forget themselves. Convenient, for someone in your line of work.
Kill it, capture it, and it stands back up on your side — with every trait it had in life.
Doctrines
Two ways to be the same monster
A doctrine doesn’t change how much power you have. It changes who it belongs to.
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.
Twenty-four 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.
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.