Sword of Seraphim

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.

6
Classes
96
Skills
8
Shards of the goddess's sword

The world

A broken sword, in eight pieces

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.

A sanctum where a statue of the goddess Seraphim casts light down over an altar
Concept art — the goddess's sanctum. This is where the journey begins.

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.

Relic

Shards of the goddess's sword — 8

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 rune circle

The sealing mechanism. "A seal has never once been broken from outside — it is always opened from within."

Mechanism

The reliquary

A reliquary of gold and marble — a sealed vessel with winged ornament

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

A story you have to walk to before you can read it

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.

A crest drawn in gold line of a goddess with six wings spread
The six-winged crest — the emblem of the guard who scattered, each carrying a shard.

Prologue

The broken sword

Chapter 1

The hand that meant to guard

Chapter 2

Fragments

Chapter 3

The fallen wing

Chapter 4

The hand that would not let go

Chapter 5

The day they turned back down

Chapter 6

The hand that closes the lid

Only the titles go out first. The twenty-three pages of text are read where they stand, as you climb.

Regions

The tepui ranges

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.

Concept art of gold constellation patterns running across deep jade marble
Visual concept — the jade sanctum. Mossed ancient stonework, gold patterning and a jade glow are the colours of this world. In-game screenshots and region maps go here as they are ready.

Leg 1 · The gate

The outpost

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

The orc village

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

Breath of 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 wyvern nest

The domain of flying drakes above the cliffs. The road to the summit narrows here.

Leg 5 · Below the summit

The fallen swordsman's rest

Where the person who got nearest to a shard now stays. The reliquary at the summit is in sight.

Bestiary

What you meet on the mountain

We list only the eight that actually stand in the game right now. As more are placed, the bestiary grows.

Goblin

Lv 1

The first thing you meet on the outpost path. It marks the start of the climb.

The outpost

Orc

Lv 5

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 orc village

Ent

Lv 25
Breath of the wild

Griffin

Lv 28
Breath of the wild

Cyclops

Lv 31
Breath of the wild

Chimera

Lv 34
Breath of the wild

Dragonoid

Lv 37
Breath of the wild

Demon king

Lv 40

The one who once held the cursed blade. This telling never says his name.

The summit

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

Six classes, ninety-six skills

What sets it apart is not the count but the consistency — use a skill and exactly what the text says happens, happens.

Tank

Warrior

The one who holds the front. The shield of the party.

Support

Paladin

Healing and party buffs. The one who keeps everyone alive.

Melee damage

Viking

Sustained damage and a deep health pool. Wins by staying in the fight.

Melee damage

Shinobi

Burst damage and mobility. Strikes and withdraws.

Ranged damage

Archer

Physical damage at range. Owns the distance.

Ranged damage

Mage

Magic damage at range. One cast that changes the field.

Why we build both

The short game and the long game help each other

The short game gives us something to judge by

Shipping casual games teaches us what works and what does not, in real figures. That learning goes into the design of the long project.

The long game gives us a direction

With one thing we intend to build for years, the short ones stop scattering. It becomes clear what we are accumulating.

See the full list →