Reveal your Build
Your symbolic chart deals five elemental scores, three Natal cards, a secondary element and a weak element. It changes strategy—not real life.
HOW TO PLAY · GAMEPLAY V3
Your symbolic chart deals five elemental scores, three Natal cards, a secondary element and a weak element. It changes strategy—not real life.
Flow raises odds. Resonance strengthens a matching card. Defiance lowers odds but raises rewards. Element sequences trigger visible combos.
Your deck holds at most eight cards and your hand holds three. Play one card in a life scene or up to two against a Gate Boss.
Breakthrough, Success, Setback and Scar create different futures. Setbacks unlock Echoes; Scars add dangerous cards and recovery routes.
THE THREE RESOURCES
Earned through commitment and success. Spend 3 after a Gate to upgrade a card, or 2 to recharge it.
Failure history, not currency. Thresholds at 2, 4 and 6 unlock Scar cards, stranger routes and recovery endings.
Rare. Spent by Defiance cards to break requirements, reach locked paths, or rewrite a rule.
EIGHT DIFFERENT GATES
FIVE-ELEMENT COMBOS
PARALLEL LIFE
After the ending, choose one of your three major turning points. Fate copies the exact history before that moment, forces a different choice, and compares both completed lives.
THE LAST LIGHT
Your final value and the life you actually played determine a deterministic Life Title. The Memory Keeper then writes one cached biography; if AI fails, the ending still works.
DEAL MY HAND ↗