VERDANT GRIMOIRE
An original Game Boy-style familiar-bonding RPG. You are an apprentice Spellbinder: bind the wild familiars of the realm with charms, earn the Sigils of the Sanctum Wardens, brave the rifts of the Aether Meadows, and follow the story through the rift into the Umbral Realm and, beyond the Eclipse Court, into the Astral Realm where it is always day.



THE GAME
Every familiar, name, sprite, map, line of dialogue and tune is original. Walk the realm town to town, step into the tall grass, and bind what answers with a charm. Each familiar you bind grows with you, learns spells, and ascends into new forms. Some lines take a different path depending on the stone you use, the land you raise them in, the hour, and how well they are loved.
Weaken a wild familiar and throw a BIND, RUNE or STAR CHARM. A Star Sigil bearer binds the astral ones easier, and a Dawn Sigil makes luminous familiars bind half again as easily.
Each Sanctum Warden's Sigil opens the realm a little further: HEW the brambles at Oakridge, ride the TIDE from Volta, SMASH the rock at Emberfall.
You level without limit alongside your familiars. Every level is a talent point to spend in the talent tree.
Every player walks the same world. See who is about, what they are doing, a feed of their deeds, and race them for a legend: once bound, it is gone for a day for everyone.
THE JOURNEY
From Willow Town to the Zenith of the Astral Realm, the story climbs through the Verdant Realm, drops into the night of the Umbral Realm, and ends in a world where the sun never sets.
THE REALM
Every one of the 150 lands, drawn from its own tiles and laid out as the realm's own chart: the Verdant Realm at the centre, the Far Realm around it, and the Umbral, Deep and Astral realms falling away beneath. Drag to pan, scroll or pinch to zoom, hover a land for its level band, and click it to open its page in the guide.
THE FAMILIARS
Every familiar is drawn as its own portrait by the Atelier from a body plan read off its name and lore, so an owl is an owl and a kettle ghost is a kettle, and no two lines share a silhouette. Two art styles: the modern full-colour look, or the original four-shade pixel style with the classic font.
A few lines do not ascend one way but many. The stone in your bag, the land you level in, the hour, your familiar's strongest stat and how well it is loved each decide what it becomes.





WHAT THERE IS TO DO
Rift dens on 132 lands hold colossal familiars ranked one to six stars. Take them on with allies: bring a friend in by room code and Spellbinders of the realm fill the line. Five-star dens can hold a Mythic; six-star rifts wake a Titan.
SURGE SPELLSRIFT SHARDSLeave two familiars at the Hearth in Volta City and come back to an egg. Raise it and see which parent it takes after, and which temperament it hatches with.
BREEDINGTEMPERAMENTSThe Mythics and Titans stand on no fixed tile. Each haunts one patch of tall grass, answers about one step in twelve, and once anyone binds or beats it, it is gone from the whole realm for a day.
SHARED TIMERSA mine under Oakridge that goes down stage after stage without end. Every stage is cut fresh, the wild familiars grow two levels a stage, a Delve Warden guards every tenth stair, and checkpoints let a run start from stage 10, 20, 30.
ROGUELIKEBehind a door in Sky Pass the Ascendants' spire climbs floor after floor, its trainers scaling for ever, the deepest floors answered by the Titans themselves.
SCALINGThree contracts a week from the guild in Goldmarch: hunts, delve floors and more, set fresh every week from the calendar.
WEEKLYEvery familiar learns its own spells as it levels, from RAM and CINDER at the start to STARFALL and PYRE at the top. Three field spells, HEW, TIDE and SMASH, come from scrolls and open the land itself. Every spell, and who learns it, is in the guide.
15 ELEMENTSSURGE FORMSMost lines ascend by level. Others need a MOONSTONE, SUNSTONE, TIDESTONE or STORMSTONE, and the kindred lines read the land, the hour and your bond.
9-WAY BRANCHESA luminous familiar wears its colours turned round the wheel and glitters on the field. An umbral one is the same beast gone cold, stronger and painted in dusk violet.
SHINIES, REIMAGINEDThe realm keeps your clock. Some familiars only show after dark, some only in rain, storm, sun or fog; the Aether Meadows can fill with snow; the Umbral Realm is always night, the Astral Realm always day.
Twelve towns, each with quarters, shops and townsfolk who know the wider realm: a Sanctuary to mend your familiars, a market, the Hearth, the Guild, and the Conclave at the top of the pass.
Host a rift and hand a friend the room code; they join from their own copy and fight beside you in a mirrored raid, then run their own loot phase.
ROOM CODESSign in with an email or play as a guest: your save lives in your account and follows you to any device. No ads, no purchases, no analytics, no tracking.
FIREBASEPLAY ON PC
The same game, the same realm, the same account. Sign in on your PC with the email you use on your phone and your save is already there: every familiar, every coin, every Sigil lives on the game server, never on the device. Play with the keyboard, F11 for fullscreen.
THE LEGENDS
Rift-born and drawn to fill the frame, one for every element. The five Titans of the Deep are stronger than any other Mythic and only abroad once the Eclipse Court has fallen. The guide marks every haunt.
THE GUIDE
Every land's tall grass is split into patches, and each grown familiar keeps to one of them. The Familiar Guide reads the game's own map files and shows you, land by land and patch by patch, who lives where, at what level, by day and by night, with the rift dens, fishing spots and legend haunts marked on the map.
Search a familiar to see every place it appears and every spell it learns, pick a land to see everything that lives in it, or browse all 80 spells.