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, and brave the rifts of the Aether Meadows, where colossal familiars and the Titan sleep.



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. Each familiar you bind grows with you, ascends into new forms, and some take a different path depending on where and how you raise it.
Every one drawn as its own portrait with its own element, coat and temperament. No two lines share a silhouette.
Kindred lines branch: a VIXLING becomes one of nine foxes by stone, land, hour and how well it is loved.
Fifteen rift-born Mythics, one per element, and the five Titans of the Deep. Each haunts one patch of grass in the realm.
Challenge the Wardens for their Sigils. Each Sigil opens a new way through the realm: HEW the brambles, ride the TIDE, SMASH the rock.
Rift dens across the lands hold colossal familiars to take on with allies: bring a friend in by room code, and Spellbinders of the realm fill the rest of the line. Five-star dens can hold a Mythic.
Every player walks the same world. See who else is about, what they are doing, and race them for a legend: once bound, it is gone for a day for everyone.
Leave two familiars at the Hearth and come back to an egg. Raise it and see which of its parents it takes after.
The realm keeps your clock. Some familiars only show after dark, some only in rain or storm, and the Aether Meadows can fill with snow.
A LOOK AROUND





THE LEGENDS
Rift-born and drawn to fill the frame. They do not stand on a fixed tile: each haunts one stretch of tall grass somewhere in the realm, and only answers there. 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, or pick a land to see everything that lives in it.