VIGIL

No download. No signup.
The lanterns are already lit.

Vigil is a persistent RPG on a world that keeps its own hours. Leave your character working and come back to what the night paid. The wild is where it gets dangerous, and you walk that ground yourself.

Kobold Warrior190/190
You240/240

Strike to begin.

Our actual combat model, no bait and switch here.

The world

131 regions across 3 continents waiting for you to explore.

Emberlands

Home to humans and elves, holding the first line against the ash.

Mirelands

Orc and dwarf ground, wet underfoot and thick with fen incursions.

Cinderreach

Where revenants and trolls keep the long dusk.

Safe

10 safe hubs found across the three continents. Tall walls, a vendor, a forge, a stash and most importantly a bed. No combat inside them, and the work on offer is thicker than anywhere out in the wild.

Day and night. The dark gathers thinner and bites harder. Take the risk and travel during the night for a higher chance of ambush or hold out until day.

Exploration

The map starts dark.

You can see where you are, one hop out, and a rumour of the hop after that. Everything else is fog until you go and look. Push far enough and the atlas fills in behind you. At the end of the season it all closes over again.

Hundreds of contracts sit across that fog, pitched at whatever you can currently survive. They track wherever you happen to be and pay the moment they are done. No turn-in, nobody to walk back to.

Ashford KeepPlains
ContractCinderfield

Hold Cinderfield

Survive 2 night ticks at Cinderfield.

  • 45 XP
  • Ashford Buckler
ContractDuskfen

Fell the spire

Clear the Basalt Spire raid.

  • 200 XP
  • 100 gold
ContractSlag Road

Cull the slag (3)

Defeat 3 foes on Slag Road.

  • 40 XP
  • Ember Brand
ContractCoppervein

Basalt two rooms

Clear 2 rooms in the Basalt Spire raid.

  • 120 XP
  • 60 gold
ContractLanternmere

Charcoal vigil

Survive 2 night ticks at Charcoal Stand.

  • 49 XP
  • 36 gold
ContractEmberhollow

Cinder basket

Gather 5 Cinder.

  • 40 XP
  • 20 gold

Away

You set the stance. You decide when it ends.

Gather, Guard, or Rest while you are away. Travel when you take a road.

Travel

March between regions. Neighbours are short. Longer roads are a crossing.

Gather

Work the wild. Wake to materials, gold, and finds. Ambush can still find you.

Guard

Safe stance. No haul and no ambush. Open combat behind a shield.

Rest

Heal while you wait, hub or wild. Slow regeneration. Potions stay for combat.

Who you are

Six races. Eight classes.

Race is where you wake and the ability that comes with you. Class is the tree you climb and the lane you fight in.

Race

  • HumanKeep-born wardens of the slag roads.Emberlands · Steadfast Will
  • ElfLantern-lit wardens of the still meres.Emberlands · Lanternfade
  • OrcGate-holders of the drowned marches.Mirelands · Blood Gate
  • DwarfColdmire delvers, stone-stubborn.Mirelands · Stoneform
  • RevenantOath-bound dead keeping the dusk piers.Cinderreach · Oathbound
  • TrollLong-armed toll-keepers of the broken reach.Cinderreach · Toll Frenzy

Class

Strength

  • warden classWardenBastion
  • ironhand classIronhandUnbroken
  • dawnward classDawnwardDawnflare

Agility

  • veilwalker classVeilwalkerAssassination
  • scout classScoutVolley

Intellect

  • ashbinder classAshbinderConflagration
  • stormcaller classStormcallerTempest
  • lifeward classLifewardBeacon

Builds and combat

Forty-nine point talent trees.
Strike, Guard, and the seconds in between.

Every class gets one tree, and it runs deeper than a season is long. Points unlock abilities on the fight bar. Every action costs the same beat: hit, brace, or fire what the tree bought. The same fight runs in incursions, dungeons, raids, delves and duels.

