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A story-driven tactical RPG in the spirit of the 16-bit classics. Raise a found-family army of 60 heroes, recover the lost Words that sang the world into being, and stand against the Hollow Cantor — a grieving priest unsaying the world one note at a time.

Many small voices against one perfect silence.

The world of Aurendal was sung into being. Its magic is language: the Words

of the First Speech don't describe things — they make them. Long ago the great

Words shattered and scattered. Now Savreth, the Hollow Cantor — a grieving former

priest — wields the Unword to unsay the world, one note at a time. And he calls

it mercy.

You are Corin, a teenage banner-bearer. Your answer is not a chosen one or an ancient

blade. It is people — a found-family army gathered one recruit at a time, because a Word

bound into a living soul is a Word the silence can never erase.

A tactical RPG in the lineage of the greats.

  • 60 recruitable heroes — knights, harpooners, hedge-witches, a bear-man of the

Riverclaw, and stranger friends still. Everyone has a name, a past, and a reason to fight.

  • 28 chapters across 5 acts — a full campaign from a village lane to the Unsung

Hour, with towns to walk, camps to muster in, and secrets off the beaten path.

  • Three-tier promotions — every hero grows through three full class tiers with

new looks, new skills, and new answers on the battlefield.

  • Bind the lost Words — forge recovered Words into your heroes at the Anvil of

Saying. Every binding is permanent, every binding costs a Tithe, and every choice of

who is a goodbye to everyone else.

  • Honest, transparent tactics — a full combat forecast before every attack.

No hidden math. Initiative interleaves by speed, flanks matter, high ground extends

your reach, and walls genuinely block line of sight.

  • Retreat, not death — fallen heroes withdraw instead of dying. The campaign

asks you to be brave with people you've come to love, not to reset the clock.

  • Terrain that fights with you — forests slow the unready, rivers stop all but

the wave-walkers, and the high ground is worth taking. Every hero moves differently.

  • A painted world — painted battlefields, painted towns, and a painted cast

of dozens, in a warm storybook style with an original soundtrack.

The villain isn't wrong. He's just asking a different question.

Savreth lost everything and decided the kindest thing is for nothing to hurt ever again.

Shattersong is about the other answer — the noisy, imperfect, stubborn one. It's a game

about why the noise is worth it.

A solo-developed labor of love.