The World

Keepfire lives because someone still walks back from the dark.

The kingdom above is broken but not free. Beneath the Black Gate, the old power still gathers its dead, its beasts, and its oathbound servants. Keepfire Court lives by striking downward, stealing strength from the dark, and surviving long enough to turn that strength into rebellion.

The road to the Black Gate beneath a blood-red sky.

Keepfire Court

The places that hold the rebellion together

Keepfire Court

Village Spine

Keepfire Court

The first refuge of the resistance: torchlight, banners, traders, mourners, and survivors measuring what the next descent will cost.

Tavern Council

Campaign Nerve

Tavern Council

A war-room of candles, timber, maps, and exhausted resolve, where routes are argued and the next march is chosen.

Shrine Of Ash

Recovery Rite

Shrine Of Ash

A colder place of prayer, memory, and blessing where wounds, relics, and the names of the lost are carried with ceremony.

Stage Plates

How the campaign should feel place by place

Village Hub Night
Village Hub Night

A moonlit resistance village courtyard with warm torches, smithy glow, banners, and a defensive gate.

Tavern Council Interior
Tavern Council Interior

A cramped war-room tavern interior with maps, food, candles, and scarred timber tables.

Black Gate Approach
Black Gate Approach

A black fortress approach with jagged stone, red banners, a storm sky, and a lit gate road.

Screen Identity

Each major screen should feel like a place, not a panel.

This page keeps the world language together so the play page can stay focused on the actual game.

Main Menu / Start Screen

Sell the tone in one frame and make Start Run unmistakable.

Fortress silhouetteone dominant CTAcinematic backdrop plateno dashboard language

Village Hub

Make the village feel lived-in, strategic, and worth defending.

Warm lightinglayered interior/exterior scenesclear station silhouettesresource gravity

Encounter Screen

Combine dramatic room art with legible combat actors and strong reward reveal moments.

Large backdrop plateenemy stripclean action lanebrief but punchy FX

Floor / Travel Layer

Give each floor a distinct biome identity without burying the playable information.

Silhouette firstterrain-backed pathinghigh-contrast landmarks

Reward / Recovery Screens

Make gains feel ceremonial and precious, not like debug loot text.

Solid framed cardgold accentsingle-item spotlight

Codex / Archive

Turn unlocked monsters and relics into a dark archive instead of a plain menu list.

Portrait firstink ledger structuremetal category tabs