Flagship

Geis of Anam

An action RPG about oaths, obligation, and the cost of power. This is where we pressure-test systems, production, and taste before we stand behind co-development work.

Status: In development

How it changes the game

Clear, grounded, and directly tied to player experience.

Dual realm gameplay

Two overlapping realities. Shift between physical and soul to reveal paths, enemies, and truths that cannot exist in one world alone.

Reactive world

Actions in one realm alter the other. The world responds to what you reveal, disturb, or restore.

Readable combat

Timing, positioning, and weapon identity remain clear even as encounters evolve across realms.

Core systems

The systems that define how the game plays.

Combat system

Combat across realities

Enemies exist differently across realms. Positioning and timing shift depending on where you fight.

Oath system

Oaths shape outcomes

Commitments are binding. Choices alter risk, encounters, and how the world responds.

Traversal / world

Explore a fractured land

Regions reflect what was lost, suppressed, or corrupted. Each area introduces new rules.

Puzzle system

Puzzle design

Solve across two states of reality. Reveal hidden structures, trigger resonance, and complete actions that cannot exist in a single world.

Premise

Sacred groves, fractured clans, and old oaths that still bind, even when the world moves on.

Setting

Anam is an island realm of storms, megaliths, and clans touched by powers they no longer fully control.

Player fantasy

Lead through impossible bargains: protect what matters, pay the cost in systems as much as story.

You are

Player fantasy and identity: what you carry into every bargain and blade.

  • A soldier bound by oath
  • Operating under a false truth
  • Forced to decide what to preserve or break