Early mockups of the interactive properties, composited from the existing concept art. Direction, not final screens.
An in-game moment on the Failing Marches. The Light meter wanes as you spend magic; the Void bar creeps as you bargain with the dark; your dragon-sigil marks your allegiance.



The world darkens as its Light is spent: the twilight is a resource the player manages, not a backdrop.
The core rulebook, and a character built from the canon: an ancestry, a calling from the six orders, a dragon-sigil, and the two tracks that define every hero, the Light they spend and the Void they risk.

Identity comes from the world: which people you are, which order you answer, and whose dragon you wear.
The title screen in motion, and two of the mobile concepts: a collection game built on the twelve dragon-lines, and a choice-driven story told in the Chronicler's voice.









The ChroniclerEach mobile concept teaches a piece of the world: the pantheon and its sigils, or the Chronicler's frame and the mosaic's choices.