Closed beta · Season 1 · iOS · Android · PC · Mac

Sacred Ascent

A story-driven tactical RPG

Every fight is a puzzle.
None of them are for sale.

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  • ✕Pay-to-win
  • ✕Paywalls
  • ✕Ads
  • ✕Grind & trash fights
  • ✕FOMO

The Sect Oath

We played the other games too.
Here's what we swore off.

Every line below is a rule in our design documents, not a marketing mood. If we break one, hold us to it.

I

“Whoever swiped hardest this month wins.”

Skill wins fights. Wallets don't.

Ranked PvP normalises stats, so a duel is decided by your plan, not your spending. Story fights are always beatable with the heroes the story gives you.

II

“Hit a wall. Pay to climb it.”

No paywalls. Ever.

Every item has a way to earn it through play. The main story never requires a rare or limited hero. Each story fight is designed with at least two realistic solutions.

III

“Watch a 30-second ad for your reward.”

No ads. Not one.

No video ads, no banners, no pop-up “special offers” between fights. And when you lose, the game shows you why. Never a shop.

IV

“Two hundred stages I could beat with my eyes closed.”

No grind. No trash pulls.

Every fight is hand-built and asks for a real decision. Once you've mastered a fight, Sweep clears it instantly. You never replay content to prove what you already proved.

V

“Lost the 50/50. Need six dupes anyway.”

One copy. Full power.

The first copy of a hero is complete. Duplicates turn into currency, not power. Rates and pity are always on screen, and pity carries over between banners.

VI

“Buy now or it's gone forever.”

Nothing limited. Ever.

Every hero and every item stays available permanently. No time-limited banners, no vaults, no waiting for a rerun. Take a holiday; nothing is gone when you come back.

Combat

A battle you can read.
A battle you have to think through.

Three disciples, an 8×6 battlefield, and a hand of techniques. Enemies show their intent. Your job is to find the answer.

Sacred Ascent combat screen: Tarel, Sena and Vesper face a mechanical scorpion on a stone grid. The player chooses which technique card to retain.
Concept mockup · Episode 7, “The Sword Maiden”. Tap the numbers.

Hand-built battlefields

Break a formation. Interrupt a ritual. Hold ground, escort civilians, slip past guards, capture instead of kill. Every fight has a shape of its own.

Techniques, not stat checks

Each disciple carries a personal 20-card deck. Draw three, play one, retain one. Footwork, guards, feints and palms, used at the right moment.

Logic over rock-paper-scissors

Plate, padding and wards layer the way you'd expect. Fire stops regeneration. If it makes sense in the world, it works on the board.

Defeat teaches

Lose, learn, walk back in. For free.

Retries cost nothing. After a loss you get a battle report that explains what went wrong and reveals enemy traits you hadn't discovered yet. Hard, but never unfair.

Battle report Defeat · Round 6

Fire damage taken
46%
Charge hits on Sena
31%
Other
23%

Trait revealed: This enemy regenerates every round, unless it is burning.

Retry costs nothing · Loadout unchanged

Season 1 · A Path of His Own

Born without a spirit.
Refusing to stay small.

In Sacred Valley, strength is inherited through an elemental bond. Tarel of the Ashen Clan was born without one. The clan calls him Unbound. He intends to prove that a mind can outfight a birthright.

  1. Tarel raises an open palm crackling with Aether while the arena champion Varek looms behind him.

    Act I

    The Right to Try

    A humiliating arena defeat. A forest trap. A scar. Tarel learns that traps, scripts and patience can do what raw power can't, and earns the right to keep fighting.

    Episodes 1–3 · Arena Defeat & the First Strike · The Forest Trap · The Soulsmith Foundry

  2. Tarel and Sena lead frightened villagers out through a great gate.

    Act II

    The Price of Recognition

    A rematch with the champion who broke him. Then the Tithe Festival turns to slaughter when an exiled tyrant walks through the gate. Then the sky itself stops moving.

    Episodes 4–5 · The Rematch & the Disruption · The Shattered Sky

  3. Sena and Tarel climb a snowbound mountain path through blowing snow.

    Act III

    A Way Out

    The clan will accept Tarel's work only if it can control it. So he climbs: through the Frostpeak Trails, beside a sword maiden with a debt to settle, toward a tomb guarded by a master in a child's body.

