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.
Closed beta · Season 1 · iOS · Android · PC · Mac
A story-driven tactical RPG
Every fight is a puzzle.
None of them are for sale.
Free to join. We'll ask you to confirm by email. Unsubscribe any time.
The Sect Oath
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.”
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.”
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 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.”
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.”
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.”
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
Three disciples, an 8×6 battlefield, and a hand of techniques. Enemies show their intent. Your job is to find the answer.
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.
Each disciple carries a personal 20-card deck. Draw three, play one, retain one. Footwork, guards, feints and palms, used at the right moment.
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
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
Trait revealed: This enemy regenerates every round, unless it is burning.
Retry costs nothing · Loadout unchanged
Season 1 · A Path of His Own
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.

Act I
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

Act II
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

Act III
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
The Sect Enclave
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.
From Episode 1
The main campaign. The portal's light and inscription shift as Tarel's story advances.
Episode 3
Master Vanya teaches crafting. Build constructs and gear with your own hands, the way an Unbound would.
Episode 4
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
The arena where Tarel was first beaten. Ranked duels with normalised stats, draft mode and friendly bouts.
Episode 6
Solo hunts against towering beasts with limbs, weak points and phases. Break the claw before it breaks you.
Beyond the valley
A roguelite expedition with six disciples: three in the fight, three in reserve. Every descent is different.
Sect Hall
Join a sect for weekly co-op raids, visiting masters, and dream tablets that let you study how others won.
Episode 5
Where new disciples answer the call. Optional, transparent, and never between you and the story.
Honest summons
Closed beta
Seats are limited and open in waves. Beta testers play Season 1 before anyone else and help us tune every fight.
Questions
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.
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.
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.
iPhone, iPad and Android phones and tablets (landscape), plus Windows and Mac. One game, the same fights everywhere.
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.
No. There are no limited heroes, limited items or vanishing banners. Everything that is ever added to Sacred Ascent stays available for good.
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.
Understand a stronger opponent. Build an answer. Win something raw strength never could.
Join the closed beta