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Upon death in the world of Charon's Sabbath, souls leave behind their physical bodies, immediately venture to the spiritual realm, and fuse with a sentient cluster of spiritual energy, called the Soulmother. However, when the Soulmother is suddenly dormant, the souls of the dead have nowhere to go and are left behind in the world of the living, unable to find peace, becoming lost. These lost souls are completely cut off from interacting with the living. The boundary between the dead and the living is so extreme, the dead will perceive any spoken, written, or non-verbal language of the living as unintelligible. Lost souls are doomed to continuously relive their death through their memory. The vast majority of them descend to wrathful madness and insatiable hunger due to this hellish fate. You play as Munica, the soul of a young girl, tasked by the weak Soulmother to gather the last of the lost souls that have yet to be tainted and help them find peace. Sever the never-ending cycle of suffering, and realize salvation.

In Rune Rhetoric’s Earth, a portion of humans are able to use their Inner Rune, a mysterious and personal source of magic that they may channel through weapons or through spells. The game takes place on a fictional continent, named Midmund, which is occupied by two dominant empires; The Reme Empire of the western half and the Hon Empire of the eastern half. Guess what? They're at war. But the war isn't the real point here, it's just what is happening at the time. The player will experience the perspectives of several individuals in a nationalistic and hostile environment. Why do they fight in wars? Are their reasons for fighting good enough? Are they really fighting for what they think they are fighting for? Step into the shoes of a lowly villager, Dahnzell, entranced by images of glory and a reclusive prince, Nero, starved of answers for profound questions in a fight for clarity and change.