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(+1)

Version 0.2 Updates

  • Several rules were better explained.
  • The objective of the game and the ending has become more defined: the player who accumulates the most victory points after 5 turns wins.
  • Karma stops being a stat and becomes a meta-economy of the game, allowing greater flexibility in strategies.
  • The game now has a pre-defined number of turns (5 turns).
  • Initiative is now rolled every turn and the last player receives 1 Karma.
  • The term Unruly was replaced with Hesitant to better fit the theme.
  • A new Drain Node action has been added that is related to the basic objective of the game.
  • There is no longer a movement penalty for climbing (after all, we are dealing with supernatural beings in this game).
  • When creating a faction, there is now an incentive for the player to develop their personal lore.
  • In the basic stat lines, F2 was added for Bosses and Underbosses, and F1 for Minions.
  • Activation now costs 3 points on the upgrade table.
  • Defense now costs 3 and is capped at 4 points.
  • Most edges have been rewritten and there are no repetitions of edges between occult societies.
  • Each society gets 1 edge of its own to steal initiative.
  • Each society gets 2 edges to generate Karma.
  • Edges that were equivalent to stat points have been changed.
  • A small section on creating new societies has been added.