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KINDLEFALL

Of Ash and Iron

The Eternal Forge is dying. Four factions wage war over its fate. Will you preserve the last ember, burn it to nothing, forge something new, or seize its power?

Trailer coming soon.

Descend

The Eternal Forge Is Dying

At the heart of the world lies the Kindlevault, a vast, crumbling cathedral-forge built by a civilization lost to time. Within it burns the Eternal Forge, the ancient flame that once shaped reality itself.

Now the flame smothers. The light that held the world together weakens with each passing age, and reality unravels at the edges. The lands surrounding the Kindlevault fracture into unstable zones, each claimed by those who would decide the Forge's fate.

Word of the dying flame has ignited a war. Four factions march toward the heart of the Kindlevault, each with a different vision for what comes next. None of them understand what the Forge truly is.

Roguelike Deckbuilder

Build your deck from nothing. Every run is a new hand dealt by fate. Choose your cards, forge your path, face the consequences.

The Forge System

Cards are forged objects. Socket sigils, temper upgrades along branching paths, smelt two cards into something new. No two decks are alike.

Four Factions, Four Fates

Preserve, destroy, build, or control. Each faction plays differently, fights differently, and reaches a different ending. Multiple truths. No clean answers.

1–4 Player Co-op

Play alone or fight alongside allies. The Unified Campaign lets each player choose their own faction at the Forge. Alliances form. Betrayals unfold.

Four Factions. Four Fates.

Each faction offers a distinct playstyle, card pool, and path to the Eternal Forge.

Wardens

Preserve the Forge

The Forge is the heartbeat of the world. If it dies, everything dies with it. Guard the flame at any cost.

Defensive, attrition-based. Outlast through shields, wards, and healing. They don't hit the hardest, but they never fall.

Ashen

Destroy the Forge

The Forge is a corruption, a wound in reality that should have closed long ago. Burn it all and let the world heal.

Hyper-aggressive, self-destructive. Cards exhaust for massive effects. Health is a resource. Every run is a sprint.

Shapers

Build with the Forge

The Forge is a tool, the greatest ever made. Don't waste it. Build something that transcends what came before.

Scaling, construction-based. Start slow, become unstoppable. Generate cards mid-combat, build constructs that snowball.

Veilbound

Control the Forge

Power exists to be wielded. The Forge doesn't need saving or destroying. It needs a master.

Manipulation, disruption. Debuff enemies, steal abilities, redirect attacks. Turn the enemy's strength against them.

Philosophy

Mechanics

Signature Card

The Forge Is The Mechanic

In Kindlefall, the Eternal Forge isn't just the setting. It's the core system. Cards are forged objects. They can be modified, combined, and perfected through forge operations. No two decks are alike because no two players forge the same way.

Temper

Upgrade a card along branching paths. A shield can be tempered toward higher block or retaliation damage. Each tempering deepens the specialization.

  • Each card has a Temper Track with branching upgrade paths
  • Choices are permanent. A defensive card tempered for retaliation cannot be re-tempered for block
  • Cards can be tempered multiple times, going deeper into a specialization
  • Rare and Legendary cards have more complex Temper Trees with 3-4 branches

Smelt

Combine two cards into a new hybrid. The result inherits properties from both parents. Irreversible and risky, but the payoff is a card no one else has.

  • Select two cards from your deck to combine into a single hybrid
  • The hybrid inherits the Ember cost, card type, and one effect from each parent
  • Smelting destroys both parent cards permanently
  • Smelted cards can still be Tempered and Socketed, creating truly unique builds

Socket

Insert Sigils into a card's open slots. A common Attack with the right Sigils can outperform a Rare. Every slot is a decision.

  • Sigils are modifiers found as combat rewards, event drops, and shop purchases
  • Common cards have 0-1 slots, Uncommon 1-2, Rare 2, Legendary 3
  • Sigils can be recovered by Scrapping the card they are attached to
  • Some Sigils have faction requirements, others are universal

Quench

Lock a card into perfection. It can no longer be modified, but gains a permanent bonus and unique visual treatment. The mark of mastery.

  • Quenching locks all Temper paths and Socket slots permanently
  • The card gains a flat stat bonus and a unique glowing visual treatment
  • Quenched cards cannot be Smelted, Tempered, or modified in any way
  • Only available at Forge Shrines deep in the Kindlevault (Act 3+)

Ember Economy

Kindlefall runs on Ember, a resource drawn from the dying Forge itself. Unspent Ember banks between turns. Each faction generates its own secondary resource: Wardens accumulate Aegis, Ashen generate Ash, Shapers refine Ore, and Veilbound gather Dominion. How you spend, and when you save, defines your path.

Under the Hood

Forged With Our Own Steel

Kindlefall runs on libraries we built from scratch. The same graph engine powering our AI products generates the overworld map. The same structured storage library managing knowledge bases holds every card, enemy, and relic in the game.

Part of the Flower Garden, Grimvane's library suite. Zero external dependencies. Same API in Python and GDScript.