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Current Progress: Demo is officially live! Prologue and Chapter 1 released (25k words including code). Currently working on Chapter 2.
10 years ago, you lost it all.
A single night reduced your life to ash, with only a symbol — a spiral in an open palm — scrawled into the dirt. Your only lead on the ones responsible. You followed every whisper, chased every trail — and they led you to the coral-stone halls of Husuni Palace. Deeper still, they led you to the man behind your downfall — the Grand Vizier.
Now, you're inside. His apprentice. You take minutes in council meetings. You liaise with other council members. You shadow him during the day and debrief with him at night. And all the while, you dig and dig for answers you've spent the last decade chasing.
Nyotani: Walk Along the Stars is a political fantasy IF inspired by the Swahili City-States period and the rich cultures that flourished beside them. Step into the shoes of the Grand Vizier's apprentice — close enough to enjoy a taste of power, but not yet free to seize it for yourself.
Uncover the mystery behind your downfall.
Topple the Grand Vizier — or become his most loyal ally.
Find love with any of 6 romanceable characters.
Align with factions across Nyotani — and watch them support you when the time comes.
Shape the future of the Nyotani Federation — or engineer its destruction.
Get the revenge you believe you deserve — or choose to let it all go.
The stars are always watching. What will they remember of you?
Nyotani: Walk Along the Stars is rated 18+ for descriptions of violence, torture, sexually suggestive content, and psychological and physical body horror.
Features:
Choose from six distinct backgrounds - all with one common thread of loss. Become a downtrodden soldier, a heretical believer, a nameless dockrunner and more.
Define yourself — with 8 different personality traits. Once locked in, these will influence how your apprentice responds to the world — and how the world responds to you.
Define your look — skin tone, hair colour, texture, style, length — as well as height and build.
Play as a man, woman, or non-binary.
Choose your faction — align with any of ten factions across the cities in the Federation, and watch them rise or fall alongside you.
Develop relationships — both romantic and platonic — with a variety of characters.
About the Apprentice:
You were 23 when your life crashed down all around you. You're 33 now —older, wiser — and ready to face your demons.
Romance Options:
The Grand Vizier - Malik Kazim
he/him, early 50s
Suave, mature, with an undercurrent of danger. As the man responsible for your downfall a decade prior, Malik is no easy mark. You work under him, and have made an art out of hiding your hatred. He has a knack for making others want to impress him — an emotion that has not escaped even you. You hate him for it. Appreciate his work ethic. But in the nights where you debrief the day in his office — each of you sharing a cup of steaming tea - you share looks that beckon something more brewing between you.
The Vizier of Trade - Zahra Al-Fazari
she/her, early 30s
Charming, collected, and lovingly shrewd — Zahra is always searching for the best way to turn a situation to her advantage. She's staunchly independent, and her ability to sway anyone to her side — even as she takes more than her share — is offputting at first. In the quiet moments when you work on trade edicts together, when you prove that you are someone she can rely on - she softens. Zahra has lived a life that has only ever rewarded her for being solitary - but perhaps you can teach her that inviting others in isn't so bad.
The Vizier of War - Alimah Akinyi
she/her, mid 40s
Reserved, quiet, and observant — Alimah is the Federation's shield, forged in blood and fire. Behind her honour-bound exterior is a woman who's given up everything in the name of duty — so much so that she doesn't know where duty ends and her life begins. In secret, she mourns — for the soldiers who fell under her command. For the lives she couldn't save. For the life she couldn't live. With you, she allows you to see the grief she won't name. She never lets her guard down… but when she does, you feel it like the long-awaited break of dawn.
The Vizier of the Treasury - Zahir Thamani
he/him, late 30s
Measured, meticulous and composed — Zahir says little, but does a lot. He's nose-deep in his books, and a strong follow-the-money type. Behind his calculating eyes is a man who sacrificed family for principle, and constantly wrestles with himself whether it was worth it. He wears no jewelry, no adornments, and speaks little of his past, if at all. However, what he does notice is you. Remembers how you like your tea. Notices when you're overworked. Provides a listening ear when everything becomes too much. What starts as simple curiosity develops into something deeper - something that makes him question the worth of a life lived entirely alone.
