An Apocryphal Action-RPG

GRIGORI

Watchers. Archons. The Flood that hasn't happened yet.

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The Pitch

Diablo's combat. Enoch's mythology.
A cyberpunk skin on a Gnostic skeleton.

Old Names, New Chrome

Apocryphal angels and Archons rebuilt as corrupted code and salvaged tech — magic that reads as cyberpunk without abandoning its source.

A Clock You Can't See

The Demiurge is preparing the Flood — not punishment, but a system reset. Only one Archon knows it's coming. The player is racing it.

Choice Without a Tutorial Prompt

A Love ↔ Hate meter reshapes abilities, perks, and the ending — not a dialogue wheel, a living stat baked into combat.

Cosmology

Four tiers, one falling system

THE DEMIURGE
A corrupted dead-god OS, still running a broken simulation. Not malicious — failing, and patching the only way it knows how.
THE SEVEN ARCHONS
Planetary rulers, each certain their control is mercy. Ignorance, not malice — the defining trait of every boss in this game.
THE WATCHERS
The original fallen — Semjaza, Azazel, named lieutenants. Gave humanity the tech it wasn't ready for. Now mythic-tier superbosses, exiled.
👻
THE NEPHILIM
Watcher-human hybrids. In death their spirits don't vanish — they roam, becoming a wholly different kind of threat.
The Stakes

Every myth says the Flood already happened.
This is the one timeline where it hasn't — yet.

🏙

Earth, frozen at its final hour

Antediluvian Atlantis, intact but failing — paradise the instant before judgment, propped up by one Archon's desperate devotion.

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Six rulers, fighting blind

Only Yesodel and the Demiurge know the reset is coming. The other six Archons wage a war that won't matter once the clock runs out.

A reset disguised as judgment

The Flood isn't wrath. It's the Architect purging "corrupted" data — augmented humanity, Watcher-tech, the Nephilim — to restore a clean system.

The World

Seven planets. Seven rulers. Seven kinds of denial.

Each Archon governs a sphere the way Gnostic cosmology always intended — the soul has to pass through every one on its way back to something true. Click a planet.

Earth

Yesodel — Foundation

Antediluvian Atlantis — paradise lost, intact but failing. Yesodel holds up a doomed civilization through sheer denial-as-devotion, the only Archon who knows what's actually coming.

TrashLamplighters (denial-coded thralls), Gilded Watchmen (patrol constructs), Garden-Bloom Crawlers (feral flora-tech swarm)
NephilimThe Drowned-That-Weren't — armored giants fused with load-bearing tech. Spirit phase lies to your HUD with false readouts and phantom safe-paths.
ElitesBrazier-Keepers (fire elementals tied to landmarks), Echo-Choir (clustered noble holograms that buff each other while grouped)
Tap or hover each planet to read its Archon
The Edges of the System

What you find when you go too far out

Pluto — Exile

The demoted planet

Crystalline, geometric, lit only by the oldest Watcher-fire — a visual language used nowhere else in the game. No civilians. No propaganda. Sparse, elite, duel-paced encounters against the original Watchers, frost-locked and still chained.

SEMJAZA · AZAZEL · NAMED LIEUTENANTS
Mythic superbosses — rarer and harder than any Archon.
Bestiary: frost-locked lesser Watchers, still half-bound in chains — slow, telegraphed, devastating, fought as duels rather than swarms. Ancient Nephilim-giants preserved whole, pre-Flood, pre-spirit-form — found nowhere else.
Uranus — The Throne

The final encounter

No lived-in zone — just the Architect's failing core. Three phases: hordes and channel-bar objectives, a direct boss fight in a collapsing arena, then a void-space confrontation with a corrupted mirror of yourself, one per player.

DESTROY OR TRANSCEND
The ending splits on which way your Conviction leans.
01

Containment

Best-of enemy hordes pulled from across all seven zones while the party splits attention between fighting and two channel-bar objectives — hack a console, destroy a power source. Yesodel fights alongside you here, the only Archon who knows what's really at stake. No fail-state short of a full wipe.

02

Confrontation

The Demiurge becomes directly fightable — slow, colossal, heavily telegraphed. The arena itself is failing throughout: collapsing floors and unstable platforms layer environmental hazard on top of pattern-recognition combat.

03

The Mirror

The environment shifts entirely to a stripped-down void. Each player faces a corrupted copy of themselves — same class, same kit, flavored by whichever Conviction they aren't leaning toward. Winning here is the real climax: gnosis, not damage output.

