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.



THE GAME
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.
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.
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.
You level without limit alongside your familiars. Every level is a talent point to spend in the talent tree.
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
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.
THE REALM
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.
THE FAMILIARS
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.
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.
| DEFENDER →ATTACKER ↓ | NORMAL | FIRE | WATER | FLORA | ELECTRIC | ICE | FIGHTING | POISON | GROUND | FLYING | ARCANE | BUG | ROCK | SPIRIT | WYRM |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NORMAL | Normal against Normal: normal damage | Normal against Fire: normal damage | Normal against Water: normal damage | Normal against Flora: normal damage | Normal against Electric: normal damage | Normal against Ice: normal damage | Normal against Fighting: normal damage | Normal against Poison: normal damage | Normal against Ground: normal damage | Normal against Flying: normal damage | Normal against Arcane: normal damage | Normal against Bug: normal damage | Normal against Rock: half damage½ | Normal against Spirit: no damage0 | Normal against Wyrm: normal damage |
| FIRE | Fire against Normal: normal damage | Fire against Fire: half damage½ | Fire against Water: half damage½ | Fire against Flora: double damage2 | Fire against Electric: normal damage | Fire against Ice: double damage2 | Fire against Fighting: normal damage | Fire against Poison: normal damage | Fire against Ground: normal damage | Fire against Flying: normal damage | Fire against Arcane: normal damage | Fire against Bug: double damage2 | Fire against Rock: half damage½ | Fire against Spirit: normal damage | Fire against Wyrm: half damage½ |
| WATER | Water against Normal: normal damage | Water against Fire: double damage2 | Water against Water: half damage½ | Water against Flora: half damage½ | Water against Electric: normal damage | Water against Ice: normal damage | Water against Fighting: normal damage | Water against Poison: normal damage | Water against Ground: double damage2 | Water against Flying: normal damage | Water against Arcane: normal damage | Water against Bug: normal damage | Water against Rock: double damage2 | Water against Spirit: normal damage | Water against Wyrm: half damage½ |
| FLORA | Flora against Normal: normal damage | Flora against Fire: half damage½ | Flora against Water: double damage2 | Flora against Flora: half damage½ | Flora against Electric: normal damage | Flora against Ice: normal damage | Flora against Fighting: normal damage | Flora against Poison: half damage½ | Flora against Ground: double damage2 | Flora against Flying: half damage½ | Flora against Arcane: normal damage | Flora against Bug: half damage½ | Flora against Rock: double damage2 | Flora against Spirit: normal damage | Flora against Wyrm: half damage½ |
| ELECTRIC | Electric against Normal: normal damage | Electric against Fire: normal damage | Electric against Water: double damage2 | Electric against Flora: half damage½ | Electric against Electric: half damage½ | Electric against Ice: normal damage | Electric against Fighting: normal damage | Electric against Poison: normal damage | Electric against Ground: no damage0 | Electric against Flying: double damage2 | Electric against Arcane: normal damage | Electric against Bug: normal damage | Electric against Rock: normal damage | Electric against Spirit: normal damage | Electric against Wyrm: half damage½ |
| ICE | Ice against Normal: normal damage | Ice against Fire: normal damage | Ice against Water: half damage½ | Ice against Flora: double damage2 | Ice against Electric: normal damage | Ice against Ice: half damage½ | Ice against Fighting: normal damage | Ice against Poison: normal damage | Ice against Ground: double damage2 | Ice against Flying: double damage2 | Ice against Arcane: normal damage | Ice against Bug: normal damage | Ice against Rock: normal damage | Ice against Spirit: normal damage | Ice against Wyrm: double damage2 |
| FIGHTING | Fighting against Normal: double damage2 | Fighting against Fire: normal damage | Fighting against Water: normal damage | Fighting against Flora: normal damage | Fighting against Electric: normal damage | Fighting against Ice: double damage2 | Fighting against Fighting: normal damage | Fighting against Poison: half damage½ | Fighting against Ground: normal damage | Fighting against Flying: half damage½ | Fighting against Arcane: half damage½ | Fighting against Bug: half damage½ | Fighting against Rock: double damage2 | Fighting against Spirit: no damage0 | Fighting against Wyrm: normal damage |
| POISON | Poison against Normal: normal damage | Poison against Fire: normal damage | Poison against Water: normal damage | Poison against Flora: double damage2 | Poison against Electric: normal damage | Poison against Ice: normal damage | Poison against Fighting: normal damage | Poison against Poison: half damage½ | Poison against Ground: half damage½ | Poison against Flying: normal damage | Poison against Arcane: normal damage | Poison against Bug: double damage2 | Poison against Rock: half damage½ | Poison against Spirit: half damage½ | Poison against Wyrm: normal damage |