Warden tree

18 invested · 16 open

On the bar

  1. StrikeAlways
  2. GuardAlways
  3. Shield BashTalent
  4. InterveneTalent
  5. BastionKeystone
  6. Steadfast WillRace

Six racials

  • Humans open with Steadfast Will: shrug off the next boss hit.
  • Elves open with Lanternfade: slip the retaliate that turn.
  • Orcs open with Blood Gate: hit harder for a few swings.
  • Dwarves open with Stoneform: harden up and take a breath.
  • Revenants open with Oathbound: come back once.
  • Trolls get faster the closer they are to dying.

The climb

Solo, Grouped and the deep.

Incursions teach the fight alone. Dungeons and raids take a group with personal loot and no lockouts. Delve is the solo endgame that only gets steeper the further you push.

Solo

Incursions

One room on the road. You have to be there to open it. Same Strike and Guard you take into everything harder.

Grouped

Dungeons and raids

Twenty dungeons. Five raids. Short pushes and longer ones. Basaltspire, Gritspire, Kilnspire, Reedcrypt, Frostcinder Vault. Loot is personal. Nothing locks you out.

Endgame

Delve

Solo from any safe hub once you are ready. Every floor is steeper. Cash out or push. One life. The floor you reached still stands on its own board.

PvP

Other lanterns on your road.

Nearby lists who stands idle in your area. Read their power and level and make the decision. Attack and win: purse cut and MMR. Lose: hub port, lose gold and MMR down.

Nearby · Basalt Pass

  • scout class
    KettPWR 412
  • stormcaller class
    MiraPWR 398
  • warden class
    RookPWR 455
    Busy

Idle in the wild. Travel and instances keep you off the list.

Result

You bested Kett

MMR15121528+16

Purse cut +42g

Progression

One to ninety-nine, inside one season.

Six slots. Set bonuses stay small on purpose: mixing families is a choice, not a mistake. Best-in-slot never comes off a crafting bench. It drops, or it pays out on a contract.

Ash Robe
Warden Plate
Mire Vest
Fenscale Coat
Ember Cuirass
Emberplate Cuirass
Cinderweave Robe
Reedscale Vest
Ash Robe
Warden Plate
Mire Vest
Fenscale Coat
Ember Cuirass
Emberplate Cuirass
Cinderweave Robe
Reedscale Vest
Ash Robe
Warden Plate
Mire Vest
Fenscale Coat
Ember Cuirass
Emberplate Cuirass
Cinderweave Robe
Reedscale Vest
Ash Robe
Warden Plate
Mire Vest
Fenscale Coat
Ember Cuirass
Emberplate Cuirass
Cinderweave Robe
Reedscale Vest
Keepforged Plate
Bound Ash Robe
Bound Ember Cuirass
Bound Mire Vest
Glassrift Mantle
Riftglass Vestments
Slagveil Cuirass
Crownwatch Plate
Keepforged Plate
Bound Ash Robe
Bound Ember Cuirass
Bound Mire Vest
Glassrift Mantle
Riftglass Vestments
Slagveil Cuirass
Crownwatch Plate
Keepforged Plate
Bound Ash Robe
Bound Ember Cuirass
Bound Mire Vest
Glassrift Mantle
Riftglass Vestments
Slagveil Cuirass
Crownwatch Plate
Keepforged Plate
Bound Ash Robe
Bound Ember Cuirass
Bound Mire Vest
Glassrift Mantle
Riftglass Vestments
Slagveil Cuirass
Crownwatch Plate
Voidcrown Plate
Glassward Cuirass
Basalt Plate
Nightreach Vest
Eclipse Raiment
Deepfen Vest
Ashcrown Raiment
Fenbound Vest
Voidcrown Plate
Glassward Cuirass
Basalt Plate
Nightreach Vest
Eclipse Raiment
Deepfen Vest
Ashcrown Raiment
Fenbound Vest
Voidcrown Plate
Glassward Cuirass
Basalt Plate
Nightreach Vest
Eclipse Raiment
Deepfen Vest
Ashcrown Raiment
Fenbound Vest
Voidcrown Plate
Glassward Cuirass
Basalt Plate
Nightreach Vest
Eclipse Raiment
Deepfen Vest
Ashcrown Raiment
Fenbound Vest
Duskhowl Mantle
Forgecrown Plate
Ironvein Cuirass
Kiln Wight Shroud
Mistveil Wrap
Nightcoil Carapace
High Storm Mantle
Dawnmail Hauberk
Duskhowl Mantle
Forgecrown Plate
Ironvein Cuirass
Kiln Wight Shroud
Mistveil Wrap
Nightcoil Carapace
High Storm Mantle
Dawnmail Hauberk
Duskhowl Mantle
Forgecrown Plate
Ironvein Cuirass
Kiln Wight Shroud
Mistveil Wrap
Nightcoil Carapace
High Storm Mantle
Dawnmail Hauberk
Duskhowl Mantle
Forgecrown Plate
Ironvein Cuirass
Kiln Wight Shroud
Mistveil Wrap
Nightcoil Carapace
High Storm Mantle
Dawnmail Hauberk

