A story-driven tactical RPG in the spirit of the 16-bit classics. Raise a found-family army of 60 heroes, recover the lost Words that sang the world into being, and stand against the Hollow Cantor — a grieving priest unsaying the world one note at a time.
Many small voices against one perfect silence.
The world of Aurendal was sung into being. Its magic is language: the Words
of the First Speech don't describe things — they make them. Long ago the great
Words shattered and scattered. Now Savreth, the Hollow Cantor — a grieving former
priest — wields the Unword to unsay the world, one note at a time. And he calls
it mercy.
You are Corin, a teenage banner-bearer. Your answer is not a chosen one or an ancient
blade. It is people — a found-family army gathered one recruit at a time, because a Word
bound into a living soul is a Word the silence can never erase.
A tactical RPG in the lineage of the greats.
- 60 recruitable heroes — knights, harpooners, hedge-witches, a bear-man of the
Riverclaw, and stranger friends still. Everyone has a name, a past, and a reason to fight.
- 28 chapters across 5 acts — a full campaign from a village lane to the Unsung
Hour, with towns to walk, camps to muster in, and secrets off the beaten path.
- Three-tier promotions — every hero grows through three full class tiers with
new looks, new skills, and new answers on the battlefield.
- Bind the lost Words — forge recovered Words into your heroes at the Anvil of
Saying. Every binding is permanent, every binding costs a Tithe, and every choice of
who is a goodbye to everyone else.
- Honest, transparent tactics — a full combat forecast before every attack.
No hidden math. Initiative interleaves by speed, flanks matter, high ground extends
your reach, and walls genuinely block line of sight.
- Retreat, not death — fallen heroes withdraw instead of dying. The campaign
asks you to be brave with people you've come to love, not to reset the clock.
- Terrain that fights with you — forests slow the unready, rivers stop all but
the wave-walkers, and the high ground is worth taking. Every hero moves differently.
- A painted world — painted battlefields, painted towns, and a painted cast
of dozens, in a warm storybook style with an original soundtrack.
The villain isn't wrong. He's just asking a different question.
Savreth lost everything and decided the kindest thing is for nothing to hurt ever again.
Shattersong is about the other answer — the noisy, imperfect, stubborn one. It's a game
about why the noise is worth it.
A solo-developed labor of love.