The Vizier of the Seas - Jasiri Mbwana
he/him, early 30s
Light-hearted, charming, and restless — Jasiri is a wildcard whose only loyalty is to the seas that raised him. Born between a noble house and the ocean, he's made a life of slipping between expectations others have held. He moves through life with an open smile and a mischevious wink — but neither of those things can calm the rolling turmoil that exists within. He flirts to disarm, jokes to deflect. But you can catch the shadows in his laughter. The silence in the space between his words. His joy hides the ghosts he runs from. He fears the surrender that comes with letting someone in. With letting you in.
The Vizier of Faith - Nura Saqqafu
she/her, late 30s
Nura Saqqafu moves with grace. Kind and gentle with a strength that supports her actions, she speaks with the voice of the gods and listens with their very same patience. As the first woman to hold her post, she balances the expectations of her people with the nay-sayers of her opponents. Her silver eyes shimmer with quiet rebellion, and her calm hides a rage she is too afraid to name. She prays for the salvation of others, but denies herself that same privilege. She believes love is a sanctuary… and fears she no longer deserves one. It's up to you to convince her she does.
The fate of the Federation is yours to control - how will you mould it?
Being born into a noble family is a blessing to most. For you, it became a sentence.
When false accusations threaten to destroy your family, you're forced into a dangerous decision: enter the royal palace as a concubine to prove your family's loyalty and protect their name. But life behind palace walls is nothing like the noble life you knew. It’s a world ruled by secrets, schemes, and power plays—where trust is rare, and betrayal is everywhere.
As the child of a respected civil official, your fate was supposed to be different. Now, you're caught in the middle of court politics, royal jealousy, and the lingering scandal left behind by your mother. The only way to survive is to play the game and win.
Will you rise through the ranks and gain the Emperor’s favour? Or will you lose yourself in the cruelty of palace life?
Your choices will decide your future, your family's honour, and the legacy you leave behind.
Key Features:
Play as male or female, and shape how the world sees you—from your looks to your personality.
Make choices that matter—every decision affects your future and your family’s fate.
Explore life in the royal palace, filled with secrets, lies, and unexpected allies.
Build or break relationships with other concubines, servants, nobles, and even the Emperor.
Choose who you trust—and who you love—romance the Emperor, a fellow concubine, a sharp maidservant, or a rising military officer.
Balance duty and desire—stay loyal to your family, or chase your own path to power.
Uncover the truth behind your family's downfall and your mother's scandal.
BLOOD AND IRON is a compelling and mature action IF made for an adult audience. This story includes content that some may find disturbing, such as explicit language, mentions of child trafficking, child abuse, sexism, psychological stress, homophobia, intense violence, death, gore, and much more.
Inspired by Batman, John Wick, Ninja Assassin, The Punisher, and The Equalizer.
ABBREVIATION: B&I
THE CITY BURNS.
CORRUPTION AND CHAOS RULE THE STREETS.
TO SURVIVE, YOU MUST FIGHT.
TO FIGHT, YOU MUST SURVIVE.
- - -
Chicago, 1994.
Chicago bleeds quietly these days. Not in the headlines, but in basements, behind unmarked doors, in the flicker of broken streetlamps, no proper badge patrols.
The world didn’t ask if you were ready. It just kept turning and grinding down the soft parts until only the sharp edges remained.
Raised in a hidden facility outside Chicago, you were one of many children. An experiment in obedience, efficiency, and silence. They didn’t call it a home. They called it a program. And you survived it.
Barely.
They stripped your name. Trained your body. Broke your will, up until they didn’t.
You escaped.
The world didn’t know what to do with you.
But he did—the man who saved you, giving you a name, cover, and a second chance dressed up as a normal life.
