ARCANE FAMILIARS

ARCANEFAMILIARS

VERDANT GRIMOIRE

An original Game Boy-style familiar-bonding RPG. You are an apprentice Spellbinder: bind the wild familiars of the realm with charms, earn the Sigils of the Sanctum Wardens, brave the rifts of the Aether Meadows, and follow the story through the rift into the Umbral Realm and, beyond the Eclipse Court, into the Astral Realm where it is always day.

COMING TO THE APP STORE AND GOOGLE PLAYPLAY ON PC NOW
Walking the Verdant Forest
A wild Pyredragon emerges in battle
The isles at noon
1,162FAMILIARS
556FAMILY LINES
15ELEMENTS
150LANDS
3REALMS
PCWINDOWS & MAC
80SPELLS
20MYTHICS & TITANS

THE GAME

A tale of bonds, told in four shades and full colour

Every familiar, name, sprite, map, line of dialogue and tune is original. Walk the realm town to town, step into the tall grass, and bind what answers with a charm. Each familiar you bind grows with you, learns spells, and ascends into new forms. Some lines take a different path depending on the stone you use, the land you raise them in, the hour, and how well they are loved.

BIND, DON'T CATCH

Weaken a wild familiar and throw a BIND, RUNE or STAR CHARM. A Star Sigil bearer binds the astral ones easier, and a Dawn Sigil makes luminous familiars bind half again as easily.

FIVE SANCTUMS, FIVE SIGILS

Each Sanctum Warden's Sigil opens the realm a little further: HEW the brambles at Oakridge, ride the TIDE from Volta, SMASH the rock at Emberfall.

A SPELLBINDER WHO GROWS TOO

You level without limit alongside your familiars. Every level is a talent point to spend in the talent tree.

A SHARED REALM

Every player walks the same world. See who is about, what they are doing, a feed of their deeds, and race them for a legend: once bound, it is gone for a day for everyone.

THE JOURNEY

Three acts, three realms

From Willow Town to the Zenith of the Astral Realm, the story climbs through the Verdant Realm, drops into the night of the Umbral Realm, and ends in a world where the sun never sets.

ACT ONE

The Verdant Realm

  • Set out from Willow Town with your first familiar and a rival on the same road.
  • Earn five Sigils from the Sanctum Wardens: Mason of Oakridge, Nova of Volta, Coral of the Tidebreak Isles, Ignis of Emberfall and Yrsa of Frosthold.
  • Climb Sky Pass to the Conclave: four Archons and the Champion stand between you and the title.
  • Bind 25 familiars and the first legend, ASTRALEON, shows itself in the Ashen Reach.
ACT TWO

The Far Realm & the Umbral Realm

  • As Grand Spellbinder the Far Realm opens: the Western Reaches, the Southern Wilds, the Eastern Marches, the Heartlands and the Northern Wastes, 48 more lands.
  • The Ascendants camp at Starfall Crater; their Endless Spire climbs for ever.
  • Step through the rift: twelve umbral lands where it is always night and every wild familiar is a darker, stronger umbral twin.
  • At the bottom, the Bone Cathedral: four Umbral Archons and the Umbral Sovereign. Beat them and you are Sovereign of both realms.
ACT THREE

The Eclipse Court & the Astral Realm

  • Beyond Duskhaven, the Deep: seven Seal Keepers hold the seals of the Eclipse Court.
  • Inside, four Eclipse Judges and the Eclipse fight at level one hundred with six umbral familiars each.
  • Break the Eclipse and the Dawn Gate opens onto the Astral Realm: always day, every wild familiar level one hundred, one in sixteen luminous.
  • The five Titans of the Deep wake, and the Zenith holds the Astral Ascendant.

