
Saintfall
A Requiem for the Living
Hunt fallen saints in an isometric souls-like.
Coming to Steam
The saints fell. Their rule did not.
Seven saints once held the veil between the Old Kingdom and the thing that dreams it. When the Saint of Sight looked through, something looked back. The saints fell, and the kingdom fell with them.
They still rule its ruins. In drowned parishes, burning streets and frozen shrines, the sovereigns carry on the duties that destroyed them.
You are a pilgrim of a surviving order. The torn veil returns you to life, leaving your echoes where you died. Choose your arms, reclaim what you lost, and hunt the saints who once kept the world whole.
Orders of the living
Choose your order. Recover through aggression, hold your ground in steel, or fight with the forbidden rites of the veil.


Sanguine Hunter
Trick weapons and pistol
Stay close and strike back to recover lost health. Change your weapon mid-fight, and interrupt an incoming blow with a well-timed pistol shot.


Gravebound Knight
Heavy arms and buckler
Meet attacks with an iron buckler, then answer with heavy steel. Your greatsword carries through incoming blows, rewarding a deliberate commitment to each strike.


Veil Arcanist
Catalysts and forbidden rites
Keep your distance and shape the fight with forbidden magic. Attune your rites, choose a catalyst, and time your ward to turn aside a blade or bolt.
Seven roads, seven seals
From the Forsaken Cloister, seven roads lead through the remains of the Old Kingdom. Each ends at a fallen saint. Each saint holds a seal.

Seal I
Vesper
the Hollow Saint
Cathedral of the Hollow

Seal II
Mother Elowen
the Penitent Matriarch
Wickmere, the Pyre Ward

Seal III
The Briar Widow
Mother of the Unburied
The Weeping Sepulchre

Seal IV
Mordrath
the Cinder King
The Cinder Wastes

Seal V
Thalass
the Drowned Regent
The Drowned Parish

Seal VI
Auralith
the Pale Wyrm
The Glass Sepulchre

Seal VII
The Unblinking God
That Which Dreams You
The Wound Below
Break their seals. Claim their remnants. Make the power that ruined the kingdom your own.
The hunt
Explore a ruined kingdom from an isometric view. Deliberate combat and winding roads, rendered in the low polygons, painted textures and restless light of the PlayStation era.


A pilgrim before the Last Vigil at dusk, the Veiled Keeper beside the flame and Father Halewyn in his chair among the barrels. A place to return to
Return to the Forsaken Cloister to strengthen your arms, learn new rites and speak with those who still shelter there. Beyond its walls, kindle vigils and open shortcuts for the journey back.


A knight drives his greatsword through a torchbearer beside Wickmere's burning pyre. Commit to the strike
Read the attack. Step clear, time a parry, or risk a heavy blow. Every weapon asks for a different rhythm, and every opening is a choice about how far to push.


A Veil Arcanist raises Sunfall over her staff, lighting a mob of Frostbitten Supplicants amber against the ice of the Glass Sepulchre. Turn their power against them
Trick weapons that change form mid-fight. Hammers carved from headstones. Nineteen rites, from a lance of light to a collapsing star. Forge the remnants of fallen sovereigns into weapons, or learn to wield their magic.
The hunt begins at the Last Vigil.
Coming to Steam