You manage a supernatural prison where binding increasingly powerful entities generates resources for personal growth, balancing the moral weight of exploitation against necessity. The game layers idle progression with deliberate character builds, asking whether your ascension justifies the suffering you perpetuate. Best for players drawn to narrative-driven incremental games that treat their premise seriously rather than ironically.
About this game
You are the keeper of a living prison. Train forbidden paths of power, bind gods and monsters into the earth, and drink the strength that leaks from them as you climb toward your own ascension. A slow, dark idle RPG about a single question: are you a custodian — or a parasite?
Players, last 55 days
Peak 3 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended10 hrs
At a glance, and even as I play it I think. Cool this looks like something interesting and unique. But as I play it, the only progress I seem to be making is more of the same.
The game has worldbuilding built into it but no plot, or sense of progression.
You train your passive skills to basically "Capture" a resource node that lets you prestige after a short while then you start over.
You have a bunch of things you unlock that do nothing but increase speed modifiers basically. Capture rate, etc. It feels like someone used ai to design the game for him instead of a person.
Keepers — a substantial update is now live, shaped in large part by your feedback since launch. Thank you to everyone who took the time to tell me what wasn't landing. Here's what's changed. Your craft now holds the yard. The way captives break free has been reworked from the ground up. Before, a keeper who trained their wards and sealed their captives could still lose them for reasons that were never explained. Now containment is a real, rising currency: the deeper you invest in Mend and Warding, the better you hold your yard — visibly, at every level. Low-tier prey become yours to keep with modest craft; the great apex beings remain a genuine test. And the yard now shows you how well it's held. Every Vein rewards the climb. Levelling now pays. Bulwark steadies your whole yard a little more with every level; Knell makes the Hall of Monuments grow in worth as your mastery of Death deepens. Two Vein capstones that once promised the impossible now deliver real, lasting power true to what they claim. The realm speaks plainly. Milestones now name truly what they grant — no more promises the game couldn't keep. Terminology is consistent throughout, the Lots reveal themselves the moment you claim your first Demesne, and the House of Death capstone shows you exactly what it asks. More is coming — including a deeper look at how specialising into a Vein could shape a keeper's whole path. That one I'm taking slowly, and I'd genuinely like to hear how you play before I build it. As always, tell me what works and what doesn't. Hold the line.
Posts come from Steam's official announcements feed.