Every hollow place on the coast keeps a light. Wren carries it.
A story-driven roguelike card RPG built on the Scoundrel loop: one deck, one weapon, four cards to a room — and three of them you must face. Monsters, weapons, potions. Every draw is a bargain, and the deck does not renegotiate.
FIVE ACTS, ONE COAST
Book One — The Sunken Coast is Wren's story in five acts, each descending into a different hollowed place:
Act I — The Hollow Crown. A keep that drowned in a single night, a jewel the size of a fist, and a job nobody else came back from.
Act II — The Debtors' Tide. The Weirgate keeps its drowned as collateral against debts the living never paid. This water has a ledger.
Act III — The Tolling Choir. In Mourn's End they rang the passing-bell so long the bell learned to ring itself.
Act IV — The Green Assize. Inland, a court has sat for ninety years, retrying one old case and growing its rulings into the wood. Nothing there is for sale. It only asks you to be right.
Act V — The Patient Sea. Caul keeps a hundred bridges, ten thousand candles, and one quiet agreement with the sea — and the last descent goes through your own front door.
Below every ending the stairs keep going: take the light down with empty hands in The Lamplighter's Rounds and see how deep you get before the dark takes it back.
WHAT YOU DO DOWN THERE
• Rooms of four cards, weapon notching, one potion at a time, skip but never twice
• Blade, Body and Cunning skill trees — and the Lantern path, once you have ended a haunting
• Levels survive death, so every run leaves something behind
• A boss at the bottom of each Depth, each one bending a rule: armor, relentlessness, hungers
• The Chronicle: every kill, escape, ending and record, written down
• A daily seed and an all-time table for the Rounds
• Phone or tablet, upright or on its side
HOW IT IS SOLD
Act I is free, start to finish. One optional purchase unlocks Acts II to V for good — a single one-time unlock, not a subscription. No ads, no energy timers, no loot boxes, nothing to grind for money.
Plays entirely offline. Sign in only if you want cloud saves and the leaderboard; the whole story works without an account. Fully localized in English and German, switchable any time — saved runs survive the change.
After the card game Scoundrel by Zach Gage & Kurt Bieg.
One deck, one weapon, five acts. A story roguelike built on the Scoundrel loop.