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Warden of the Sunken Keep

The sunken Aldermere Keep spews demonic miasma across the valley. Those who linger within it slowly lose their sanity and become monsters. Descend into the keep, find the source, and end the corruption in this retro fantasy turn-based roguelite.

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About the Game

The miasma is eroding your sanity. Every step deeper is a step closer to the truth — and to your own fall.

Aldermere Keep has sunk into the earth, and from its depths pours a demonic miasma that creeps across the valley. Breathe it long enough and your sanity bleeds away — until, like everyone who came before, you are remade into a monster. No one escapes it. Not the garrison. Not the townsfolk. Not you.

You are a Warden. And you have already begun to turn.

You are the danger. Race your own corruption.

Every turn you linger, the miasma tightens its grip — and a meter marks how much of you is left. Purifying draughts can push it back, but they are scarce and the fortress is deep. Descend too slowly and you fall for good; too fast and you die unready. This is not a quest to save the world. It is a race to reach the source of the miasma and end it before you finish turning.

The Turning — a half-corrupted state

Before you become a mindless monster, you pass through the Turning: you keep your mind, but not yourself.
  • Your holy craft fails you. Half-corrupted, you can no longer wield the skills you trained a lifetime to master.
  • Monstrous power awakens. Your withering body grows stronger, feeds on the fallen, and no longer hungers.
  • You come to fear the sun. The very light that could burn the miasma away now sears your own flesh. Sunlight through a broken window, a sacred brazier, a glowing ward — each becomes your deadliest enemy. Snuff the torches. Keep to the dark. Become the thing you were sent to hunt.

Fling open a shutter to flood a room with light and burn a horde to ash — then remember you can no longer stand in it either. Light is a double-edged sword — and once you turn, its sharpest edge is turned on you.

Features

  • Turn-based tactics with permadeath. Every step is a decision. Death is final — but each run teaches you the fortress.
  • Corruption is a mechanic, not a cutscene. The miasma erodes you turn by turn, on a meter you watch fill. When it tops out, you are no longer wholly yourself.
  • Fully dynamic lighting. Light and dark are the core mechanic, not decoration. Douse torches to hide; ignite rooms to fight. What burns the corrupted burns you.
  • Risk & discovery. Unidentified potions, hidden branches, cursed relics. Gamble on the unknown — or play it safe and fall anyway.
  • Deep content. 12 WARDENS · 90+ MONSTERS · 40 POTIONS · ~20 SKILLS & MONSTROUS POWERS · 10 MAIN FLOORS + 20+ OPTIONAL BRANCHES (Sewers, Greenhouse, Graveyard, Belfry, Hedge Maze, Ice House, Mausoleum, Underworld…).
  • Streamlined, modern UI. A handful of clean, rebindable controls. No inventory busywork — auto-pickup and auto-equip keep you inside the fight.

What it is (and isn't)

Warden of the Sunken Keep is a coffee-break roguelite: sharp, tactical, and tough. A run is short, focused, and rarely the same twice. It is not a hundred-hour epic — it's a fortress you'll descend again and again, each time a little wiser, a little closer to the source before the miasma takes you.

The miasma is eroding your sanity.
Reach the source before you fall.