| GROUND | Ground against Normal: normal damage | Ground against Fire: double damage2 | Ground against Water: normal damage | Ground against Flora: half damage½ | Ground against Electric: double damage2 | Ground against Ice: normal damage | Ground against Fighting: normal damage | Ground against Poison: double damage2 | Ground against Ground: normal damage | Ground against Flying: no damage0 | Ground against Arcane: normal damage | Ground against Bug: half damage½ | Ground against Rock: double damage2 | Ground against Spirit: normal damage | Ground against Wyrm: normal damage |
| FLYING | Flying against Normal: normal damage | Flying against Fire: normal damage | Flying against Water: normal damage | Flying against Flora: double damage2 | Flying against Electric: half damage½ | Flying against Ice: normal damage | Flying against Fighting: double damage2 | Flying against Poison: normal damage | Flying against Ground: normal damage | Flying against Flying: normal damage | Flying against Arcane: normal damage | Flying against Bug: double damage2 | Flying against Rock: half damage½ | Flying against Spirit: normal damage | Flying against Wyrm: normal damage |
| ARCANE | Arcane against Normal: normal damage | Arcane against Fire: normal damage | Arcane against Water: normal damage | Arcane against Flora: normal damage | Arcane against Electric: normal damage | Arcane against Ice: normal damage | Arcane against Fighting: double damage2 | Arcane against Poison: double damage2 | Arcane against Ground: normal damage | Arcane against Flying: normal damage | Arcane against Arcane: half damage½ | Arcane against Bug: normal damage | Arcane against Rock: normal damage | Arcane against Spirit: normal damage | Arcane against Wyrm: normal damage |
| BUG | Bug against Normal: normal damage | Bug against Fire: half damage½ | Bug against Water: normal damage | Bug against Flora: double damage2 | Bug against Electric: normal damage | Bug against Ice: normal damage | Bug against Fighting: half damage½ | Bug against Poison: double damage2 | Bug against Ground: normal damage | Bug against Flying: half damage½ | Bug against Arcane: double damage2 | Bug against Bug: normal damage | Bug against Rock: normal damage | Bug against Spirit: half damage½ | Bug against Wyrm: normal damage |
| ROCK | Rock against Normal: normal damage | Rock against Fire: double damage2 | Rock against Water: normal damage | Rock against Flora: normal damage | Rock against Electric: normal damage | Rock against Ice: double damage2 | Rock against Fighting: half damage½ | Rock against Poison: normal damage | Rock against Ground: half damage½ | Rock against Flying: double damage2 | Rock against Arcane: normal damage | Rock against Bug: double damage2 | Rock against Rock: normal damage | Rock against Spirit: normal damage | Rock against Wyrm: normal damage |
| SPIRIT | Spirit against Normal: no damage0 | Spirit against Fire: normal damage | Spirit against Water: normal damage | Spirit against Flora: normal damage | Spirit against Electric: normal damage | Spirit against Ice: normal damage | Spirit against Fighting: normal damage | Spirit against Poison: normal damage | Spirit against Ground: normal damage | Spirit against Flying: normal damage | Spirit against Arcane: no damage0 | Spirit against Bug: normal damage | Spirit against Rock: normal damage | Spirit against Spirit: double damage2 | Spirit against Wyrm: normal damage |
| WYRM | Wyrm against Normal: normal damage | Wyrm against Fire: normal damage | Wyrm against Water: normal damage | Wyrm against Flora: normal damage | Wyrm against Electric: normal damage | Wyrm against Ice: normal damage | Wyrm against Fighting: normal damage | Wyrm against Poison: normal damage | Wyrm against Ground: normal damage | Wyrm against Flying: normal damage | Wyrm against Arcane: normal damage | Wyrm against Bug: normal damage | Wyrm against Rock: normal damage | Wyrm against Spirit: normal damage | Wyrm against Wyrm: double damage2 |
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.





WHAT THERE IS TO DO
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 SHARDSLeave 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.
BREEDINGTEMPERAMENTSThe 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 TIMERSA 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.
ROGUELIKEBehind 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.
SCALINGThree contracts a week from the guild in Goldmarch: hunts, delve floors and more, set fresh every week from the calendar.
WEEKLYEvery 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 FORMSLevels 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 CAPTITLESEvery 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 SBREEDINGLUMINOUSSet 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 YOUYour 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 SCREENMost 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 BRANCHESA 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, REIMAGINEDThe 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.
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.
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 CODESSign 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.
FIREBASEPLAY ON PC
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.
THE LEGENDS
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
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.
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.