中世紀劍與魔法題材的PvE撤離型roguelike,第一人稱和第三人稱兩種視角都支援。 A medieval sword-and-sorcery PvE extraction roguelike, built with both first- and third-person modes.

參考Dark and Darker,但定位很明確:只做PvE。那個社群長期有一群玩家想要純PvE版本,官方始終沒有推出,這是已被驗證、卻沒人服務的族群。拿掉PvP之後,就不必顧慮對戰公平性,第一人稱與第三人稱雙視角才變得可行;兩種視角共用同一套戰鬥判定(由武器碰撞體驅動,而非螢幕中心的raycast),也共用同一套動畫骨架。系統盡量貼近真正的D&D規則,包括法術位、學派子職業、以規則例外呈現的魔法物品,而不是換了外皮的通用ARPG數值堆疊。 Modeled on Dark and Darker, but the differentiation is specific: PvE-only. That game's community has long asked for a pure PvE mode that the studio never shipped — a validated demand nobody's served. Going PvE removes the fairness constraints PvP combat needs, which is what makes dual first-/third-person actually possible; both share the same weapon-hitbox-driven combat logic (not a screen-center raycast) and the same animation skeleton. The systems stay close to real D&D rules — spell slots, subclasses, rules-as-exceptions magic items — rather than a reskinned generic ARPG stat pile.
動態局部光照是這款遊戲的系統語言,而不只是裝飾。深處和未探索區域光源少、視野窄,法術位不會回復;安全屋和撤離點開闊明亮,一看就知道可以喘口氣,法術位也在這裡回復;寶庫和王座房則刻意打上最亮的光,這時亮反而是警訊,代表你被看見、無處可躲。目前仍是很早期的原型,美術方向剛從低多邊形的佔位素材轉向寫實路線(用Mixamo、Polyhaven等免費資源拼起來,因為零預算是硬性限制),核心玩法循環還沒成形。 Dynamic local lighting is the game's system language, not decoration: deep, unexplored areas have narrow, sparse light and spell slots don't recover there; safe rooms and extraction points are bright and open — an obvious cue that it's safe to rest, and where spells recharge; treasure vaults and boss rooms get deliberately lit the brightest — brightness itself is the warning, meaning you're exposed with nowhere to hide. It's still a very early prototype, the art direction just pivoted from low-poly placeholder assets toward realism (built on free sources like Mixamo and Polyhaven — zero budget is a hard constraint), and the core gameplay loop hasn't taken shape yet.