ApotheozePlay Apotheoze

APOTHEOZE

Match three offerings, set them alight, and carry them to the stars.

Offerings rain onto the altar. Match three: they ignite, and everything stacked above them lifts off too. If the flame carries far enough, the whole column leaves the sky. If not, it falls back, and the pile grows. That’s the whole gesture, and it fits under one thumb.

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Gaia, Atlantis, Orpheus, Orion, Mount Othrys, Eleusis — the silhouettes the game draws behind its board.

One finger, three offerings, and the sky

It plays one-handed: slide an offering up or down its column, and the moment three of a colour touch, in a row or a column, the rite ignites. Whatever leaves the screen counts; whatever falls back goes cold, and it takes fresh blood to light it again.

Nothing is explained with an arrow: the opening lesson has you make each gesture before naming the next, and the pause screen repeats the rule of the world you are in.

A row of offerings ignites at the bottom of the board and lifts the four rows stacked above it towards the top of the screen, trailing flame.
The lit row at the bottom is carrying everything above it. If it runs out of thrust before the top, all of it comes back down.

Every world changes the rule

In one, stone creeps across the board; in another, a gaze turns to rock whatever stays still. Elsewhere the ceiling descends, a tide wells up from below, a golden apple counts for five, two rocks close in on the board.

88 worlds across ten strata, from the land of mortals up to Olympus and down to Tartarus. No two play alike, and no two burn the same: each carries its own myth, its own sky, its own music and its own shape of offering.

Mount Etna
Mount Etna
The Mortal World
Atlantis
Atlantis
The Waters
Lerna
Lerna
The Underworld
Chione
Chione
The Aether
Medusa
Medusa
The Reaches
Olympus
Olympus
the summit

What you leave behind

It all lives in The Book: the constellations you engrave by mastering a world, the guardians you fell, the feats, the annals, and the chronicle of your own path.

The constellation of Orion, engraved by mastering its world.

The trials

The Ascent

The guided tour: one voyage per stratum, seven stages each, and the next opens when the last is complete.

The Daily Augury

One world drawn for everyone, the same rainfall for all, and a world ranking that resets each night.

Hermes’ Race

Three minutes on one world, and as many offerings carried to the sky as you can.

The Duel

The world’s guardian plays the same game you do, and whatever your rites carry off rains down on it. Three ranks — or a living opponent.

The Reprieve

Here it is time that kills: a clock that runs down, and only your launches wind it back.

The Twelve Labours

Twelve worlds drawn at random, one after another. One life.

What it does not cost

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