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A semi-idle auto-battler drawn from Sumerian myth: bind ancient souls and hold a strip torn from the laws of the gods. Lugal, Gula and Erra fight on their own, even while you are away. You choose the line, the relics and the moment to step in.

The sacred rules that hold the world together are called the Me. In a serpent's attack a piece broke off from them, fell between the worlds, and became a thin strip: the Docked Realm. Time flows slowly here, and heroes do not age.

The gods could not take the broken piece back, so they bound ancient souls to it. To push back the chaos and mend the Me, they are now yours to command.

Your souls fight on their own

Battles play out by themselves, wave after wave, stage after stage. What you decide is the shape of the fight:

  • The Line. Three souls stand in a crescent: Front, Middle and Back. Who stands where is your call.

  • A god's book. Worship a god at the Shrine and bind three spells from their book to three keys. More spells are found on the creatures of the strip.

  • The moment. Step in when it matters. Time a dodge right and it lands perfect.

The first three

  • Lugal, Tank / Frontline. The king of Uruk stands at the very front and, like a wall, does not fall back.

  • Gula, Healer / Buffer. She gathered the first tears Anu shed upon the earth. They became the first medicine, and she still closes wounds with them.

  • Erra, Melee Burst / Leech. He once scorched the soil of Ki. His fury never cooled; every blow makes him stronger.

Each soul has its own Path tree with forks, skills to remember and rank up with Me Tablets, and relics only it can wear. The Path can be reset for gold.

Relics, the Kiln and the Cube

Relics drop in five rarities, Common through Legendary, each with its own rolled marks. Loot dresses an empty slot by itself; the rest waits in the hoard.

  • The Kiln takes clay and gold, and returns one random relic.

  • The Cube takes nine relics of one rarity and tries to forge one of the next. The tax is paid even when it refuses.

Names on clay

Chaos seeps in through the broken rules. Clay Soldiers march, Clay Slingers keep to the far strip, Reed Wights rise from the marsh, the Uridimmu hunt, and Me-Wisps forget names on purpose.

As your souls defeat the same creature again and again, its name and its weak point appear on a clay tablet. A beast you have mastered takes more damage.

Mend the Me

The Me shards you gather fill a long rod. Each time it fills, the rules settle a little further into place, and six seals of restoration along the way each leave a lasting gift. Echoes, companions bound with gold, add their strength to the line. Vows pay for small tasks, and harder difficulties bring rarer relics.

While you are away

The strip brushes against the places where people leave their computers on. Close the game and the souls keep walking; when you come back, the gold, experience and relics they gathered are waiting for you.

Four acts

Act I, The Fallen Strip, is open and playable: clay walks here, and the reeds do not stay dead.

Act II, The Abzu Shore, is coming soon. On its shore, Kur opens.

Further down the strip, two more acts stand sealed in the game and cannot be played. In the Anzu Aerie roams Anzu, its chain snapped. At the bottom of the Torn Me, the echo of Tiamat stirs.

At the edge of forgetting, the war never ends.