A gentle haunted adventure
The Moonlit Bells
Climb all ten floors of the manor with Teal, a shapeshifting lady cat, Screechy, her talking bat, and Plum, a small mouse with very large plans. Gather the bell shards, vaporize drifting spirits with the wand, and calm a guardian at every bright door.
Ten floors, soft spirits and forgiving duels. Teal and Screechy remember your name.
Next stepFind the three bell shards.
Staff unpowered
Floor 1 · The Waking Hall
A gentle consequence
Transfurred!
Guardian duel
The Bellkeeper awaits
A little courage and a warm heart can calm even the oldest haunting.
The Bellkeeper raises a silver hand.
Choose an action
The hallway vending machine
A little something to steady your hands
Teal's courage hearts are safe — these treats only top up your duel HP, and the extra stays with you for the rest of the climb.
Duel HP buffs 0 / 10
The manor can rest
A quiet victory
The bells sing softly now. Teal's warm light has made friends of the night.
Patch notes from the manor
The keeper's log
Every change we made to the manor, newest first — plus a few notes we are not ready to explain yet.
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Ghosts loose on the cover
Screechy flutters onto the title art beside Teal and Plum, your own face waits with them, and three drifting spirits now wander the cover. Tap one and it leaves a coin in your pocket for the climb ahead.
Note: the cover ghosts are the only ones that give anything back. They were not always.
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A cat, a bat, a mouse and a much clearer sign
Teal is properly introduced as the shapeshifting cat she is, Plum finally gets a face on the cover, and this log opens so you can read the whole climb's history in one place.
Note: the portrait keeps changing when we look away. Teal blames the paint.
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The Crimson Watcher wakes
Nightmare mode is chosen on the title screen and remembered with your journey. On every floor a red ghost now hunts the party: the wand only pins it, the barrier flings it away for ten seconds, and its touch costs a courage heart.
Note: it never blinks. It counted the floors before we built them.
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The barrier orb hums
A pearl of moonlight hides on every floor. Carry it and a shell of light lasts seventeen seconds, vaporizing any spirit, screaming head or spider that dares to touch you.
Note: it hums a tune nobody wrote. Seventeen seconds is exactly one verse.
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Gothra, the ninja pirate
From the fifth floor up, a very optional and very rude boss waits behind a button of his own. Beat him and he drops a purse far too heavy for one pirate.
Note: he left four hundred and twenty coins and no receipt.
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The vending machine arrives
Warm cocoa, moonlit tonic and a plushie that mends you every round. Coins found on the floor can now be turned into a slightly easier night.
Note: the machine stocks one plushie that was never manufactured.
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Plum the mouse joins
Free a small mouse from a very large spider and she will talk to you for the rest of the climb, with opinions about every floor.
Note: Plum knows the way to floor eleven. There is no floor eleven.
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A wizard behind every bright door
Eight evil wizards now take turns guarding the bright doors. Lantern strikes, harmony bells, prayer and herbal tea are all the courage you get.
Note: eight wizards. Nine names written in the ledger.
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The manor opens its doors
Ten moonlit floors, three bell shards each, a wand that vaporizes drifting spirits, and Teal and Screechy keeping you company in the dark.
Note: the tenth bell has never rung. Someone is still counting.