THE SANCTUM WARDENS

THE REALM

The full world map

Every one of the 150 lands, drawn from its own tiles and laid out as the realm's own chart: the Verdant Realm at the centre, the Far Realm around it, and the Umbral, Deep and Astral realms falling away beneath. Drag to pan, scroll or pinch to zoom, hover a land for its level band, and click it to open its page in the guide.

road between landsferry, door or rifttowncave or delvea legend haunts this land

THE REGIONS

THE FAMILIARS

1,162 familiars, 556 lines, 15 elements

Every familiar is drawn as its own portrait by the Atelier from a body plan read off its name and lore, so an owl is an owl and a kettle ghost is a kettle, and no two lines share a silhouette. Two art styles: the modern full-colour look, or the original four-shade pixel style with the classic font.

ELEMENT MATCHUPS

Find the attacking element down the left and the defending familiar's element across the top. 2 is double damage, ½ is half, 0 is none at all, and a blank square is normal damage. Against a familiar with two elements both count: 2 and 2 make four times the damage, and 2 and ½ cancel out.

Element matchups: attacking element by row, defending element by column
DEFENDER →ATTACKER ↓NORMALFIREWATERFLORAELECTRICICEFIGHTINGPOISONGROUNDFLYINGARCANEBUGROCKSPIRITWYRM
NORMALNormal against Normal: normal damageNormal against Fire: normal damageNormal against Water: normal damageNormal against Flora: normal damageNormal against Electric: normal damageNormal against Ice: normal damageNormal against Fighting: normal damageNormal against Poison: normal damageNormal against Ground: normal damageNormal against Flying: normal damageNormal against Arcane: normal damageNormal against Bug: normal damageNormal against Rock: half damageNormal against Spirit: no damageNormal against Wyrm: normal damage
FIREFire against Normal: normal damageFire against Fire: half damageFire against Water: half damageFire against Flora: double damageFire against Electric: normal damageFire against Ice: double damageFire against Fighting: normal damageFire against Poison: normal damageFire against Ground: normal damageFire against Flying: normal damageFire against Arcane: normal damageFire against Bug: double damageFire against Rock: half damageFire against Spirit: normal damageFire against Wyrm: half damage
WATERWater against Normal: normal damageWater against Fire: double damageWater against Water: half damageWater against Flora: half damageWater against Electric: normal damageWater against Ice: normal damageWater against Fighting: normal damageWater against Poison: normal damageWater against Ground: double damageWater against Flying: normal damageWater against Arcane: normal damageWater against Bug: normal damageWater against Rock: double damageWater against Spirit: normal damageWater against Wyrm: half damage
FLORAFlora against Normal: normal damageFlora against Fire: half damageFlora against Water: double damageFlora against Flora: half damageFlora against Electric: normal damageFlora against Ice: normal damageFlora against Fighting: normal damageFlora against Poison: half damageFlora against Ground: double damageFlora against Flying: half damageFlora against Arcane: normal damageFlora against Bug: half damageFlora against Rock: double damageFlora against Spirit: normal damageFlora against Wyrm: half damage
ELECTRICElectric against Normal: normal damageElectric against Fire: normal damageElectric against Water: double damageElectric against Flora: half damageElectric against Electric: half damageElectric against Ice: normal damageElectric against Fighting: normal damageElectric against Poison: normal damageElectric against Ground: no damageElectric against Flying: double damageElectric against Arcane: normal damageElectric against Bug: normal damageElectric against Rock: normal damageElectric against Spirit: normal damageElectric against Wyrm: half damage
ICEIce against Normal: normal damageIce against Fire: normal damageIce against Water: half damageIce against Flora: double damageIce against Electric: normal damageIce against Ice: half damageIce against Fighting: normal damageIce against Poison: normal damageIce against Ground: double damageIce against Flying: double damageIce against Arcane: normal damageIce against Bug: normal damageIce against Rock: normal damageIce against Spirit: normal damageIce against Wyrm: double damage
