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.
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.
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.
Before you become a mindless monster, you pass through the Turning: you keep your mind, but not yourself.
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.
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.
1. Extract Release
2. Launch The Game
3. Play!
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