Relic
The goddess's sword → the cursed blade
The same object in two states. It fell as it left the hand that meant to guard it, and it was sealed as it broke.
Sword of Seraphim
Eight shards of a sword, scattered by a goddess. One of them sleeps in the tepui ranges above a sea of cloud. A mobile MMORPG that climbs the mountain by following the trail left by everyone who reached for the shard and lost their mind to it, one after another.
The world
The story begins three hundred years ago.
The goddess Seraphim owned a sword. On the night Harushem, bishop of the temple, moved it, a red comet hung in the sky — and the sword passed into the hands of the demon king and became a cursed blade. The goddess broke that blade into eight shards and scattered them across the world, and in doing so sealed its power.
The six-winged guard who followed her each carried one shard away in a different direction. Three hundred years on, the shards are waking again, amplifying the possessiveness of whatever they touch. The player is both the one who chases the shards and the one who works out why they were sealed.
Relic
The same object in two states. It fell as it left the hand that meant to guard it, and it was sealed as it broke.
Relic
Eight attributes (strength, agility, constitution, intellect, water, fire, wind, dark) across six grades — forty-eight shards. Collect all eight and the Seraphim weapon for your class wakes up.
Mechanism
The sealing mechanism. "A seal has never once been broken from outside — it is always opened from within."
Mechanism

The sealed vessel at the summit. It is the stage on which this story lands its conclusion — the hand that guards and the hand that covers are not the same hand.
Story
Reach a particular place and the story held there plays. It is a story that advances as you do, and chapters you have passed can be read again in the hall of records.

Prologue
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Only the titles go out first. The twenty-three pages of text are read where they stand, as you climb.
Regions
Table mountains rising out of a sea of cloud. This is where one knight of the guard fell, still holding a shard. A climb of thirty steps passes through five zones.
Leg 1 · The gate
The gate of the mountain, reached by breaking through the cloud sea. The palisade is half burnt from a raid, and the footprints came up from below, not down from above.
Leg 2 · Amplification
A splinter of white gold the size of a fingernail glints at the top of the totem. The orcs are not native here — they were drawn up by that light. They are not the cause but the symptom.
Leg 3 · The wild
The upper mountain, where human order runs out. It is the corridor the oldest things on this mountain still walk.
Leg 4 · The sky
The domain of flying drakes above the cliffs. The road to the summit narrows here.
Leg 5 · Below the summit
Where the person who got nearest to a shard now stays. The reliquary at the summit is in sight.
Bestiary
We list only the eight that actually stand in the game right now. As more are placed, the bestiary grows.
The first thing you meet on the outpost path. It marks the start of the climb.
A band drawn up the mountain by the light of a shard. The wounds they left on each other tell you about this mountain's sickness before anything else does.
The one who once held the cursed blade. This telling never says his name.
Bestiary images will only ever be in-game screenshots (play captures are being prepared). Descriptions get filled in species by species, as the design for each is settled — we do not fill a blank with something plausible.
Classes
What sets it apart is not the count but the consistency — use a skill and exactly what the text says happens, happens.
Tank
The one who holds the front. The shield of the party.
Support
Healing and party buffs. The one who keeps everyone alive.
Melee damage
Sustained damage and a deep health pool. Wins by staying in the fight.
Melee damage
Burst damage and mobility. Strikes and withdraws.
Ranged damage
Physical damage at range. Owns the distance.
Ranged damage
Magic damage at range. One cast that changes the field.
Why we build both
Shipping casual games teaches us what works and what does not, in real figures. That learning goes into the design of the long project.
With one thing we intend to build for years, the short ones stop scattering. It becomes clear what we are accumulating.