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Release date TBA·Iron Sanctum·
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A bone. Four clues that don't add up. A mother begging for a miracle you know is fake. What do you sell? You are the relic appraiser of a pilgrim city: examine, judge, and decide what to do with the truth — the saint's glory or the forger's masterwork.

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About Holy Relic Shop Simulator

You are the relic appraiser of a pilgrim city. You examine each holy bone, cross-checking clues that refuse to agree until the lie gives itself away, you pass your verdict… and then you decide what to do with the truth: the saint's glory, or the forger's masterwork. Your shop grows with your name; the Inquisition is watching.

The examination: a story, not an object

A relic doesn't authenticate itself at a glance. You turn it on the table, bring it to the light, weigh what the bone says against the metal, the wood, and the document that arrived with it. Every layer tells its part of the story — and at some point one of them stops fitting the rest. Nobody points at that moment. You find it.

The verdict doesn't close anything — it opens the dilemma

By the time you press the seal, you already know the truth. What you don't know is what you're going to do with it. You can sell honest and earn less. You can report the forger and make enemies who don't forget. You can keep what you know to yourself and charge full price. The city doesn't judge you today. It bills you weeks later, once you've chosen ten more times and can no longer tell which choice caught up with you.

Your shop, your name

Your place changes with you: what a pilgrim sees walking through the door says who you are before you open your mouth. There are no spreadsheets here, no profit graphs — just a shop that looks more and more like the appraiser you're becoming. And someone is taking notes. The Inquisition isn't a monster: it's a man who asks polite questions and writes down the answers.

What you'll do

Examine — turn the piece on the table, cross its layers with your instruments, and find the contradiction nobody will point out for you.
Judge — press the seal. Your verdict is written down, and the world remembers it.
Decide — sell the truth, sell the hope, report the forger, or keep the piece. No option is free.
Grow — your reputation opens doors to pieces, customers and suppliers that wouldn't look at you before.
Survive suspicion — every decision leaves a trace, and traces pile up where you can't see them.

Who this is for

If you loved the moment Return of the Obra Dinn left you alone with the evidence, and the weight Papers, Please put on you every time you stamped a document, this game lives at that crossing — in a medieval merchant you haven't seen portrayed this way.

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