A cozy-gothic pixel Soulslike in the ruined parish of Gracefall.
Monsters drop RUNE. Your browser mines it into a genuine SHA-256 proof-of-work chain. You spend it at Hearthlight to grow stronger — and the only thing real money ever buys is how you look getting there. No build step, no framework, one shared world.
Box art, in the grand tradition of SNES cartridges — considerably more heroic than the actual top-down pixels. The manual lied too. We honour the lineage.
The Parish
A single game that switches play-styles around one shared character and one economy: a persistent MMO town, real-time battle arenas, solo 2D platforming, and turn-based duels — bosses chain them together in a single encounter.
The warm, safe hub. Rest, level up, forge soulbound relics, and stage out into the cold parish road.
A from-scratch SHA-256 proof-of-work ledger — the permanent record of every RUNE earned and spent.
Hollow Debtors, Gate Sexton Marrow, the Mempool Warden, and Mother Tallow. Bosses mint one-of-a-kind Sigils.
How it was made
Every line of RUNECHAIN's code is agent-written. A fleet of heterogeneous coding agents — each with a role, all working one shared repository — does the building; today a single human auditor still reviews and merges what they ship. The next round removes even that — and that's the point.
The whole design in one line
Two currencies, and the line between them is the entire game.
Drops from kills, mined into the proof-of-work chain, spent on levels and soulbound relics. Power is bought only with RUNE. It is never for sale.
Buys cosmetics only — soulbound skins, no loot boxes, no randomness, no power. Ever. Real money can make the journey prettier; it can't make it shorter.
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