Reveal your Build
Your symbolic chart deals five elemental scores, three Natal cards, a secondary element and a weak element. It changes strategy—not real life.
HOW TO PLAY · GAMEPLAY V2
Your symbolic chart deals five elemental scores, three Natal cards, a secondary element and a weak element. It changes strategy—not real life.
Flow raises odds. Resonance strengthens a matching card. Defiance lowers odds but raises rewards. Element sequences trigger visible combos.
Your deck holds at most eight cards and your hand holds three. Play one card in a life scene or up to two against a Gate Boss.
Each Gate has one life scene and one Boss encounter. Afterwards, draft a card, spend Resolve, refuse the reward for Fate, or leave a card behind.
THE THREE RESOURCES
Earned through commitment and success. Spend 2 after a Gate to upgrade or recharge a card.
Failure history, not currency. Thresholds at 2, 4 and 6 unlock Scar cards, stranger routes and recovery endings.
Rare. Spent by Defiance cards to break requirements, reach locked paths, or rewrite a rule.
EIGHT DIFFERENT GATES
FIVE-ELEMENT COMBOS
THE LAST LIGHT
Your final value and the life you actually played determine a deterministic Life Title. The Memory Keeper then writes one cached biography; if AI fails, the ending still works.
DEAL MY HAND ↗