By day, you blend seamlessly into the crowd, adopting a new name and working a steady job making pizzas. To the citizens of South Chicago, you’re just another face on the street.
But by night, you take on a different role—one that cleans up the shadows left by a broken system: dismantling organ trafficking rings, confronting human traffickers, and bringing to justice those killers shielded by power or wealth.
But this isn’t just an act of heroism on your part.
It’s personal.
You’re digging through the filth of this city, tearing up every buried secret, because somewhere beneath it all lies the truth.
The Facility.
And the man who ran it.
Whitaker.
He’s not on any official record—and the place that you escaped from doesn’t exist on paper.
But you remember the rooms. The drills. The screaming. The numbers burned into your skin like a barcode.
Every body you drop might be connected. Every whisper might lead back to him.
You’re not a hero.
You’re a survivor searching for the ghost of the man who made you—and the trail of blood he left behind.
The closer you get, the more unstable everything becomes—your past, your purpose, his goal.
You can follow orders. Break free. Burn it all down. But one question echoes through every silence:
Who will you become when you finally reach the end?
Play as male, female, or nonbinary.
Define who you are beyond the number—whether you seek connection, crave freedom, or prefer to walk alone.
Be straight, gay, lesbian, bisexual, pansexual, aromantic, or asexual.
Establish your cover identity—first and last name. C-4 doesn’t exist outside the wire.
Explore Chicago in the 90s.
Experience flashbacks of your harrowing and unforgiving childhood at the facility.
Define your body and presence with scars, tattoos and more, including flavour stats that affect immersion and narrative tone.
Choose out of four languages your MC can speak and understand.
Choose your ride and leave your mark in burnt rubber and broken taillights. Whether it’s a snarling muscle car, a rumbling motorcycle, a rugged Jeep, or a heavy-duty pickup, you’ll be behind the wheel.
Experience a world where the way you choose your character's appearance influences how others perceive and interact with you. (Intimidation Meter)
Choose your physical appearance, build and height—whether towering and lithe, or compact and deadly.
Meet six ROs, each with their own storylines, layered personalities, and emotional arcs that evolve with your choices. It’s up to you to decide how the story unfolds: as allies, enemies, or even the possibility of something more.
Get ready for action. This story pulls no punches—literally. You’ll be thrown headfirst into brutal gunfights, savage fistfights, high-speed car chases, and close-quarters takedowns.
Define your personality through detailed flavour choices: are you brutal or merciful, stoic or emotional, cautious or impulsive, friendly or rude?
Navigate the grim underworld of adulthood: surveillance, corruption, organized crime, and the scars of memory.
Shape your legacy in a world that tried to erase your humanity. It's all down to you C-4.
OPERATIVE D-6 (RO)
Age: 24
Gender: Player-selectable (M/F)
Nationality/Ethnicity: Korean-American
Vibe: Ghost of the past. Loyalty carved from trauma. Quiet intensity.
The Operative — the life you left behind, still trying to follow you home.
D-6 is a shadow stitched to your childhood, moving with a precision that speaks louder than words ever could. They don’t flinch, don’t blink, and rarely break eye contact—yet there’s no threat in it. Just memory. Just calculation. The facility shaped them like it shaped you, but where you ran, they stayed. Hardened. Refined. Perfected into something cold and frighteningly still.
They barely speak, but understand everything. Loyal not by choice, but by conditioning—yet something in their gaze suggests the cracks are forming.
Whether D-6 is here to kill you, bring you back or break away with you… even they haven’t decided. But they’ve always been watching. And they never forget.
The Detective — your ideological foil, and mirror of what you could have been with a badge instead of a body count.
Detective Juno Reyes is the type of person to walk like they carry the whole city on their shoulders, and honestly, maybe they do. Every crime scene clings to their coat, every unsolved case etched into the set of their jaw. They believe in justice, not the easy kind, but the kind that scrapes its knuckles bloody. The kind that keeps them up at night because they still think it matters.