    Episodes 6–8 · The Frostpeak Trails · The Sword Maiden · The Dual Core

Told in fully illustrated, voiced comic panels. Between every fight, not instead of them.

Disciples & Rivals

Faces of Sacred Valley

The Sect Enclave

Every mode is a place.
Every place has a reason.

No floating menus of disconnected events. The story opens each building in the Enclave, and the Enclave itself changes as the story moves on: its light, its weather, its people.

The Sect Enclave hub: a mountain monastery with labelled buildings for each game mode.

From Episode 1

The Path

The main campaign. The portal's light and inscription shift as Tarel's story advances.

Episode 3

Soulsmith Foundry

Master Vanya teaches crafting. Build constructs and gear with your own hands, the way an Unbound would.

Episode 4

Elders' Trials

Hand-set puzzle fights. Some with a fixed team, some with your own roster. One right way of thinking, many ways to find it.

Episode 4

Honor Ring

The arena where Tarel was first beaten. Ranked duels with normalised stats, draft mode and friendly bouts.

Episode 6

Dreadbeast Hunts

Solo hunts against towering beasts with limbs, weak points and phases. Break the claw before it breaks you.

Beyond the valley

Labyrinth Depths

A roguelite expedition with six disciples: three in the fight, three in reserve. Every descent is different.

Sect Hall

Pocket Worlds

Join a sect for weekly co-op raids, visiting masters, and dream tablets that let you study how others won.

Episode 5

Tapestry of Fate

Where new disciples answer the call. Optional, transparent, and never between you and the story.

The Tapestry of Fate summoning screen with visible pity progress, rates button and a note that the featured disciple can also be earned in Episode 7.

Honest summons

Yes, there's a Tapestry.
Here's how it treats you.

  • Every pull is useful. No filler, no dead rolls.
  • Pity is on screen. Rates, progress and the maximum cost to a chosen disciple, shown in real-money terms.
  • Pity carries over between banners. Nothing resets behind your back.
  • Nothing is ever limited. Every disciple stays available forever. No countdowns.
  • First copy = full power. Duplicates become currency.
  • Earnable in the story. Featured disciples can also be recruited through play.
  • Never after a defeat. Losing leads to a retry, not a store.

Closed beta

Take the first step
up the mountain.

Seats are limited and open in waves. Beta testers play Season 1 before anyone else and help us tune every fight.

  • 01
    All of Season 1. Eight illustrated episodes, from the arena to the Ancestor's Tomb.
  • 02
    A voice in the balance. Too hard, too easy, unfair? Your reports change the fights.
  • 03
    Zero spending. Summon currency in the beta is granted, never sold.

Claim your seat

Where will you play? (pick any)
What made you quit your last gacha game? (optional)

Questions

Straight answers

Is Sacred Ascent a gacha game?

It has an optional summoning system, the Tapestry of Fate. It's built to be the opposite of what you're used to: visible pity that carries over, full-power first copies, no required heroes in the story, every item earnable through play, and nothing ever limited or time-gated.

Will it be free to play?

Yes. The whole story and every game mode are playable without paying. There are no ads, no paywalls, and nothing you can buy that decides a ranked duel.

How hard is it?

Hard in the way a good puzzle is hard. Enemies telegraph what they'll do, retries are free, and every defeat comes with a report that tells you why. A small fight takes 3–5 minutes; a boss 8–12.

Which platforms?

iPhone, iPad and Android phones and tablets (landscape), plus Windows and Mac. One game, the same fights everywhere.

When does the beta start?

We open seats in waves as Season 1 gets ready. Sign up and you'll get one email when your seat opens. Nothing else in between unless you ask for it.

Will I miss out if I take a break?

No. There are no limited heroes, limited items or vanishing banners. Everything that is ever added to Sacred Ascent stays available for good.

Do I need to play every day?

No. Fights are built for 3–12 minute sessions, and anything you've already mastered can be cleared instantly with Sweep. The valley waits for you, not the other way around.

The valley is waiting.

Understand a stronger opponent. Build an answer. Win something raw strength never could.

Join the closed beta