ARCANE FAMILIARS

ARCANEFAMILIARS

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.

COMING TO THE APP STORE AND GOOGLE PLAYPLAY ON PC NOW
Walking the Verdant Forest
A wild Pyredragon emerges in battle
The isles at noon
1,162FAMILIARS
556FAMILY LINES
15ELEMENTS
150LANDS
3REALMS
PCWINDOWS & MAC
80SPELLS
20MYTHICS & TITANS

THE GAME

A tale of bonds, told in four shades and full colour

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.

BIND, DON'T CATCH

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.

FIVE SANCTUMS, FIVE SIGILS

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.

A SPELLBINDER WHO GROWS TOO

You level without limit alongside your familiars. Every level is a talent point to spend in the talent tree.

A SHARED REALM

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

Three acts, three realms

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.

ACT ONE

The Verdant Realm

  • Set out from Willow Town with your first familiar and a rival on the same road.
  • Earn five Sigils from the Sanctum Wardens: Mason of Oakridge, Nova of Volta, Coral of the Tidebreak Isles, Ignis of Emberfall and Yrsa of Frosthold.
  • Climb Sky Pass to the Conclave: four Archons and the Champion stand between you and the title.
  • Bind 25 familiars and the first legend, ASTRALEON, shows itself in the Ashen Reach.
ACT TWO

The Far Realm & the Umbral Realm

  • As Grand Spellbinder the Far Realm opens: the Western Reaches, the Southern Wilds, the Eastern Marches, the Heartlands and the Northern Wastes, 48 more lands.
  • The Ascendants camp at Starfall Crater; their Endless Spire climbs for ever.
  • Step through the rift: twelve umbral lands where it is always night and every wild familiar is a darker, stronger umbral twin.
  • At the bottom, the Bone Cathedral: four Umbral Archons and the Umbral Sovereign. Beat them and you are Sovereign of both realms.
ACT THREE

The Eclipse Court & the Astral Realm

  • Beyond Duskhaven, the Deep: seven Seal Keepers hold the seals of the Eclipse Court.
  • Inside, four Eclipse Judges and the Eclipse fight at level one hundred with six umbral familiars each.
  • Break the Eclipse and the Dawn Gate opens onto the Astral Realm: always day, every wild familiar level one hundred, one in sixteen luminous.
  • The five Titans of the Deep wake, and the Zenith holds the Astral Ascendant.

THE SANCTUM WARDENS

THE REALM

The full world map

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.

road between landsferry, door or rifttowncave or delvea legend haunts this land

THE REGIONS

THE FAMILIARS

1,162 familiars, 556 lines, 15 elements

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.

KINDRED LINES: ONE FAMILIAR, MANY PATHS

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.

VIXLINGa fox kit of unshaped magic
CUBBLEa cub that grows into its strengths
KITTAILtakes the moon or the sun

A LOOK AROUND

Title screen
THE MEADOW AT DAWN
The Aether Meadows
THE AETHER MEADOWS
Battle
A WILD PYREDRAGON
Grimoire entry
THE GRIMOIRE
Gallery
THE GALLERY

WHAT THERE IS TO DO

Deep enough to lose a season in

RIFTS & RAIDS

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 SHARDS
THE HEARTH

Leave 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.

BREEDINGTEMPERAMENTS
LEGENDS ON THE LOOSE

The 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 TIMERS
THE DEEP DELVE

A 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.

ROGUELIKE
THE ENDLESS SPIRE

Behind 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.

SCALING
THE WAYFARERS' GUILD

Three contracts a week from the guild in Goldmarch: hunts, delve floors and more, set fresh every week from the calendar.

WEEKLY
80 SPELLS

Every 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 FORMS
ASCENSION & STONES

Most 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 BRANCHES
LUMINOUS & UMBRAL TWINS

A 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, REIMAGINED
DAY, NIGHT & WEATHER

The 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.

TOWNS THAT GROW

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.

ONLINE CO-OP

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 CODES
CLOUD SAVES, NO ADS

Sign 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.

FIREBASE

PLAY ON PC

Download for Windows and Mac

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.

InstallRun the installer. Windows may show a SmartScreen notice because the game is not yet code-signed: choose More info, then Run anyway. On a Mac, right-click the app and choose Open the first time.
Sign inUse the same email and password as on your phone, or start as a guest and add an email later from the ACCOUNT menu.
PlayArrows or WASD move, Z or Space is A, X or Esc is B, Enter is Start. F11 toggles fullscreen. Version 1.0.0; all releases.

THE LEGENDS

Fifteen Mythics. Five Titans. One patch of grass each.

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

Know which patch of grass spawns which

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.

arcanefamiliars.anpfamily.com/guide

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.

OPEN THE GUIDE
Pick a landEach map is drawn with its patches numbered and coloured.
Read the patchEvery familiar in that patch, its level range and its chance by day and by night.
Farm itStand in the numbered patch and walk. The rate per step is on the card.