Juno doesn’t trust you. Maybe they never will. But they understand you in the way only someone on the other side of the line can.
Where you cut through the rot with a blade, they try to dig it out with a badge. Righteous, relentless, and furious with the system that fails people like you, and maybe even with themselves for not walking away from it.
- - -
NICO/NIA RUSSO (RO)
Age: 22
Gender: Player-selectable (M/F)
Nationality/Ethnicity: Italian-American
Vibe: Snark-as-armour. Trash-mouth tendencies. Hot grease and soft heart.
The Co-worker — the one who has their worst days, yet still shows up.
Russo talks like the world owes them a fistfight and a cigarette break. All bite, all bark, and just enough burn to keep people at arm’s length. They’ve got grease on their apron, a permanent chip on their shoulder, and a mouth that never learned the word “filter.”
You’re not sure they even like working for their uncle—yet they’re here, day after day, constantly grinding out those shifts like it's a special part of their routine.
They're also halfway through a criminal justice degree at a city college they never talk about unless their arguing with the news playing in the background. Claims it’s all bullshit—cops, lawyers, the system. But you’ve caught Russo studying case law in the backroom between breaks and dead periods. Says it’s for the credits, but the way their jaw tightens during certain stories on the news? It’s more than that.
Their not just pissed off. They're paying attention.
- - -
KIERAN/KIERA MYLES (RO)
Age: 27
Gender: Player-selectable (M/F)
Nationality/Ethnicity: Half White, Half Mexican-American
Vibe: Fragrance, coded language, and too many knives hidden in tailored jackets
The Interloper — the one who wasn’t supposed to be on your radar—but is.
Myles moves through rooms like a whispered secret and the scent of money—sharp, intentional, impossible to ignore. Head high, steps measured, eyes always calculating. They speak in layers, smile in puzzles, and dress like they’re late for a gala or an ambush, maybe both. Everything about them feels curated, controlled… until it isn’t.
You don’t know what they want, not really.
One minute it’s intel, the next it’s something softer, more dangerous.
Myles wasn't part of your mission. Not part of your world. But now they’re in it, circling closer, asking questions with too much knowledge behind the eyes. You're not sure if they’re here to ruin you, or to remind you there’s still something left worth ruining.
- - -
ALEX/ALEXI MONROE (RO)
Age: 25
Gender: Player-selectable (M/F)
Nationality/Ethnicity: Scandanavian-American
Vibe: Softness meets suspicion. The light in the hallway. The warmth in the cold
The Neighbor — the one who sees past the walls and doesn’t look away.
Monroe lives in the unit right beside yours and leaves their window open when it rains. They laugh too loudly at sitcom reruns, forget to water their plants, and hum under their breath while waiting for the kettle to boil. On the surface: harmless. Gentle. The kind of softness you’d expect to break easy.
But there’s something behind the smile—something watchful—subtly. Thoughtfully. The way someone does when they’re used to reading what isn’t said.
Monroe doesn't pry. They just linger. Just look a little too long sometimes, like they’re trying to put a puzzle together without knowing what the picture will exactly be.
The Crusader — the one who wants to save the world, even if it means breaking it.
Carter speaks like every word could spark a revolution, and maybe it could, if they weren’t already carrying the weight of too many failed ones. There’s something magnetic in the way they move through a room, controlled chaos, dressed in confidence and defiance. Their voice carries conviction like heat, and they never seem to doubt it. Not publicly, at least.
They believe in something bigger. In justice. In tearing down the structures that rot people from the inside out. It’s not naive, what they preach, it’s dangerous. The kind of hope that gets people killed. The kind that inspires others to follow anyway.
Carter sees what’s broken and doesn't look away. They demand change, even if it has to be carved from ruin. That makes them dangerous. That makes them rare.
And when they look at you, it’s like they see the potential for something more, something bigger than just blood and vengeance. But whether that makes you want to run toward them or burn everything down before they get too close… that’s up to you.
