◄ Iron Pixel Games

Gravesong

Six adventurers, a city frozen shut, and something singing under it
Complete — v1.0 Windows 64-bit Free 23 MB download First-person party crawler Turn-based combat 13 blessings No install — unzip & play

▶ Play in your browser on ipgplay.com

Vashtor Grael, a white-bearded sorcerer in a crown of ice and a black mantle, stands in the torchlit Winter Court while the party chooses orders
Snow begins to fall inside the hall. The man on the throne has been expecting you for two winters.

The Game

Ambermarch has been sealed under an endless winter for two years. The sorcerer Vashtor Grael locked the gate and then went down into the drains beneath the city, and the singing that comes up through the grates at night is not the wind. Fifteen adventurers went after him. The guild still has their colours, folded, on a shelf.

You enrol six more.

The shape those games had in 1985, drawn the way they are now One picture window, a party roster along the bottom, and a step at a time through a city and the dark under it — the same rules and the same screens. But the window is a real 3D world now: textured brick and marble and frozen timber, a torch that flickers and falls off into fog, moonlight on the snow, and a camera that glides from square to square.
A city you walk down, door by door Ambermarch is a walled lattice of streets. Six doors are trades that still open — the guild, the outfitter, the temple, the tavern, the university, the spell well. The other twenty are houses and dead businesses you can walk into and turn over. Some of them still have something worth taking. Some have something in them that came up out of the drains.
Thirteen blessings, and none of them a bad roll Nothing is rolled. A blessing arrives with its own numbers, every blessing's numbers add up to exactly the same total, and everybody gets the same six points to place on top. Your race is the only thing that tips the scales — so you can build the character you actually wanted instead of re-rolling for twenty minutes.
Ten schools of magic Fire, Ice, Sorcery, Healing, Summoning, Song, Axe Arts, Prayer, Zeal — and Archmagery, which is never chosen, only reached. A caster who holds the five great schools at fourth-level spells can be named archmage at the university, and the tenth school opens.
Things that come when called A summoner can throw a bear through the door to maul one rank and leave again, or call a wolf, a bear or a stone hound to walk with the party for hundreds of paces — swinging every round, drawing blows meant for your front rank, and staying until the calling or its hit points run out.
Songs that last down a corridor A musician spends instrument charges instead of spell points, and five of their songs are marching tunes counted in paces rather than rounds: wounds closing as you walk, the road kept quiet, your light stopped from burning down, a watch kept, the map drawing itself.
Saltmere, and the fleet in the ice A harbour town that froze with the whole fleet still in it. Walk the quay with the ships standing in the ice beside you, take the pier out to the flagship, and go down through four floors of frozen hulls — the deck, the holds, the cabin — past drowned crews and what has been living in the bilge, to the Admiral at the bottom.
Harrowgate, and the keep at the end of it A garrison town at the foot of a castle, with one street from the gate straight up to the keep. Climb Wintercourt Keep — the gatehouse, the frozen barracks, the long gallery — to the Winter Court, where Vashtor Grael has been waiting on his throne. Kill him and the winter breaks. The country is still there afterwards.
Sixty-four squares of frozen country Once the drains are dealt with, the east gate opens on open land under snow: lakes gone to ice, rivers, a mire, forests of conifer and bare winter trees, and mountains walling it in. What you are walking on decides how often something finds you.
Loot that belongs to what dropped it Vermin mostly carry nothing. Humanoids were carrying gear of their tier. The dead have silver and grave goods on them. The Spire's glass things carry glass. Bosses sit on a hoard, and trinkets exist purely to be carried back and sold.
Painted, every one of them Forty-two monsters, each with its own painted portrait, standing in the torchlight of the place you meet them. Every shop and house you walk into is a painted room. One hand-written C++ program with no engine and no asset packs, and every sound is still two oscillators and a noise source synthesized at startup — including eleven tunes for the musician.

The Blessings

Pick one at the guild. The archmage is the only one you cannot start as.

Warrior — every weapon, every armour Axeman — only axes, and the arts that go with one Paladin — cannot be frightened; prays Crusader — burns the dead twice as hard Rogue Hunter Monk Musician — songs, and marching tunes Fire Mage Ice Mage Sorcerer Healer Summoner Archmage — reached, never chosen

Screenshots

Download

Gravesong 1.0 is the whole story — Ambermarch and its drains, the open country, Dunhollow and the Glass Spire, Saltmere and the Ice Fleet, and Harrowgate and Wintercourt Keep with Vashtor Grael at the end of it. It can be finished. A swamp village and five wilderness dungeons are still to come, as additions to the country you can keep walking after the end.

No download needed to try it: play Gravesong in your browser on ipgplay.com, our games site. Or take the Windows version with you:

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How to play

  1. Download the zip above and unzip the whole folder anywhere. Keep Gravesong.exe and the assets folder together.
  2. Double-click Gravesong.exe. Nothing is installed; to uninstall, delete the folder.
  3. If Windows SmartScreen appears (normal for a small unsigned game): click More info → Run anyway.
  4. You start inside the Adventurers' Guild, and the clerk will not let a company of nobody out. Enrol six characters. Buy a torch. Find the grate in the plaza.
  5. Save at the guild. “Record the party in the books” is the only thing that writes a save; Continue on the title screen picks it back up.
Arrows / WASDforward, back, turn left, turn right
Enter / Spacewalk into what is ahead; take stairs you are standing on
C or Escthe party menu — look, cast, use, marching order, rest
Mthe automap, as far as you have walked it
1–4in a fight, pick that enemy group outright
F11 / F10 / F9window · whole-number scaling · sound

Light burns down by the pace. Armour class descends — lower is better. Down is not dead: at zero hit points a character is bleeding out and nothing targets them again, but they die if the party is wiped. The streets are safe. The buildings are not.