FIGHTINGFighting against Normal: double damageFighting against Fire: normal damageFighting against Water: normal damageFighting against Flora: normal damageFighting against Electric: normal damageFighting against Ice: double damageFighting against Fighting: normal damageFighting against Poison: half damageFighting against Ground: normal damageFighting against Flying: half damageFighting against Arcane: half damageFighting against Bug: half damageFighting against Rock: double damageFighting against Spirit: no damageFighting against Wyrm: normal damage
POISONPoison against Normal: normal damagePoison against Fire: normal damagePoison against Water: normal damagePoison against Flora: double damagePoison against Electric: normal damagePoison against Ice: normal damagePoison against Fighting: normal damagePoison against Poison: half damagePoison against Ground: half damagePoison against Flying: normal damagePoison against Arcane: normal damagePoison against Bug: double damagePoison against Rock: half damagePoison against Spirit: half damagePoison against Wyrm: normal damage
GROUNDGround against Normal: normal damageGround against Fire: double damageGround against Water: normal damageGround against Flora: half damageGround against Electric: double damageGround against Ice: normal damageGround against Fighting: normal damageGround against Poison: double damageGround against Ground: normal damageGround against Flying: no damageGround against Arcane: normal damageGround against Bug: half damageGround against Rock: double damageGround against Spirit: normal damageGround against Wyrm: normal damage
FLYINGFlying against Normal: normal damageFlying against Fire: normal damageFlying against Water: normal damageFlying against Flora: double damageFlying against Electric: half damageFlying against Ice: normal damageFlying against Fighting: double damageFlying against Poison: normal damageFlying against Ground: normal damageFlying against Flying: normal damageFlying against Arcane: normal damageFlying against Bug: double damageFlying against Rock: half damageFlying against Spirit: normal damageFlying against Wyrm: normal damage
ARCANEArcane against Normal: normal damageArcane against Fire: normal damageArcane against Water: normal damageArcane against Flora: normal damageArcane against Electric: normal damageArcane against Ice: normal damageArcane against Fighting: double damageArcane against Poison: double damageArcane against Ground: normal damageArcane against Flying: normal damageArcane against Arcane: half damageArcane against Bug: normal damageArcane against Rock: normal damageArcane against Spirit: normal damageArcane against Wyrm: normal damage
BUGBug against Normal: normal damageBug against Fire: half damageBug against Water: normal damageBug against Flora: double damageBug against Electric: normal damageBug against Ice: normal damageBug against Fighting: half damageBug against Poison: double damageBug against Ground: normal damageBug against Flying: half damageBug against Arcane: double damageBug against Bug: normal damageBug against Rock: normal damageBug against Spirit: half damageBug against Wyrm: normal damage
ROCKRock against Normal: normal damageRock against Fire: double damageRock against Water: normal damageRock against Flora: normal damageRock against Electric: normal damageRock against Ice: double damageRock against Fighting: half damageRock against Poison: normal damageRock against Ground: half damageRock against Flying: double damageRock against Arcane: normal damageRock against Bug: double damageRock against Rock: normal damageRock against Spirit: normal damageRock against Wyrm: normal damage
SPIRITSpirit against Normal: no damageSpirit against Fire: normal damageSpirit against Water: normal damageSpirit against Flora: normal damageSpirit against Electric: normal damageSpirit against Ice: normal damageSpirit against Fighting: normal damageSpirit against Poison: normal damageSpirit against Ground: normal damageSpirit against Flying: normal damageSpirit against Arcane: no damageSpirit against Bug: normal damageSpirit against Rock: normal damageSpirit against Spirit: double damageSpirit against Wyrm: normal damage
WYRMWyrm against Normal: normal damageWyrm against Fire: normal damageWyrm against Water: normal damageWyrm against Flora: normal damageWyrm against Electric: normal damageWyrm against Ice: normal damageWyrm against Fighting: normal damageWyrm against Poison: normal damageWyrm against Ground: normal damageWyrm against Flying: normal damageWyrm against Arcane: normal damageWyrm against Bug: normal damageWyrm against Rock: normal damageWyrm against Spirit: normal damageWyrm against Wyrm: double damage

KINDRED LINES: ONE FAMILIAR, MANY PATHS

A few lines do not ascend one way but many. The stone in your bag, the land you level in, the hour, your familiar's strongest stat and how well it is loved each decide what it becomes.