- - -
ELIJAH CREED
Age: 44
Gender: Male
Nationality/Ethnicity: Irish-American
Vibe: Cigars, classical music, a warmth that never fully hides the hollow spots.
The Father — the one who gave you a name, a roof, and a purpose.
Elijah Creed moves through the world like a man carrying both a lifetime of regrets and the weight of unshakable resolve. There’s a quiet authority in his voice, calm, deliberate, the kind that can soothe storms or summon lightning. His days are marked by the scent of cigars and the soft notes of classical music drifting through the rooms of the home you guys used to share.
He’s not just a guardian, he’s the father you never truly had, the one who took you in when the world wanted to erase you. Behind that steady warmth lies a steel core, forged by loss and haunted by the past. Elijah gave you a name, a place to belong, and a reason to fight, but never illusions that the world outside is anything less than brutal.
He is both shelter and shadow, a man who knows the cost of survival—and who will make sure you never pay it alone.
- - -
MS. CLAUDIA BELLAMY
Age: 54
Gender: Female
Nationality/Ethnicity: American (Afro-Puerto Rican)
Vibe: Gold hoops, chipped nail polish, a cigarette always halfway gone. Keeps a revolver in her sewing kit and a bottle of gin under the sink.
The Landlady — the building’s backbone, eyes, and occasional judge, jury, and babysitter.
Ms. Bellamy has lived in the building longer than the cockroaches, and even they know better than to cross her. Her voice rarely rises, but when it does, even the radiators stop rattling. Always in gold hoops and a housecoat with yesterday’s cigarette still smoldering in the ashtray, she moves like someone who’s already seen the worst and didn’t flinch.
She doesn’t run the building. She rules it, half landlady, half neighbourhood matriarch. Rent better be on time, the hallways better stay quiet, and no one better mess with the kid on the second floor unless they want a lecture followed by a left hook.
She calls your new name like it’s your real one, sees through lies like smoke through sunlight, and keeps a .38 tucked behind the cans of beans in her pantry. Whatever history she has, it walks with her, but she’ll never speak of it unless the city starts burning again. And even then, only maybe.
- - -
SALVATORE “SAL” RUSSO
Age: 47
Gender: Male
Nationality/Ethnicity: Italian-American
Vibe: Loud shirt, louder laugh. The kind of man who sings to the tomato sauce and cries at baseball games.
The Pizza King — a local legend with marinara in his veins and a heart too big for this city.
Salvatore Russo isn’t just the owner of the pizza shop—he is the pizza shop. Grease-stained apron, gold chain bouncing with every belly laugh, and a voice that could carry through a riot. He talks with his hands, loves like he’s got something to prove, and swears every pie has a soul.
To the neighborhood, he’s an uncle. To his niece/nephew, he’s a safety net and a headache. And to you? He’s the rare kind of man who doesn’t ask questions he doesn’t want the answers to, so long as you show up, work hard, and don’t scare the regulars.
Somehow, Sal always knows when to push, and when to just slide you a slice and say nothing at all, but could all the smile and laughter be hiding a deeper truth than what's shown on the surface?
- - -
WHEELS
Age: 36
Gender: Male
Nationality/Ethnicity: Polish-American
Vibe: Motor oil and Marlboro smoke. Burnt fingers. Mismatched socks stuffed into combat boots. A man who can hotwire your car with a bottle cap and grudge.
The Arms Dealer — your supplier and the only man in Chicago who listens to Public Enemy while cleaning an M4.
Wheels moves through the city like a ghost with a purpose—fast, sharp, and unpredictable. He’s not just an arms dealer; he’s a craftsman, a collector of weapons with stories carved into their blades. Among his prized possessions are three custom knives, each named after people who shaped his life, two exes who taught him lessons in pain and betrayal, and one for his mother, the only person he never wanted to disappoint.
