
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.

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.
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.

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

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

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

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


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.

Status as of 14 November 2026. Built means merged and passing its tests, not finished or balanced.
Drinking mead makes you hit harder. It also makes you louder, and louder draws a crowd.
Every brawl, smashed barrel and drunken shout fills the Ruckus. Let it boil over and the village answers.
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.
Wipe, and the party restarts at the last checkpoint. Fallen heroes come back on a quarter of their health.
The harder the setting, the drunker it sounds.
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.
Empty seats are filled by bots that stay close, fight and pick you up. They play like teammates, not like machines.
Point at a weapon, a cask or a threat, and your hero calls it out in their own words.
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.







A running entry for Sunday. Segment 1 is now a moonlit night with fog and braziers, the menus lead into a playable run, bots spread out like real players, the Briar Warden has started to appear, and the night pass broke the spawn point.
Read the full day →Segment 1 became playable from start to safe house. Mead turned into skill stamina, block and shove arrived, the heroes got real weapons, and more than thirty pull requests went in. So did two usage limits, a stubborn Blender connection and crossbows that came out as rifles.
Read the full day →The black screen turned out to be a map with no lights. Segment 1 grew from a 30-second straight line into winding country roads, all twelve characters made it into Unreal, and Codex worked through nineteen tickets.
Read the full day →