VIXLINGa fox kit of unshaped magic
CUBBLEa cub that grows into its strengths
KITTAILtakes the moon or the sun

A LOOK AROUND

Title screen
THE MEADOW AT DAWN
The Aether Meadows
THE AETHER MEADOWS
Battle
A WILD PYREDRAGON
Grimoire entry
THE GRIMOIRE
Gallery
THE GALLERY

WHAT THERE IS TO DO

Deep enough to lose a season in

RIFTS & RAIDS

Rift dens on 132 lands hold colossal familiars ranked one to six stars. Take them on with allies: bring a friend in by room code and Spellbinders of the realm fill the line. Five-star dens can hold a Mythic; six-star rifts wake a Titan.

SURGE SPELLSRIFT SHARDS
THE HEARTH

Leave two familiars at the Hearth in Volta City and come back to an egg. Raise it and see which parent it takes after, and which temperament it hatches with.

BREEDINGTEMPERAMENTS
LEGENDS ON THE LOOSE

The Mythics and Titans stand on no fixed tile. Each haunts one patch of tall grass, answers about one step in twelve, and once anyone binds or beats it, it is gone from the whole realm for a day.

SHARED TIMERS
THE DEEP DELVE

A mine under Oakridge that goes down stage after stage without end. Every stage is cut fresh, the wild familiars grow two levels a stage, a Delve Warden guards every tenth stair, and checkpoints let a run start from stage 10, 20, 30.

ROGUELIKE
THE ENDLESS SPIRE

Behind a door in Sky Pass the Ascendants' spire climbs floor after floor, its trainers scaling for ever, the deepest floors answered by the Titans themselves.

SCALING
THE WAYFARERS' GUILD

Three contracts a week from the guild in Goldmarch: hunts, delve floors and more, set fresh every week from the calendar.

WEEKLY
675 SPELLS

Every spell has an edge of its own, not only a name: RAM lands harder when it moves first, THUMP when it moves second, CRUSH pierces a raised guard, ZEPHYR never misses, MIND JAB always strikes true, PYRE needs a turn to recover, MIST VEIL brings fog. Familiars learn them as they level, and every family line has a signature spell of its own that no other line learns, its trick set by its name. Three field spells, HEW, TIDE and SMASH, come from scrolls that are never used up. Any other spell can be kept as a memory orb at the Reliquary in Volta City: give up a familiar of level 100 and one of its spells lives on, a single use that grows stronger (+1, +2, up to +10, each 5% more) every time you give that spell up again. Every spell, and who learns it, is in the guide; scrolls and orbs have their own page.

15 ELEMENTS556 SIGNATURESMEMORY ORBSSURGE FORMS
REBIRTH

Levels cap at 150, and that is where the Phoenix Sanctum in Starfall Crater begins: a familiar at the cap can be reborn, back to level 1 with points to place on the stats you choose, a bonus on every stat that grows with each level it climbs again, and a cap ten levels higher than before. Rebirth again from a higher level and the flame gives more. Each one costs more gold, and each one earns a title: REBORN, TWICEBORN, THRICEBORN, ETERNAL. The numbers are in the guide.

POINTS TO PLACERISING CAPTITLES
INBORN STATS

Every familiar is born with five hidden inborn values, 0 to 15 each, that it keeps for life and that set how far each stat can grow. The summary's INBORN page judges them the way a stat judge would: a word for each stat (WEAK to PERFECT), a grade for the whole (D to S), its best and weakest stat, and what its temperament favours. Three inborn values pass from parents to an egg at the Hearth, the BLOODLINE talent raises the floor on wild ones, four-star rifts and above are born perfect, and the Astral lands run high. Luminous familiars are 1 in 512 in the wild, 1 in 128 from an egg, 1 in 16 under Astral light. Every roll, shininess and inborn alike, is made by the game server the moment a familiar appears.

