
Death's Hour

Even the dead are owed another hour. An illustrated action RPG of oaths and underworld expeditions. Play Knight, Ranger, or Sorcerer, carve a build with skill stones, and spend your borrowed time in Death's Domain.
Beyond death. Before dawn.
You wake in Death’s Domain with an hour that is not yours to keep. Speak with Death, take the oath, and spend that time as you will.
Three Callings
Knight — A sworn blade on borrowed time. Close the distance with a three-hit sword combo and Grave Smash.
Ranger — A patient hunter at the edge of the dark. Draw and release Quickdraw, or fan a volley and reposition.
Sorcerer — A veiled keeper of forbidden knowledge. Aim Arc Bolts, then charge a Rift Surge until the underworld answers.
Death’s Domain
The sanctuary is quiet. Keep what matters in the reliquary. Ask the Keeper for what you lack. Train against a regenerating effigy. When you are ready, the gate opens onto the First Cistern.
Your belongings, stones, and choices travel with each character. Defeat does not take what you have already earned. Return, gather yourself, and go out again.
Carve Your Hour
Socket skill stones and support stones to shape attacks, aspects, and defenses.
Spend attribute and passive points as you level. Each soul keeps its own path.
Equip weapons and relics. Gold and drops stay with that character.
Create several characters and switch between them at the resting place. One oath, many hours.
The First Cistern
Descend into the underworld. Survive the encounter, then bring what you earned back to Death.
Decide what kind of hour yours will be.