
A painterly adventure-RPG of dice, choices, and grief. Roll a d20 and play your cards in the open, no hidden math, as a hunted girl wakes the Twelve powers sleeping behind her ribs, on a branching road to the throne beneath a fallen kingdom.
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About
Fifteen years ago, a thief reached into the world's first wound and pried loose what a king had died to seal.
The crack has been widening ever since. A wizard hid the only ward that could close it — a child, Lily — in a quiet village at the kingdom's edge, and told no one, least of all her, what she was. The hunters have just found her.
The Spirit of Twelve is a painterly narrative adventure-RPG: a journey of choices and dice from a borderland farm to the throne-room beneath a fallen capital — and the grief-mad thing that waits there, reaching not for a crown, but for someone it could not keep.
Turn-based fights in the old-school tabletop register. Roll a d20 against your Might, Grace or Wits — every hit, crit and miss on the table, no hidden math. Strikes, guards and invocations are cards; win a fight, choose a new one, and shape each hero's hand your way.
Twelve powers sleep in the vessel — Stone and Flame, Tide and Dawn, Wrath and Mercy, and others with older names. Fight by fight you rouse them into world-turning invocations, and the long war tilts a little your way.
Four regions and forty-odd painterly locations. Choose your path across a living travel map — story beats, optional elites, campsites and lore stones — and let your choices shape the road and the people on it.
Field the ward and the five who walk the road with her — each a playable battler with a class deck all its own:
Lily, the Ward — the seal made flesh, and the Twelve sleeping behind her ribs
Aaron, the Blade — bow and hatchet, and a foundling's fury
Regneel, the Old Guard — a retired king's guardsman who still swings an axe like an argument
Dex, the Hound — a black-brindle mastiff, all teeth and heart, with a fighting deck of his own
Mirek, the Saboteur — poison, traps, and a thief's eye for a liar
Dain, the Shield — a knight who laid down his sword rather than serve a usurper
When the tale is told, the Trial opens. A self-contained roguelike mode built on the same open d20 + card combat: choose a champion and descend a branching gauntlet of fights, elites, shops and campfires that never ends — only deepens. Forge your deck as you go, hoard run-changing relics, and see how far you can push before the dark takes you back.
A run built one choice at a time — a procedural map of battles, elites, shops, campfires and treasure. There's always a road; the question is which one.
Relics that reshape a run — dozens of permanent boons that stack into builds no two runs repeat.
Six earnable champions — start with three and unlock the rest by clearing acts, each a different way to win.
Ascension — clear an act and dare the next difficulty tier. Harder, never cheaper — pure strategy.
The Daily Trial — one seed, one champion, the same run for everyone in the world that day.
Score & Steam Leaderboards — every run is tallied and ranked: an overall board, a board per champion, and the rolling Daily. How high can you climb?
The story is carried by a narrator in a storybook voice — and the whole novel lives inside the game. Open the Chronicle from the title screen and read it, cover to cover, whenever you like.
Painterly storybook art (a hand-painted style), start to finish
Open, transparent d20 + card combat — no hidden rolls
A buildable class deck for all six heroes
A branching journey where choices matter
The Endless Trial — a roguelike mode with relics, Ascension tiers, a Daily challenge & leaderboards
Narrated throughout, with the full novel readable in-game
Three difficulties, from a gentle read to the hardest road
Steam Achievements, Leaderboards, Cloud saves & Trading Cards
Stats
Languages: English
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.