His sharp gaze misses nothing, always sizing up threats and opportunities with cold precision. Reliable when it counts, Wheels plays the game on his own terms, offering more than just firepower, he’s a lifeline in a city drowning in chaos, but one that carries a warning: trust him carefully, or not at all.
- - -
DR. SILAS CROSS
Age: 55
Gender: Male
Nationality/Ethnicity: Lebanese-American
Vibe: Tailored suits under his lab coat. Surgical gloves and bourbon. The hum of high-end equipment beneath the jazz playing low through recessed speakers.
The Surgeon — not your friend, not your enemy, just the man who keeps you stitched together.
Dr. Cross is not the kind of man you thank.
You show up bleeding, broken, maybe dying, and he fixes you anyway. No questions. No judgment. Just the quiet clink of surgical tools and the faint smell of antiseptic layered beneath expensive cologne. His clinic hides behind the façade of a luxury med spa, but the back rooms tell a different story. Marble floors, climate control, and machines that hum like symphonies, because pain, here, is handled with elegance.
He wears tailored suits under his lab coat, pours bourbon like it’s medicine, and plays Coltrane through speakers you’ll never find. Every stitch comes with an unspoken rule: you don’t ask about him, and he doesn’t ask about you. His price is steep, but he’s the reason a dozen corpses aren’t yours.
He’s not your friend. Not your savior. He’s the man who puts you back together because it’s the only thing he still knows how to do.
- - -
REESE
Age: 12
Gender: Male
Nationality/Ethnicity: African-American
Vibe: Scuffed sneakers. Sharp eyes. A heart still hanging on.
The Kid — street-smart pickpocket and your stubborn follower.
Reese has a grin too big for someone who’s had to survive this much.
He's the kind of kid who moves through the sidewalks like they belong to him, dodging grown-ups, slipping through crowds, and making wallets vanish. Every rip in his hoodie and scrape on his knees has a story attached, most of them ending with him outrunning someone bigger, meaner, or both.
He also follows you around like a stray cat that decided you were home. Doesn’t care how cold you get, how many times you warn him off. You’re a ghost in a city full of monsters, and somehow, he’s decided you’re one of the better ones. Maybe the only one. But that's for you to decide.
He’s not smart enough to know who you truly are. Not very smart at all actually.
But is young enough to believe that there’s still more to you than what meets the eye.
last updated: 25/12/25 (prologue till chapter 2; total of 35k words)
What's under your skin? What sets you apart? ...Is it why you're hunted?
Being hunted isn't for the weak.
You've been on the run for the majority of your life, though it seems to only get more and more frequent as you age. You're a shapeshifter, whose bones, muscles and skin twist and stretch to transform, and it's why you've been looking over your shoulder all this time.
You've had to leave your family behind when you discovered you were a shapeshifter, sent to live with your aunt – but even then you'd lost her, forced to flee when Officers from the Agency of Public Safety and Threat Containment (PSTC) came knocking on your door.
They hunted your kind, and though you weren't sure what they'd do to you once captured, the rumours of holding cells and collars doesn't make you eager to find out. They're who you've been running from all this time, the one who caused no place to be truly safe, and is the reason why you're alone.
That is, till you end up in the town of Arden Grove and meet other shapeshifters like yourself. Do you trust them? Will they stay? Or would you end up alone once again?
Play as female, male, non-binary, transmasc, transfem and more; and gay, straight, bi, aro or ace.
Customise your appearance, pronouns, name, etc.
Befriend, romance or maybe antagonise the characters you meet.
Play as a shapeshifter and choose from 5 animal forms (deer, bear, eagle, wildcat and fox) which will impact your life.
Make decisions as to how to survive in a world where the government is against you.
Victoria Beaumont (she/her)
*not for transmasc or male MCs
Quiet on her feet, you'd never see her coming till she was next to you, signature grin on those painted red lips of hers. You swear those pale green eyes of hers glow in the dark, reminiscent of her animal form, a leopard,'s.
