"Death is not the end of the Chronicle, only a new chapter."
Welcome, traveler, to the world of Aethelgard. In this generational roguelite, you are not just playing a single hero; you are building a lineage. While your first hero may fall, the strength they gather flows into the Ember Amuletβyour key to eventually defeating the Dragon King.
The Path of the Hero
β’Gameplay: This is a fast-paced "active clicker" RPG.
β’The Loop: You click to attack and use skills in rapid-fire turn-based combat.
β’The Grind: Kill enemies to level up, loot gear, and allocate stats to build your perfect hero.
β’The Cycle: This is a generational game. When your hero reaches their limitβwhether through Death or Retirementβthe Ember Amulet absorbs their power. The next hero inherits a portion of that strength, making them stronger than the last. Rinse and repeat.
β’The Goal: Defeat the boss of each zone to climb the mountain, facing bigger and harder threats until you reach the summit to kill the Dragon King.
1. Stats: The Golden Rule
Understanding your attributes is the difference between victory and a swift end. Remember: Strength does not always equal damage.
β’Primary Stat: Every class relies on a specific stat (like Intelligence for Wizards or Dexterity for Rogues) to determine their raw power.
β’Accuracy: To land a hit, you need a balance of your Primary Stat and Dexterity. Even the strongest warrior will fail if they cannot find their mark.
Spending 50 Fury activates your Regen state. Beyond simply restoring health, this state taps into your heroβs lineage to grant unique buffs for four turns based on your highest attributes:
β’Healing: Your recovery scales with your Max HP, your current Generation, and your Magic stat.
β’Parry (DEX): High Dexterity reduces incoming damage by a flat amount while regenerating.
β’Adrenaline (STR): High Strength generates extra Fury every turn during the pulse.
β’Fortitude (DEF): High Defense provides a significant percentage-based reduction to incoming damage.
3. The World State: Omens
Once you reach Level 5, ending a run alters the world itself through Omens. These modifiers change the rules of engagement for your successor.
β’Persistence: Omens remain active until your next hero dies or retires, at which point the world state is rerolled. (but be warned that you must reach level 5 of your run to end the current omen)
3. Progression: Amulet Milestones
The Ember Amulet grows through Milestones (Tiers at Level 5, 10, 20, etc.).
β’The Requirement: Once you reach the milestone in your run, you must retire to seal your milestone bonus permanently. Retirement is the only way to get stronger. Death resets your progress to the latest milestone, so don't die.
β’The Cap: You cannot "farm" the same level either. Once you unlock the bonus for a specific tier (e.g., Level 10), you cannot gain that specific bonus again.
β’The Goal: To grow the Amuletβs power, you must push to reach a higher tier than your ancestors. Retiring at the same level repeatedly provides no further meta-progression.
4. Class Uniqueness
No two heroes fight the same way. Always study your character's unique identity:
β’Skills: Every class scales differently. For example, a Marauder grows stronger as their health drops, while a Drake Sentinel uses their Defense to bolster their attacks.
β’Limits (100 Fury): Your ultimate abilities provide massive shifts in momentum, such as the Wizardβs magic boost or the Dragoonβs temporary invincibility.
β’Passives: These are automatic triggers, like the Rogue gaining Fury from bleeding enemies or the Knight healing every fourth strike.
β‘ Quick Reference
β’ Hit Chance: Rely on a mix of your Primary Stat and Dexterity.
β’ Combo: Keep the pressure on; missing an attack resets your combo.
β’ Regen: Activating this grants Healing, Parry (DEX), and extra Fury (STR).
β’ Milestones: Progress is tied to reaching new level tiers. Don't linger in the past; push higher!
β§
The Vow Unfulfilled
"The Frost Golem has fallen. The Ember Amulet stirs β what lies beyond the ice was never meant to stay buried."
Unlock The Full Chronicle
β
Continue the Journey: Shatter the ice and push forward into the massive second Act. Reach the summit to eventually uncover the dark revelation of Duality.
β
Earn 8 Unique Bloodlines: As you journey deeper, you will have the chance to unlock a roster of completely distinct heroes, each demanding a different playstyle to survive.
β
Endless Glory Awaits: For those who conquer the campaign, the end is only the beginning. Gain access to Infinite Mode, battle Seasonal World Bosses, and immortalize your greatest runs.
β¦Your Progress Carries Over Instantly
The saga is far from over. Will you step beyond the ice?
A Personal Note
"Don't wait for the perfect moment: Find the gaps and build your chronicle."
For a long time, the idea for Oathbound was just something I carried around: a rogue-style game with a lineage system and distinct hero classes. But like many people, I was always held back by two things: a lack of time and the overhead of complex tools.
When I began exploring AI-assisted development, I became curious: how far could these tools actually be pushed? Through experimenting, I found I could build something real (logic, code, and all) entirely from my phone.
What started as a technical experiment became a feasible way to build a world in the "pockets of time" throughout my day. From the core logic to the imagery, this game was built in the small gaps of a busy life.
This project is proof that you don't need all the time in the world to build something you once only dreamed ofβit just takes knowing which tools to use and having the heart to begin.
β Coffee Bean Coder
Settings
Audio Preferences
Cloud Backup
OATHBOUND
CHRONICLE
ACT 0: THE AWAKENING
TRAVELING TO
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CHRONICLE
SETTINGS
Audio Preferences
Cloud Backup
Chronicle Archives
Irreversible Action
ALERT
...
LEVEL UP!
Travel
The Battlefield
SANCTUARY
SANCTUARY - TOWN CRIER
Welcome back!
"There is a structure to your movement, ARCHER. Like a poem written in steel and blood."
MERCHANTS
PROVISIONS
RELICS
ARCHIVES
COMPANIONS
OLD HROLFβS PROVISIONS
Old Hrolf doesn't ask where you've been. He just pushes a salve across the counter and names his price. He's been coughing a little lately β the ash from the mountain, he says, nothing more. "Someone has to keep the fires going until the Hero doesn't need us to anymore."
Supplies
Artifacts
MARRIS'S RELICS
Marris never puts down his torch. He doesn't say what he found in the Silken Pass, and nobody asks anymore. He trades strange objects pulled from the dark for enough coin to keep the light burning. He says the things he finds want to be carried by someone brave enough to use them.
Relics
THE ELDERβS ARCHIVE
The High Elder has been awake for three days. Ancient texts are spread across every surface, weighted down with cold cups of broth he forgot to drink. "The mountain remembers what you've done," he says quietly. "Here is what it asks of you today."
Daily Chronicle
ALDOUS, THE BEAST-WARDEN
"Companions for the dark road ahead. They don't judge, they don't ask questions, and they don't flee when the shadows grow long."