

You are a ghost, silently roaming Purgatory with your team. You leave no trace, make no noise, and interact with objects via levitation. Your primary power is casting rituals to defend against the dark, weaken enemies, and free trapped souls.
The Gravedigger, a nightmare disguised as a dapper gentleman. He imitates human life, from his top hat to his tattered coat, with polished manners and a too-wide grin. But face him, and the illusion shatters. He doesn’t kill. His true nature is a soul eater, and he will consume you whole.
A mysterious denizen of Purgatory who offers his wares between runs. He provides keys, vital resources, and ritual artifacts to aid your survival. But gold holds no value here—in exchange for his rare goods, the Cat accepts only dark relics and salvaged souls.
Early creature concepts. Their appearance, behavior, and role within Purgatory are still taking shape. These forms will eventually manifest as fully realized threats waiting for you in the labyrinths.
You have been summoned to Purgatory. Begin your ghostly journey in this house of the dead...
A ruined maze between worlds. Search for artifacts, hidden paths and lost souls — but beware of what waits in the dark.
A temporary safe room where each run begins. Use this brief moment to hide, regroup and prepare before stepping into the dangers of Purgatory.
Unlock rare puzzle rooms to restore health, find powerful artifacts or discover recipes for unique rituals.
Guide lost souls to the altar and receive points for each soul you save.
Places where dark entities lie dormant. Step carefully — you may awaken the evil that sleeps within.
Buy the supplies you need, but remember — every deal is paid for with souls.
Project research, business planning, team workflow, server setup and development strategy were established.
100+ game projects were analyzed to define genre direction, visual references and market positioning.
The core GDD structure was created, including key mechanics, locations, events and gameplay flow.
The visual style, gothic setting, atmosphere, UI direction and overall world identity were defined.
2 characters were completed, 3 are in development, and 20+ character sketches were created.
Procedural Houdini tools were created to build, edit and expand locations faster.
60% of game items were modeled, including key artifacts, ritual objects and environment props.
Core architecture, player parameters, ritual system, item interactions, enemy AI, trading and quest systems were implemented.
A working prototype of the main gameplay loop was created.
The project website, social media channels and first promo materials were started.
New characters, additional locations, room variations, VFX and UI/UX polish are in progress.
Procedural tools are being improved to support more diverse rooms, events and level layouts.
More gameplay objects, artifacts, ritual items and environment props are being created.
Enemy AI, navigation, interactions, rituals, quest logic and performance are being improved.
Progression, rewards, balance, rare rooms, additional features and replayability are being developed.
Main quests, side quests, narrative structure, game balance and additional mechanics are being refined.
Lighting, atmosphere, effects, readability and overall artistic consistency are being improved.
Kickstarter page, gameplay trailer, wow trailer, press kit, devlogs and influencer outreach are planned.
Social media content and promotional materials are being prepared to reach a wider audience.