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Ugly Jack: The Halloween Curse

October 2027IndieStrategyWindows

A painterly folk-horror game set in 1666. Something below the fields has begun taking the people who work them. By day, tend the harvest and set your scarecrows. By night, walk as Stingy Jack, lantern in hand, and keep what comes out of the dark from reaching the village.

Stingy Jack is damned to wander with a coal from Hell burning inside his lantern.

In the autumn of 1666, he has work to do.

The corn came in early this year. The men who cut it have not all come back.

BY DAY

Tend the harvest. Repair what was damaged in the night. Set scarecrows in the fields and light them, one at a time — as many as your pumpkins will buy.

Not every scarecrow keeps the dark the same way. Some cast their light wide and thin. Others hold a narrow line for longer. Choose what the field needs.

Every daylight hour is preparation for the night you know is coming.

BY NIGHT

The village sleeps. Jack does not.

Walk the roads and fields by lantern light. Keep the scarecrows burning. Their light kills what comes out of the dark, but every kill burns them lower. One by one, they go out.

Move between them. Relight what you can. Follow strange signs. Drive back the spirits that come for the harvest.

You cannot be everywhere. Choose what you protect.

FIRE IS OLDER THAN SCARECROWS

It was here before any of this, and it does not ask what it takes.

A bottle thrown into the corn will clear the ground.

So will the field you tended all week.

What burns does not come back.

A CURSED WATCHMAN

There is no glory in Jack's work, and no one waiting to thank him when morning comes.

He plants. He repairs. He tends the light. He walks the dark.

Then morning comes, and the work begins again.

And when the granary holds and the last scarecrow is still burning at dawn, Jack walks on.

To another settlement. Another harvest. Another October further down the years.

The villages grow. The roads change. New houses rise. New people bring new fears, new tools, and new ways of keeping the dark out.

Jack does not change.

Five settlements across a hundred and twenty years — from the first fragile colonies, through the shadow of Salem, out to the frontier and the last years before independence.

Each has its own land to learn, its own things that come out of the corn, and its own reason the boundary went thin.

One figure holding a small light against something vast and indifferent, doing patient, unglamorous work that nobody else will do.