
We write a story shaped like a book that becomes a game. Join the fantasy — and help make it with us.
An independent team working where literary fiction meets interactive art. The chiaroscuro of a warm tavern and the whisper of its walls matter more to us than mindless motion.
We begin with the book, where the lore, the history and the fates of the characters are carved. In parallel, you get to feel every piece of that world inside the game.
Living game prose. Every object and every room carries a story of its own. The tale opens through exploration, not through a block of quest text.
A world that grows from its reader. You can take part in writing the book — and so in building a whole world.
Interactive pixels. We are building an open world. In time, you will choose how to walk through this story.
Original dark fantasy · RPG · Game prose
In development · Chapter I — The Wailing Fox
A painted world between myth and memory. Every choice leaves a mark in the journal of conversations, and every room is prose set down with care about a world that forgot how to listen.
Your decisions stand. Characters remember what you did. Your standing with the four Colleges permanently shapes which paths and conversations stay open to you.
Lore as deep as a book. A book comes out alongside the game and tells what no playthrough will show you. Two works, one universe.
No online, no microtransactions. One player, one whole world. No ads, no battle passes, no paid crates.
Ordinheim is written and painted chapter by chapter. We name no dates: a chapter comes out when it is ready. Whoever supports the work can play what is already finished — that is support for the studio, not a pre-order.

Every corner of Ordinheim keeps a story of its own. Press the glowing points in the scene to open a room's memories. Characters answer the moves you make — the speech ribbon carries the lines of Kel and Rela along with their portraits. Everything you find is written into a personal adventure journal, ready to be read again.
The Order held the Wheel of Aspects whole. The Colleges broke it apart — each seized one phase and lost the rest.
Alchemists — Stars on water. Life · To be
Wayfarers — A key in the road. Increase · To spread
Elementalists — Lightning and compasses. Future · To become
The Unseeing — Heather with eyes. Memory · To keep
✦ Five runes are hidden across our site. Find all five, and the grimoire opens — notes on the world, on why we build a book that moves, and a shot at closed beta access.