
Act I
The Hollow Crown
A keep that drowned in a single night, a jewel the size of a fist, and a job nobody else came back from. Climb down. Ask better questions.

Book One — The Sunken Coast
A rogue's life, told one book at a time.
Out now on iOS & Android







Wren carries it. A lamplighter with a past, a lantern that remembers, and five hauntings that will not settle themselves. Built on the Scoundrel card game: one deck, one weapon, and every room a decision you live or die by.
The Sunken Coast

Act I
A keep that drowned in a single night, a jewel the size of a fist, and a job nobody else came back from. Climb down. Ask better questions.

Act II
The Weirgate keeps its drowned as collateral against debts the living never paid. The lamp is heavy near water that will not leave — and this water has a ledger.

Act III
In Mourn’s End they rang the passing-bell so long the bell learned to ring itself. Sixty years of fog, and every peal still open. This is the one town on the coast you climb.

Act IV
Inland, under the trees, a court has sat for ninety years — retrying one old case and growing its rulings into the wood. Nothing there is for sale. It only asks you to be right.

Act V
Caul keeps a hundred bridges, ten thousand candles, and one quiet agreement with the sea. Somewhere below the waterline, the agreement is being read again — and the last descent goes through your own front door.

After the ending
Below every ending the stairs keep going. Take the light down with empty hands — no level, no tricks, no way back up — and see how deep the rounds run before the dark takes it back.
How it plays
Four cards to a room, and you must face three. Monsters, weapons, potions — every draw is a bargain, and the deck does not renegotiate.
Dialogue between floors, choices that end each act differently, and a cast that remembers what you did with the light.
Blade, Body, and Cunning skill trees — and the Lantern path, once you have ended a haunting. Levels survive death; the coast is patient and so is your progress.
Every run is written down — kills, escapes, endings, records. Your history becomes a book of its own.
Each Depth ends in a lair, and each boss bends the game: armor, relentlessness, hungers. Learn the rule, or feed it.
Every note is the game’s own: a funeral barcarolle at the surface, a bed for each Depth, an unrelenting lair theme, and a music box that winds down over the ending.
A fresh seed every day and an all-time table for the Rounds. Take a handle and see how far your light gets against everyone else carrying one.
Phone or tablet, upright or turned on its side. Sign in with Apple or Google and your Chronicle rides the cloud — the same coast, on any screen you pick up.
Fully localized, switchable any time — saved runs survive the language change.
In game











Out now
Act I is free to finish. One purchase unlocks Acts II–V and the Lamplighter’s Rounds. Phone or tablet, English or German, and the story plays offline.
One-time purchase · no subscription · no ads · no in-game currency