The bestiary

Things in the dark.

Everything from a crab on the foreshore to whatever is waiting at the bottom of a delve.

Seasons

Ninety-one days. Then everyone starts again.

Every season is a fresh character on a fresh map. Fog closes, boards reset, talents clear, and the world takes a new theme. Some seasons lean on contracts. Some sharpen the PvP. Some simply hit harder.

A season takes months. You play it in minutes.

Get in, do something that counted, get out. Nothing here needs a night booked three weeks out.

Six boards

PvP

Rated duels.

  1. 1scout classKett
  2. 2stormcaller classMira
  3. 3warden classRook

Quests

Contracts paid out.

  1. 1lifeward classLira
  2. 2ironhand classHolt
  3. 3veilwalker classSable

Exploration

Regions charted.

  1. 1warden classAtlas
  2. 2scout classFen
  3. 3veilwalker classDusk

Gathering

Hauled out of the wild.

  1. 1scout classMoss
  2. 2stormcaller classReed
  3. 3ashbinder classEmber

PvE

Instance clears.

  1. 1warden classAshira
  2. 2ironhand classBrannoc
  3. 3veilwalker classVesper

Delve

Deepest floor reached.

  1. 1ashbinder classNyx
  2. 2lifeward classThorn
  3. 3dawnward classCinder

Finish near the top and you carry a title out of the season. Finish at the very top and you carry one forever.

The showcase

No cutscenes. No trailer. This is the game.

Every character has a public page: gear, stats, talents, recent deeds, and where you stand on every board. It is the link you send people. These are untreated captures from that same world.

See the boards

It’s running right now.

The world will wait. It just will not wait quietly.

Season 1 · Ember Vigil

Ash winds over the keep. The first line holds.

It’s day at Ashford Keep. The world last moved 2 minutes ago.

128
Keeping vigil
17
Online now
94/131
Regions charted
  • 3mAshiracleared the Kilnspire approachCinderfield
  • 8mKettwon a rated duelBasalt Pass
  • 14mNyxreached delve floor 14Ashford Keep
  • 21mMosshauled reed bundles from the fenLanternmere
  • 27mAtlascharted a new road past RedcragRedcrag
  • 36mLiraturned in a raid contractEmberhollow

What we didn’t build.

  • No pay-to-win.
  • No energy timers or stamina bar.
  • No best-in-slot from a crafting bench.

Cosmetics cost under a pound and change nothing but how you look. It does not run offline. Nothing is quietly faking progress while you are on a plane. It needs a connection because it is a real shared world on a real clock.

Questions

Is it free?

Yes. Cosmetics are the only thing that costs money, all under a pound, none of them affecting power.

Do I need an account?

No. Play as a guest and your character saves to this device. Link an email whenever you want it everywhere.

Does it work on my phone?

It was built for phones first. Install it to your home screen and it behaves like any other app.

Will there be an app?

A mobile app and a Steam release are on the way. Same world wherever you open it.

Does it play itself?

Gathering runs while you are away. Fights are the part you walk yourself.

What happens when I stop playing?

Whatever stance you set keeps working while you are gone. Come back for the briefing.

Is it pay-to-win?

No, and there is no board you could buy your way onto.

What happens at season end?

Everything resets. Fresh character, fresh map, fresh boards. Cosmetics and earned titles stay.

Take the vigil.

Free to play. Nothing to install. Same world wherever you open it.