Victoria is 23, with long blonde hair and pale green eyes. You can find her wearing a lot of leopard print funnily enough, and she seems to prefer clothing reminiscent of the 2000s.
Blaine Lastor (she/her; he/him)
Blaine is not a trusting person, not in a world where shapeshifters are hunted down. She/ He has been cautious from the start, watching her/ his words around you, standing in corners and quietly observing.
Blaine is 23, and M!Blaine has a buzz cut while F!Blaine has braids. No matter what gender Blaine is however, she/ he has warm brown eyes. Blaine doesn't really care about clothing, mostly picking whatever is comfortable and available. She/ He wears a lot of compression shirts, though.
Elexis Xu (徐雅莉) (he/they)
Quiet and introverted, you can find Elexis in corners of rooms, watching people quietly and dreaming up his next art piece. He seems friendly enough, taking a curiosity to you, and you've even made him laugh. Still, it feels like he isn't as open as he seems.
Elexis is 22, and has long white hair and brown eyes. His white hair changes from season to season, like his coat as an arctic fox, with new black hair growing from underneath. He likes to wear loose and comfortable clothing, though his favourites are sweaters and baggy pants.
Seraph Windsor (she/her; they/them; he/him)
Seraphina/ Seraph/ Seraphin is the definition of an enigma. Popping next to you mid-gala and leaving you with more questions than answers, their smile and deposition is one of the most memorable things about them. Victoria however, warns you to stay away from them, but the real question is, can you?
Seraph is 24 and has curly brown hair and amber eyes. F!Seraph keeps her hair long, preferring to keep it in a half-up, half-down updo; while both Agender!Seraph and M!Seraph leaves it as it is (left down and short, respectively). Seraph is often wearing some sort of expensive clothing, whether it is a branded one, or made personally by fashion designers themselves, and it reflects their unique tastes.
Brooks Sinclair (he/him)
Shapeshifters and PSTC Officers do not mix... though Brooks seem to be one of the exceptions. You have no choice but to work with him, if only to stay free, and he seems just as reluctant to work with you. Still, can you really trust such a high-ranking Officer?
Brooks is 21 and has tousled brown hair and blue eyes, ones that remind you of the sea. He seems to dress casually out of uniform, and you have to say, his style isn't all that bad.
special route: a poly route between f! or agender!seraph x victoria x mc
moodboards | RO paths
Please head the trigger warnings stated below and in the IF itself. The list is non-exhausive and you are welcome to send an ask for me to add to the list. Player discretion is advised.
As of Prologue and Chapter 1 (or what is written so far),
Cursing
Dead bodies
Violence
Possible body horror
Morally questionable behaviour
*the list will grow as i write
NSFW asks are also tagged with #uos: nsfw so beware!
When your ancestors finally worked up the courage to investigate the wreckage, they discovered things that changed the future forever. The hull of their ship was recognizable as metal, so they scavenged it first. With fire and stone, they fashioned impenetrable armor and blades that never dulled. They made war upon each other for centuries until the Progenitor, a mysterious figure with unclear origins, rose above the petty materialism of their mortal ken and dared to enter the craft of the Xenoi -- the foreigners.
Within, the Nameless Progenitor was given a divine revelation: they must seize and deliver the gifts of the Xenoi to the world through word, deed, or the sword.
The Progenitor founded a holy city within the crater lake formed by the crash site and named it Phorós. From their island capital, the Progenitor's generals and diplomats surveyed every corner of the continent. To those they found most worthy, they shared the divine secrets of Xenoi magic. If a supplicant would only swear fealty to the Progenitor, they would be taken into the Hieron, the holiest of shrines.
When the newly-blessed vassals emerged, they found that they possessed extraordinary abilities (all thanks to the grace of the Nameless Progenitor, of course). Eyes that could see for miles, ears capable of hearing the tiniest whisper, legs that allowed one to leap like a rabbit! All of these and more.
…But the most prized was the gift of prophecy.
