Spellheir
Your wizard walks out of the family Athenaeum at forty. Every node of the web costs a year, and walking home costs your distance in years. There is no timer and no energy meter. There is an age.
Cards and relics found on the road are only carried. They become the family's at the front door and nowhere else. Every step ages you; only what you carry home survives you.
Not on either store yet — the buttons above become links the day there is something behind them. Paid once when they do: no ads, no in-app purchases, no subscription, no account, and nothing that needs a signal.
▶ cat the-rule.md
HOW IT WORKS
The road is priced in years
Home sits at the centre of a radial web. Entering a hollow costs one year; travelling home costs your distance from the centre. A shop is worth a year. The deepest ring is four years' walk back before you count what it took to get out there, and the thing you wanted is at the bottom of it.
Nothing is yours until you carry it home
Gold, cards, relics, herbs, the charts of the roads you walked — all of it is carried, not owned. Die to steel or to your eightieth birthday and every carried thing goes into the ground with you. The stash keeps what earlier generations brought back.
The wizard changes as he ages
One class, three leanings. Vigour in the forties hits two harder with the staff and carries twenty more maximum health; Arcanum in the sixties is the height of the art and cannot take a hit; Twilight in the seventies raises things to fight in its place. The same deck plays differently because the wizard holding it is different.
Three hard roads out of the clock
The Pale Court stops your ageing and poisons the bloodline. A phylactery reforms you at home, ten maximum health lighter and carrying a card you can never play. The Elixir of Life takes ten years off you and adds two to the starting age of every heir who follows. Each one costs somebody.
▶ open the-book.png
A PAGE OF THE BOOK
▶ ls features/
WHAT'S IN IT
- 101 cards across seven schools — ninety-eight you can play and three you would rather not have drawn.
- 40 enemies, ten to a ring, 24 relics and 13 events.
- A web of fifty-two hollows over four rings, seeded and generated, with a warden holding the spokes of each ring and the Astral Warden at the end of the last one.
- 17 painted scenes, ten music loops and nineteen sound effects, all of it inside the download.
- A lineage, not a run. The ledger keeps every wizard who ever left the house: their name, their age at the end, and how far from home they got. Failing is a generation, not a reset.
- Plays offline. No account, no sign-in, no server — the game does not have one to talk to.
- Paid once. No ads, no in-app purchases, no subscription, and no currency to top up.
- Landscape on phones and tablets, because the battlefield is a horizon and the hand is a row laid along the bottom edge.
▶ ON THE RECORD
IT COLLECTS NOTHING
Spellheir has no account, no analytics, no crash reporter, no advertising and no in-app purchase, and no code in it makes a network request. The Android release build requests no device permission at all — not even INTERNET — and the iOS build declares no usage descriptions, so there is nothing for the game to ask you for. Your save is one file in the app's own storage; deleting the app deletes it. The full text, including the two things it would be dishonest to leave out, is on the privacy page.