







Games Like The Spirit of Twelve
An illustrated narrative adventure-RPG of card-and-dice battles, told in cutaway dioramas. Walk a hidden ward from a borderland farm to a fallen capital, wake the Twelve, then descend the Endless Trial: a roguelike gauntlet fought under living skies.
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Match strength key:80+65+50+<50The Spirit of Twelve
SteamAbout The Spirit of Twelve
Fifteen years ago, a thief reached into the world's first wound and pried loose what a king had died to seal.
The crack has been widening ever since. A wizard hid the only ward that could close it, a child, Lily, in a quiet village at the kingdom's edge, and told no one, least of all her, what she was. The hunters have just found her.
The Spirit of Twelve is an illustrated narrative adventure-RPG: a journey of choices and dice from a borderland farm to the throne room beneath a fallen capital, and the grief-mad thing that waits there, reaching not for a crown, but for someone it could not keep.
A world in cutaway

Every place in the story is one illustrated diorama: a slice of the kingdom lifted out and set down in a painted sky, two walls taken away so you can see inside. Ink line, flat colour, one light. Fifty-one scenes across four regions, from the throne room of the prologue to the ring of twelve stones the story ends on, and every one of them alive: dust in the window light, smoke from the chimneys, moths at the night lamps, rain ringing the puddles.
Card-and-dice combat, in the open

Turn-based fights in the old-school tabletop register. Roll a d20 against your Might, Grace or Wits, and watch it tumble across the ground between you: every hit, crit and miss on the table, no hidden maths. Strikes, guards and invocations are cards, each with its own picture of the action. Win a fight, choose a new card, and shape each hero's hand your way. Four arenas drawn in day, dusk and night, and a finale fought inside the ring of stones itself.
Wake the Twelve

Twelve powers sleep in the vessel: Stone and Flame, Tide and Dawn, Wrath and Mercy, and others with older names. Fight by fight you rouse them into world-turning invocations, each with its own card and its own signature on the field, and the long war tilts a little your way.
A branching road

Choose your path across an illustrated travel chart: story beats, optional elites, campsites and lore stones, and let your choices shape the road and the people on it. Spare a man, or do not. The story remembers.
Ten champions, ten ways to win

Field the ward and the five who walk the road with her, each a playable battler with a class deck all its own:
And in the Endless Trial, four more of the road's own take the stones, free with the Champions of the Road update:
The Endless Trial: a roguelike descent under living skies

When the tale is told, the Trial opens. A self-contained roguelike mode built on the same open d20 and card combat: choose a champion and descend a branching gauntlet of fights, elites, traders and campfires that never ends, only deepens. Forge your deck as you go, hoard run-changing relics, and see how far you can push before the dark takes you back.
A tale worth reading twice
The story is carried by a narrator in a storybook voice, and the whole novel lives inside the game. Open the Chronicle from the title screen and read it, cover to cover, whenever you like.

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