How to Play

Less tap-tap. More blah-blah.

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The Gameplay Loop

Every moment follows four beats.

Listen

The narrator sets the scene.

Think

Your properties shape your options.

Speak

Say your choice. The story listens.

React

The story adapts.

Voice As Gameplay

How you say it determines how much you earn.

I pick the sword.

5 XP

The blade calls to me.

60 XP

This cursed blade whispers dark promises...

99 XP

Properties: Your Action Space

Properties aren't stats. They're verbs.

Kira has 'lockpicking.' The door is locked. You say: 'Kira, pick the lock.' That's it. That's your action space.

You

Virtuoso
You
Flame-Heart

Attack
1
Health
1

Mr Muscle

Virtuoso
Mr Muscle
Intimidation

Attack
6
Health
3

Each property on your card is something you can do.

Attack determines damage. Health determines how much you take before the card burns.

Flame-Heart
  • Locked door? 'I melt the hinges.'
  • Ambush? 'I ignite the air between us.'
  • Interrogation? 'I hold a flame to his face and ask again.'
Intimidation
  • Bar fight? 'I stare them down until they sit.'
  • Negotiation? 'I lean in and whisper what happens if they refuse.'

No matching property? You can try — but you'll take recoil damage.

Field Notes from Dead Time

First real combat. I panic-describe 'a tornado of broken promises.' IT WORKS. Bonus damage for emotional resonance.
Ancient door wants 'proof of wisdom.' I use my thief to 'steal wisdom from the door itself.' Game pauses. Then: 'The door opens, impressed by your audacity.'
Earned a safecracker in a heist story. Next story: alien invasion. I bring the safecracker. He cracks their spaceship. Cards travel between worlds.

Want to know more about your new superpowers?

XP forges cards. Cards change the rules.

Every card hides something.

Your voice isn't a command. It's a decision.