browser RPG · Trial Hall

Walk the hall. Lock on. Slash.

A tiny playable slice on the page — Hashora faces a Ledger Shade in a single Trial Hall. Move, lock on, slash, and block. Free demo. Full campaign when seats open. Entertainment only — not a wallet, not an exchange, not financial advice.

Health 3/3 Blessed — Attuned — Sigils 0 Sats 0 Streak — Room Gate Quest 0/3 Boss — Best 0

Objective: enter the Trial Hall — lock on, slash the Ledger Shade, survive. Raise the block on the red tell — a shield already up does not reel them.

Trial Hall: ← → ↑ ↓ or WASD move · Z or L lock-on · J, X, or Space slash · hold K, C, or Shift block · raise the block on the red tell and the shade reels — a shield already up does not — slash then and the bite is heavier · Esc/P pause · R replay · Classic halls: Space or E talks and claims · claim a sigil on your last heart and it knits one wound — claiming one also leaves swift feet for a few seconds · F or Pulse breaks wards · Shift or double-tap dashes · standing still brings a spent dash back sooner · at one heart the dash comes back sooner, and so does the pulse · a wounded shrine mends and leaves a short blessing; full health gets the longer dash · wards sleep, kindle with a shove, then flare — only the flare bites · dash a sleeping ward and it scatters a few sats — a spent pulse snaps back — pulse a sleeping ward and it scatters less, and the pulse does not snap back · dash a kindling ward for a small purse — standing in the shove scatters less and leaves it alive — or a flaring ward for more · stand in the flare and the bite pays more than that dash, if you live · pulse a flaring ward for less · pulse a kindling ward for a few sats and the pulse snaps back — a dash pays more · a lit torch draws a nearby ward in and holds it asleep — step into that light and it slips back to its post — lighting a torch feeds a spent pulse at once — stand in that glow and a spent pulse returns sooner · sentries mark a spear line, then thrust — step off a spear you were standing in and it scatters a few sats — a spent dash comes back, or dash across the locked line to cut it and that dash comes back, or dash through a sentry before the spear line locks for a few sats, or dash through the sentry while it thrusts to slip the bite and take the opening — that dash stays spent, or keep a pillar on the line and it scatters a few sats · a pulse that falls just short of a sentry comes back a little — pulse before the spear line locks and it scatters a few sats — step out of reach before that lock and the sentry lifts its spear — dashing out brings that dash back, and a locked cut pays and brings it back sooner — pulse a locked spear to parry for more — pulse the spear once it is moving for more than that parry, and less than dashing through it — a pressed spear parries for more · pulse the opening for more, or dash through the open sentry for the same sats · leave the opening and the next spear comes sooner and bites harder — step off that spear and the opening pays more · dash through a burning spark for sats — a lit torch eats a spark, and its flame stops a spear or a lunge that crosses it · walking into one in the dark burns · dash through a lunging sentinel to slip it — it reels, and a pulse hits harder · three slips and it scoffs · dash through a glowing sat and it pays more than walking, and that dash comes back sooner — picking one up feeds a spent pulse and warms a spent dash — a dash feeds the pulse harder and brings the dash back sooner — the last sat in a room pays a little more — a sat streak of x3, x5, or x8 pays a little more · drag to walk · Esc or P pauses · M mutes · R or tap plays again after a run · progress saves automatically

What you just played

The Trial Hall is a short lock-on combat slice — Hashora walks a single room, locks onto a Ledger Shade, strafes, slashes, and blocks. Raise the block on the red tell and the shade reels. A shield already up does not. Slash in that opening and the bite is heavier. Classic halls remain available from the secondary button: wander candlelit halls, meet keepers of the old chain stories, collect orange sigils — one claimed on your last heart knits a wound, and any claim leaves swift feet for a few seconds — and break the vault sentinel to reach the genesis dome. Dashing through a lunging sentinel slips the charge. It reels, and a pulse hits harder. Three slips and it scoffs. Stone pillars break a sentry's path and stop a spear that crosses them for a few sats, drifting wards sleep, kindle with a shove, then flare and only the flare bites. Dashing through a sleeping ward breaks it for a few sats and snaps a spent pulse back. Pulsing a sleeping ward breaks it for less, and the pulse does not snap back. Dashing through a kindling ward breaks it for a small purse. Standing in the kindling shove scatters fewer sats and leaves the ward alive. Dashing through a flaring ward pays more. Standing in the flare lets it bite and break for a larger purse, if you live. Pulsing a flare pays less. Pulsing a kindling ward scatters a few sats and snaps the pulse back. A dash pays more. A lit torch draws a nearby ward in and holds it asleep. Step into that light and it slips back to its post. Lighting a torch feeds a spent pulse at once. Stand in that glow and a spent pulse returns sooner. Dashing through a burning spark snuffs it for sats. A lit torch eats a spark, and its flame stops a spear or a lunge that crosses it. Walking into a spark in the dark still burns. A pulse that falls just short of a sentry comes back a little. Pulsing before the spear line locks scatters a few sats. Stepping out of reach before that lock lifts the spear and pays nothing. Dashing out of reach brings that dash back; cutting the locked line pays and brings it back sooner. Pulsing a locked spear parries the thrust for a smaller purse than the opening. Pulsing the spear once it is moving pays more than that parry, and less than dashing through it. Parrying a pressed spear pays more, and stepping off still pays most. Dashing across the locked spear line cuts the thrust, leaves the sentry open, and brings the dash back. Dashing through a sentry before the spear line locks scatters a few sats and leaves it standing. Dashing through the sentry while the spear is already moving slips the bite and takes the opening, but that dash stays spent. A clean sidestep off a spear you were standing in lets the thrust miss, scatters a few sats, opens the sentry, and brings a spent dash back. Dash through that opening for sats and the pulse stays ready, or pulse it instead. Leave the opening and the next spear comes sooner and bites harder. Step off that spear and the opening pays more. The archive shrine mends one wound and leaves swift feet for a few seconds, or blesses full health with a longer dash. At one heart the dash comes back sooner, and so does the pulse. Standing still brings a spent dash back sooner. Dashing through a glowing sat pays more than walking over it, and that dash comes back sooner. Either pickup feeds a spent pulse. Walking one also warms a spent dash. A dash feeds the pulse harder and brings the dash back sooner. The last sat in a room pays a little more. A sat streak of x3, x5, or x8 pays a little more. A corner map fills in as you walk. Progress saves automatically, so you can resume your quest later. The demo is free on this page. The list covers the fuller quest when seats open.

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