The night before they make you a knight, you kneel until dawn and a flame looks at you.
VIGIL is a branching narrative RPG about what an oath is worth in a kingdom that is running out of everything except war. You are a landless sword โ a lord's spare son, a hedge knight blooded in the mud, a smith's child who climbed, or a hostage raised in an enemy's hall โ and over twelve chapters you will ride, fight, kneel, bargain, and break, and the story will keep the receipts.
Every choice is kept. Over 800,000 words across 1,300+ events: the length of eight novels, no two playthroughs alike. Roughly four real choices at every turn, and the game remembers: the medal you kept or sold, the boy at the snare, the door you stood in front of. Consequences surface chapters later, in the voice of someone you'd forgotten you owed.
Fall, don't reload
There is no death-reload loop. Lose a fight and the
Falls & Scars system marks you โ wounds that ache in later chapters, scars written into your record, a shield that can only be dented so many times. Your knight's body is a ledger, and the war writes in it.
Three oaths, held or broken
Honor. Allegiance. Faith. Not alignment bars โ living judgments that gate what you can say, who trusts you, and which of the endings will have you. Stats burn as votive candles, lit one costly choice at a time.
A world in stained glass: Illustrated throughout in luminous cathedral glass and illuminated-manuscript art, with a full medieval soundtrack keyed to every chapter and battle. Read it like a book that fights back.
800,000+ words ยท 12 chapters ยท 1,300+ branching events
Four origins with distinct routes, contacts, and openings
Falls & Scars โ consequence, not game over
Honor / Allegiance / Faith oath system with named reputation bands [] Bonds with companions who remember โ and can be lost
Stained-glass event art and a full original-feel medieval soundtrack.
From the solo developer of Ludus: A Gladiator Story