Left for Mead

Co-op survival horror · 1 to 4 players

The castle tavern has run dry. The only mead left is in the village below, and the village belongs to the Briar Warden now.

Read the dev blogPlay on itch.io: coming soon

Background: AI-generated concept art for Segment 1, not in-game footage.

Four regulars of the castle tavern. Each brings three skills and an ultimate. Each will pick up whatever weapon and armour they can find.

The Guard

A tired old soldier with a buckler strapped to his arm and opinions about regulations. Shield Bash, Shield Wall, Rally. Ultimate: Last Stand.

The Hunter

Quiet, watchful and very good at making things stay where she put them. Snare traps, throwing knives, Mark Prey. Ultimate: Volley.

The Brawler

Very large, very Glaswegian, and the reason the tavern needed new doors. Shoulder Charge, Ground Slam, War Cry. Ultimate: Berserker Surge.

The Tavernkeeper

She has run the bar for thirty years and thrown out worse than this. Bottle Toss, Cask Spill, Field Remedy. Ultimate: Round on Me!

The Briar Warden

An ancient druid who has taken the village and everyone in it. His thralls shamble through the fields, his thorns choke the roads, and somewhere among the scarecrows one of them is not a scarecrow.

Concept art: the Briar Warden's shrine in the cursed village.

How it plays

Status as of 14 November 2026. Built means merged and passing its tests, not finished or balanced.

Built

Mead, risk and reward

Drinking mead makes you hit harder. It also makes you louder, and louder draws a crowd.

Built

The Ruckus meter

Every brawl, smashed barrel and drunken shout fills the Ruckus. Let it boil over and the village answers.

Built

Hidden classes

Your weapon picks your class, and your armour decides how well you fit it. A Hunter in plate swinging a sword is allowed. It is just not wise.

Built

Checkpoints

Wipe, and the party restarts at the last checkpoint. Fallen heroes come back on a quarter of their health.

Built

Difficulty by drink order

The harder the setting, the drunker it sounds.

In progress

The pressure director

A director watches how the party is doing and decides when the village pushes back. In the spirit of the jam's theme, you'll be able to see its hand.

In progress

Bots

Empty seats are filled by bots that stay close, fight and pick you up. They play like teammates, not like machines.

Planned

Pings

Point at a weapon, a cask or a threat, and your hero calls it out in their own words.

Planned

Online co-op

Solo with bots first. Listen-server co-op for up to four players comes once solo is solid.

From the castle tavern, down a winding hill road, past a farm full of scarecrows, through the woods and on to the first safe camp. Three routes, never straight and never flat, the way roads were before anyone planned them.

Concept art: the castle tavern interior by candlelight, benches and casks.Concept art: the castle courtyard at night, wet cobbles and lanterns.Concept art: a muddy farm road with a scarecrow and a lit farmhouse.Concept art: a signpost where the road splits into three paths at dusk.Concept art: scarecrows in a field beside a winding road, crows overhead.Concept art: three panels showing a road blocked by fog, fallen trees and briars.
AI-generated concept art (ChatGPT image generation, from Claude's prompts). The level is built in Unreal Engine to match the mood; these images are not in the game.

From the dev blog

  1. Day 3: Overnight Codex, armour sets and animation (in progress)

    A running entry for Saturday. Codex finished its queue overnight, two heroes have full animation sets, the pressure director is in review and the Guard's armour sets are ready for Tripo.

  2. Day 2: Lights on, a bigger map and twelve characters

    The black screen turned out to be a map with no lights. Segment 1 grew from a 30-second straight line into winding roads, and all twelve characters reached Unreal.

  3. Day 1: Kick-off night

    Six threads started at 6:03 PM. By 1 AM we had a compiled C++ framework, a greybox Segment 1, hero kits from Codex, a website scaffold and a headless Codex pipeline.

See the full timeline