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Seven Blasphemies is a traditional turn-based roguelike about surviving the final days of a cursed world.

Move one tile at a time. Think one turn at a time. Die, learn, and begin again under the shadow of a doom calendar that does not care whether you are ready.

Each dawn, the world may be struck by a new Blasphemy: a permanent, run-altering curse that stacks with everything that came before it. Visibility may shrink. Healing may weaken. Monsters may grow bolder. The world may become harder, meaner, and less forgiving with every passing day.

When the seventh Blasphemy arrives, the world ends.

You are not racing toward glory.

You are racing against extinction.

A TRADITIONAL ROGUELIKE OF DOOM AND SCARCITY

Seven Blasphemies is built around classic roguelike fundamentals: grid-based movement, turn-based decision-making, procedural danger, permadeath, and lethal consequences.

Every action matters because every turn gives the world a chance to answer. Explore ruined paths, manage scarce resources, choose your fights carefully, and accept that survival is never guaranteed.

This is not a power fantasy. It is a desperate crawl through a dying world where the correct decision may still lead to a terrible outcome.

THE BLASPHEMY SYSTEM

At the heart of Seven Blasphemies is the doom calendar.

Each dawn may trigger a new Blasphemy, permanently changing the rules of the run. These curses are not temporary modifiers. They stack, accumulate, and slowly turn the world against you.

A run can begin with cautious exploration and end in panic as darkness spreads, enemies become more dangerous, and the systems you relied on begin to fail.

The longer you survive, the more the world decays.

CHOOSE YOUR RUIN

Select from among many doomed classes, each built around a distinct style of play.

No class is safe.

Some are simply doomed differently.

MONSTERS THAT FORCE DIFFERENT DECISIONS

Enemies in Seven Blasphemies are designed to be readable, dangerous, and mechanically distinct.

They are not just different health bars. Each monster type creates a different problem: when to engage, when to flee, when to spend a resource, and when to accept that greed has already killed you.

Survival depends on understanding threats before they corner you.

INSPIRED BY OLD-SCHOOL RPG BRUTALITY

Seven Blasphemies draws from the spirit of old-school tabletop RPGs and traditional roguelikes: lethal encounters, emergent problem solving, resource pressure, and a world that does not scale itself around your comfort.

The game is harsh by design, but not careless. Death is part of the structure. Each run teaches you more about the world, its curses, its creatures, and the risks you can afford to take next time.

A BLEAK WORLD IN MINIMALIST PIXEL ART

The visual style uses pixel art and a limited color palette to create a stark, apocalyptic atmosphere while keeping the battlefield readable.

The world is decaying.

The colors are few.

The end is always visible.

KEY FEATURES

Traditional turn-based roguelike gameplay.

Grid-based movement and tactical positioning.

Permadeath and high-stakes decision-making.

A doom calendar that pressures every run.

7 permanent Blasphemies that alter the world.

6 playable classes with distinct playstyles.

Minimalist pixel art with a harsh apocalyptic tone.

OSR-inspired design focused on scarcity, risk, and consequence.

THE SEVENTH BLASPHEMY ENDS ALL

You can fight.

You can scavenge.

You can pray.

You can delay the inevitable.

But the calendar keeps moving.

How far can you crawl before the world finally dies?

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