browser RPG · torchlit halls
Walk the lore. Claim the quest.
A tiny playable RPG on the page — explore rooms, talk to lorekeepers, gather sigils, and open the genesis dome. Free demo. Full campaign when seats open. Entertainment only — not a wallet, not an exchange, not financial advice.
Objective: claim three sigils, break the sentinel, reach genesis.
← → ↑ ↓ or WASD · Space or E talks and claims · claim a sigil on your last heart and it knits one wound · F or Pulse breaks wards · Shift or double-tap dashes · at one heart the dash comes back sooner · 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 a spent pulse snaps back · dash a kindling ward for a small purse, 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 and the pulse snaps back · a lit torch draws a nearby ward in and holds it asleep — step into that light and it slips back to its post — 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 a spent dash comes back, or dash across the locked line to cut it and that dash comes back, or keep a pillar on the line · pulse a locked spear to parry for fewer sats — 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 · drag to walk · Esc or P pauses · M mutes · R or tap plays again after a run · progress saves automatically
What you just played
Legend of Satoshi is a short lore RPG loop — wander candlelit halls, meet keepers of the old chain stories, collect orange sigils — one claimed on your last heart knits a wound — 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, drifting wards sleep, kindle with a shove, then flare and only the flare bites. Dashing through a sleeping ward breaks it and snaps a spent pulse back. Dashing through a kindling ward breaks it for a small purse. 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 snaps the pulse back. A lit torch draws a nearby ward in and holds it asleep. Step into that light and it slips back to its post. 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. Pulsing a locked spear parries the thrust for a smaller purse than the opening. 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. A clean sidestep off a spear you were standing in lets the thrust miss, 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. Dashing through a glowing sat pays more than walking over it. 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.
when seats open
$9/mo
Newsletter + full quest access. Demo stays free on the page.
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