YOU are an ORACLE, one of the few recipients of the divine gift of prophecy. When you sleep, you dream of the future. ...As long as there is a future to dream of...
↠ Be non-binary (including custom pronouns), trans, or cis.
↠ Be gay, straight, bisexual, aromantic, or asexual.
↠ Customize your oracle! Choose your physical appearance and personality.
↠ Discover the many secrets of the world of Phorós.
↠ Romance your fellow oracle, a stern priest, or a royal of the imperial family.
↠ Interact with a rich world and cast of dynamic characters as you journey to save your way of life...or destroy it forever.
During your journey in the land of Phorós, you will encounter many unique people...some of whom may be willing to form a deeper connection.
ANTICHARIS | M | ROMANCEABLE: Since you became an oracle, Anticharis has acted as your interpreter. He is a serious man with a genuine passion for his religious duties.
Olive complexion. Shrewd, brown eyes. Tall. Strong jaw with dark, coarse beard.
STERN | PROTECTIVE | RELIABLE
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DAPHNIS | M/F | ROMANCEABLE: You and Daphnis are both oracles in the same shrine.
Big, gray eyes. Straight nose. Tall face framed by delicate black curls.
LOYAL | CURIOUS | OPTIMISTIC
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TYCHON | M/F | ROMANCEABLE: Tychon is royalty -- a member of the imperial family that governs your continent.
Mr. Specter, will this game be as long as These Reluctant Years?
It will be as long as it needs to be, but I can definitively say that it won't be some three million words. It's probably going to be a similar length to my other games (150,000 - 250,000 words).
When will the game come out?
When it's ready. I don't anticipate it taking longer than a year to complete, however.
Why did you represent the characters with animals?
The mosaics fit the aesthetic of the game, and each animal represents qualities about the characters. Dogs are loyal and have boundless energy, peacocks are associated with royalty and elegance, etc.
What genre is this, exactly?
I have no idea. Let me know if you ever figure it out.
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LINKS/INFO
Final news update: May 20th, 2026
Final word count: ~340,000
DEMO HAS BEEN REMOVED BECAUSE GAME HAS BEEN SUBMITTED FOR PUBLICATION.
Link to Choice of Games forum post.
Consider becoming a member of my Patreon for early access to updates, weekly development blogs, art, side stories, and more!
A pirate dating sim filled with magic, adventure, and swashbuckling singles!
The year is 1669 - the place, La Bucca, a bustling pirate port out west in the Atabean. Here, gods rule the land and monsters rule the seas; pirates plunder and reap their riches from the colonists who dare to claim this place for their own, while the native Rahuri people continue their years-long campaign for their freedom from oppression. It is a land of magic, of action, of adventure on the high seas. But here, in the waning days of the year, the island is poised for a celebration. The new year celebration is three days away. And you, a lowly pirate from one of the many crews that call La Bucca home, are determined to get a date. Hey, stranger things have happened!
Hey, remember that game I've been working on? Well, I finally released it! Here it is!
THE EARTH HAS TEETH Chapter 1 and 2 are ready to play!
Chapters 1 and 2 are now playable for everyone!
Lose everything. Piece it back together, if you can.
Welcome to the steppes of Amikya. Good luck surviving the storms.
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Try listening to this song from my writing playlist while you play: You Aren't Welcome Here by Mushroomer
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The Earth Has Teeth Intro Post | Forum Thread | cogdemos link | itch link | Feedback Form
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Content notes
By the nature of the below notes, some story elements will be spoiled. Not all the content notes below apply to the current demo.
Paths through the game can include cruelty and violence to humans and magical animals, including blood, gore, injury, and death; dead bodies; duststorms; floods; dysphoria; earthquakes; landslides and avalanches; recreational alcohol and drug use; starvation; ritual skin-cutting; trauma responses; wildfires; various other environmental hazards and disasters.
Some paths will contain optional sexually explicit scenes. These can be played through in detail, or played as fade-to-black.