GRADES D TO SBREEDINGLUMINOUS
AUTO WALK

Set an auto battle in the options and every battle opens on it: FIGHT for the strongest spell each turn, WEAKEN to wear a wild familiar down to charm range. Then stand in tall grass and pick AUTO WALK: the Spellbinder paces the patch on their own, meeting and fighting what lives there, sending out the next familiar when one falls. It stops at a white-out, when your best familiar drops below the health you set, when a luminous familiar appears, or at any key. When it stops while you are looking elsewhere, the game taps you on the shoulder: a notification on the phone, a pop-up on the desktop.

FIGHT / WEAKENSTOPS SAFELYNOTIFIES YOU
ON EVERY DEVICE

Your save already follows you between the phone, the PC and the browser. So do the alerts: when a walk ends on one device, every other device signed into the same account hears about it. One you have open answers at once; one sitting closed in a pocket gets a notification. The device you were sitting at is never told twice, and turning ALERTS off in the options silences all of it.

ONE ACCOUNTEVERY SCREEN
ASCENSION & STONES

Most lines ascend by level. Others need a MOONSTONE, SUNSTONE, TIDESTONE or STORMSTONE, and the kindred lines read the land, the hour and your bond.

9-WAY BRANCHES
LUMINOUS & UMBRAL TWINS

A luminous familiar wears its colours turned round the wheel and glitters on the field. An umbral one is the same beast gone cold, stronger and painted in dusk violet.

SHINIES, REIMAGINED
DAY, NIGHT & WEATHER

The realm keeps your clock. Some familiars only show after dark, some only in rain, storm, sun or fog; the Aether Meadows can fill with snow; the Umbral Realm is always night, the Astral Realm always day.

TOWNS THAT GROW

Twelve towns, each with quarters, shops and townsfolk who know the wider realm: a Sanctuary to mend your familiars, a market, the Hearth, the Guild, and the Conclave at the top of the pass.

ONLINE CO-OP

Host a rift and hand a friend the room code; they join from their own copy and fight beside you in a mirrored raid, then run their own loot phase.

ROOM CODES
CLOUD SAVES, NO ADS

Sign in with an email or play as a guest: your save lives in your account and follows you to any device. No ads, no purchases, no analytics, no tracking.

FIREBASE

PLAY ON PC

Download for Windows and Mac

The same game, the same realm, the same account. Sign in on your PC with the email you use on your phone and your save is already there: every familiar, every coin, every Sigil lives on the game server, never on the device. Play with the keyboard, F11 for fullscreen.

InstallRun the installer. Windows shows a Microsoft Defender SmartScreen notice ("unrecognized app") because this early build is not yet code-signed: click More info, then Run anyway. On a Mac, right-click the app and choose Open the first time.
Sign inUse the same email and password as on your phone, or start as a guest and add an email later from the ACCOUNT menu.
PlayArrows or WASD move, Z or Space is A, X or Esc is B, Enter is Start. F11 toggles fullscreen. The game checks for updates when it starts and, on Windows, installs them itself. Version 1.1.1; all releases.

THE LEGENDS

Fifteen Mythics. Five Titans. One patch of grass each.

Rift-born and drawn to fill the frame, one for every element. The five Titans of the Deep are stronger than any other Mythic and only abroad once the Eclipse Court has fallen. The guide marks every haunt.

THE GUIDE

Know which patch of grass spawns which

Every land's tall grass is split into patches, and each grown familiar keeps to one of them. The Familiar Guide reads the game's own map files and shows you, land by land and patch by patch, who lives where, at what level, by day and by night, with the rift dens, fishing spots and legend haunts marked on the map.

arcanefamiliars.anpfamily.com/guide

Search a familiar to see every place it appears and every spell it learns, pick a land to see everything that lives in it, or browse all 80 spells.

OPEN THE GUIDE
Pick a landEach map is drawn with its patches numbered and coloured.
Read the patchEvery familiar in that patch, its level range and its chance by day and by night.
Farm itStand in the numbered patch and walk. The rate per step is on the card.