Open the codex
✠ MMXXVI ✠
Prologus Capitulum I Capitulum II Capitulum III Capitulum IV Vigilia Colophon
Mortmain Studio Presents

Squalor

Even the bells have learned to mourn.
A medieval extraction game
Join the Vigil
Descend
Capitulum I

The kingdom rots. The fields are done. Those who stayed are those who can bear the cold, the blade, the plague. Take what you can carry home. Leave the rest where it has fallen. One will come, when you are gone — takes your gold. Takes you alone.

Do not breathe upon the door. Do not gather what is poor. Do not count the crows in flight — The third crow takes the light.

— from the Sermons of the Last Bishop
Capitulum II

Four pillars of the dying world

I Steel Does Not Forgive
II Carry It or Lose It
III A World That Bites Back
IV No Magic. No Mercy.
Capitulum · I

Steel Does Not Forgive

A unique combat system in the spirit of medieval battle. Steel rings down a narrow alley, the dead claw out of the dark, and around the corner steps another pilgrim with the same hunger as you. Lock-on, parry, clinch, the finishing blow — here every move decides who walks off with the sack and who stays in the mud.

Capitulum · II

Carry It or Lose It

Make it back with your spoils, or die beneath them. Insure what you can stand to lose. For the rest, go and take it back yourself. The road forgives no debt.

Capitulum · III

A World That Bites Back

Bandits at the roadside. Undead in the crypts. Beasts in the deep wood. Every enemy speaks the same language of war as you — there are no light paths here, only sharper steel.

Capitulum · IV

No Magic. No Mercy.

No fireballs. No second tries. Your skill is your sorcery. Your armour is your prayer. And strength runs out before the sun goes down.

Steel is honest. The man holding it, less so.

— old saying of the road
Capitulum III
— The Road Book —

Who walks the road

Twenty lives before the plague. Choose who you were — it decides how you survive, what you owe, and what you hear in the dark. No gift makes you stronger against another man.

An early design. Gifts and burdens are named in words, not numbers — the numbers will come with the game, and will change more than once.

Where the road stands

Names spoken in the dark

The Last Bishop

Once shepherd of the cathedral. He still preaches — to a flock of bones.

The Iron Confessor

He hears your sins through the visor of his helm. Penance is paid in blood.

The Vermillion Pact

A treaty written in plague-blood. Those who signed it no longer remember why.

— if you would read further, the codex opens for you —

— there are six. and one whose name no longer belongs to him —

By order of the Crown, in the year of the Second MourningHe who walks the night shall not come back. He who opens his door shall feel its lack. He who lets the shepherd through his gate — has set his hand upon his fate. Bury your own. Pray alone. Do not call your neighbour in — he comes not on his own.

— public decree, year of the second mourning
Capitulum IV

Sworn before the forge was lit

No pay-to-win
Every blade is earned. None is bought.
No loot boxes
No paying for chances. You know what you receive.
No NFT. No crypto.
They have no place in steel and dust.
A plain price. No fine print.
You always know what you pay for — before you pay.

Latest from the workshop

The First Vigil — our closed test — will be called from these names.

Hope is a candle in the wind. Bring more than one.

— a heretic, before the pyre
Colophon

Mortmain Studio

Mortmain is a small workshop devoted to games at the edge of medieval imagination. We are interested in what survives when the world doesn't. Squalor is our first dispatch from the dark.

A.D. MMXXVI