Itemization

Gear sets the budget. Augments write the build.

Weapon plus four armor pieces for base stats. Two to three standalone Augment slots, independent of armor, for the build-defining layer. Universal drop pools — anything can drop anywhere, since Watcher-tech salvage doesn't respect planetary borders.

SCAVENGED
Crude battlefield salvage, barely functional, jury-rigged. Common drop — one small stat bonus or a minor flat effect.
REFINED
Cleaned up and stabilized by a competent tech-runner. Uncommon — two stats, or one stat plus a minor passive.
PURE
Recovered in near-original condition, barely touched by entropy or human bastardization. Rare — two to three stats plus a real build-defining passive.
WATCHER-FORGED
Original, untouched Watcher tech — not human-made at all, just found. Build-defining unique effects; often the thing an entire build is built around.
Heroes

Four classes. Four stolen technologies.

Humans wielding salvaged Watcher-tech — gear sets the stat budget, augments express the build.

THE WROUGHT

Melee Bruiser
Tech
Mars flesh-forge augmentation
Primary Stat
Might
Resource
Heat — builds in combat, decays when idle
Class Abilities
Graft Surge, Overpressure, Graft Lock, Cauterize
Weapon Kits
Heavy Gauntlets (fast Heat-cycling) · Greatblade (slow burst, execute-focused)
🎯

THE CIPHER

Ranged Trickster
Tech
Mercury signal-tech
Primary Stat
Precision
Resource
Focus — builds while stationary
Class Abilities
Static Cloak, False Signal, Overcharge, Signal Jam
Weapon Kits
Pistols (mobile, hybrid Focus gen) · Rifles (stationary, sniper payoff)

THE HOLLOW

Caster / Debuffer
Tech
Venus sedative biotech
Primary Stat
Affliction
Resource
Toxin — starts full, depletes with use
Class Abilities
Bloom, Miasma, Wilt, Numbing Veil
Weapon Kits
Injectors (single-target stacking) · Biotech Staves (AoE zone control)
🛡

THE WARDEN

Summoner / Support
Tech
Earth Foundation-tech
Primary Stat
Resonance
Resource
Construct Pool — summons ARE the resource
Class Abilities
Deploy Pylon, Cannibalize, Reinforce, Foundation Pulse
Weapon Kits
Construct Staves (swarm, frequent) · Barrier Rigs (fortress, patient)

Stat sheet, shared across all four: Vigor (health), Flux (resource regen/efficiency), and Conviction — the stat that scales every Love/Hate perk below, no matter which class is running it.

Signature Mechanic

Dying doesn't end the fight. It changes it.

👻

Spirit Form

On death, you don't respawn — you drop to a translucent spirit state, the same visual register as the astral hub above each planet. Weapon abilities go dark. Only your four class abilities remain, backed by a brief invulnerability window.

01

Fall

A killing blow drops you to spirit form instead of ending the encounter.

02

The Window

A countdown begins. Land a kill using only your class kit before it runs out.

03

Return

Succeed, and you reincarnate — full weapon kit restored. Fail, and it's a true death.

Thematic tie-in: death briefly returns you toward the Pleroma-adjacent state your hub already exists in.

The Hub

An astral ship, just outside the Architect's reach

Not a physical vessel — a vantage point that exists spiritually above whichever planet you're operating on, partially outside the Kenoma's control. That's why no Archon can simply reach up and take it from you.

Between runs, you're in spirit form here too — the same translucent state combat death drops you into. Vendor, stash, loadout, and augment socketing all happen from a vantage point the false world can't quite touch.

Signature Mechanic

One meter. Every class plays it differently.

Conviction is shared across all four classes — but Love and Hate reshape the same signature ability in opposite directions.

Class
Hate
Love
The Wrought

Bonus effects scale the higher Heat climbs

Overpressure shields allies instead of nuking

The Cipher

Decoy explodes violently when destroyed

Decoy redirects damage away from allies

The Hollow

Wilt's burst chains to nearby enemies on kill

Numbing Veil cleanses and protects an ally

The Warden

Foundation Pulse becomes a pure damage nuke

Foundation Pulse becomes a party-wide shield

Tell Us What You Think

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Want updates as this builds?

No spam, just progress — new zones, builds, whenever there's something worth showing.

GRIGORI

The Flood is coming. It just hasn't arrived yet.

COSMOLOGY · SEVEN ARCHONS · FOUR HEROES · A WORLD WORTH SALVAGING