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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
The manor holds its breath.
A gentle consequence
Transfurred!
Adjust my new earsGuardian duel
The Bellkeeper awaits
A little courage, a warm heart, and two small friends who refuse to stay out of it.
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.
Play againPatch 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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v2.2Lanterns
Codert brings his own light
The wanderer has a face at last: tall white ears, round blue glasses, a red scarf and a navy coat, with his wand in hand for every duel. The manor has gone properly dark to meet him — sconces now burn along the walls and give real light, and the blue flame at the wand's tip carries a small glow of its own.
Note: the sconces only light the walls you are near. The ones behind you were never installed.
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v2.1Companions
The monsters come out of the walls
Every spirit, screaming head, spider and even Plum is a real model now, turning slowly in the lantern light. The guardians have gathered enough shape to stand in their own arena too, where Screechy dives at them and Plum mends the party between turns.
Note: the guardians were always standing there. We simply stopped drawing over them.
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v2.0Rebuilt
The manor grows a third dimension
Every hall, floorboard and beam is now a real three-dimensional room you walk through, lit only by the lantern you carry. The wallpaper still peels in the same corners, and the spirits still wear their old painted faces.
Note: the west corridor is four inches longer than the house it sits inside.
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v1.9Cover
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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v1.8Title page
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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v1.7Nightmare
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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v1.6Relic
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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v1.5Super boss
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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v1.4Hallway
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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v1.3Companion
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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v1.2Guardians
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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v1.1First night
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.
