Turn the leaves by scrolling, swiping or dragging a page corner, or with the arrow keys. The tabs on the fore-edge open each chapter.
Chapter I
The Pyre
Ser Vael, the Lantern-Knight, was the brightest blade of the Order of the Radiant Dawn, until a relic hunt in the crypts beneath the Chapel of Dawn ended with something old biting back.
The Order's law is absolute. The tainted burn. So Vael's own comrades lit the pyre, and Vael ran.
You play the Order's own nightmare, the hero who came back wrong. Every enemy in this game is one of the good ones: peasants with torches, zealous templars, war-clerics and old friends.
The tragedy is the engine. The more you level, the less of Vael is left.
Burned by his own order for a curse he could not control.
Plate II The Order of the Radiant Dawn comes for its own.
HALLOWBANE is a dark-fantasy action game in which you are the monster the heroes are hunting. A run opens with a cursed knight, a sword and deliberate, weighty strikes. By the tenth minute it is a screen-filling storm of curses.
Chapter II
The Bargain
The curse is the progression. Every kill feeds a single meter, Bloodlust, and when it cracks past the Breaking Point the curse makes you an offer.
Embrace
Take the monster's shape and its gifts. The change goes one way only.
Resist
Drive the hunger back and keep a boon of humanity for the rest of the run.
Hold out too long and the meter fills. Then the curse takes you anyway, and you fight the next stage weakened.
While he is still a man, Vael fights with steel and a shield bash, and hallowed ground cannot slow him. The monster's gifts wait in his hand, dormant.
The Three Faces
IThe Cursed KnightIIThe Half-TurnedIIIThe Monster
Three tiers, one body. Each turning is a ceremony. The world slows around him while the flesh breaks and remakes itself, and the ground is marked where he stood.
Plate III Three faces of the Crimson Thirst.
Chapter III · The Four Curses
The Crimson Thirst
Vampire
A dying noblewoman begged sanctuary. The Order said burn her. You gave her your arm instead, and she left her thirst in your veins. The Dawn burned you for mercy.
Crimson Lash
Bat Swarm
Blood Nova
Lifesteal on all damage dealt · Signature: Mist Dash
Chapter III · The Four Curses
The Moon-Marked
Werewolf
Something took the village children into the pines. You went in after them, and only one shape walked out: yours, mostly. The Order saw the wound and lit the pyre.
Moon Fang
Shadow Claws
Blood Howl
Blood Rage: damage rises as health falls · Signature: Feral Lunge
Chapter III · The Four Curses
The Grave-Bound
Necromancer
You buried your brothers-in-arms and read the rites over them, night after night, until one night a grave answered back. The Order does not forgive an open door.
Bone Spear
Raise Skeleton
Soul Storm
Death Pact: kills restore health · Signature: Grave Burst
Chapter III · The Four Curses
The Hell-Bound
Demon-Possessed
The relic blade was meant to stay sealed. The breach was meant to be lost. You drew it anyway, and something drew you back. The Order burned the man; the passenger survived.
Hellfire Ball
Immolation
Meteor Call
Hellbrand: attackers catch fire · Signature: Flame Wave
Chapter IV
The Order of the Radiant Dawn
They are the good guys, and by their own lights they are right. The Order sends everything it has, and it sends more at every stage.
The Rank and File
Torchbearers, bowmen, hounds, templars and war-clerics fill every wave. Each stage sends more of them, and each stage they last longer and hit harder.
The Champions
Every third stage, one of seven named elites takes the field, shielded by a Beacon of holy light.
The Bosses
Every fifth stage, a champion grown huge and crowned, with a title and a power of its own.
TemplarWar-ClericBowman
Plate IV The rank and file of the Radiant Dawn, from the studio's concept sheets.
The Rank and File
Torchbearer
Swarm · melee
They are not soldiers. They are farmers, fishermen, tanners and widows' sons. The Order gave them fire and prayer and sent them against a monster.
Bowman
Ranged · kiter
Trained to strike from afar, they believe distance is faith. They hold their range, stop to aim, and fall back when you close.
Chapel Hound
Fast · flanker
War hounds bred beneath the chapel to break lines. Low and quick, it runs for your flank and lunges.
Templar
Armoured · bruiser
The Order's footsoldiers in plate, with sword and shield. They advance as one, slow and heavy, and every blow lands hard.
War-Cleric
Support · caster
Shepherd and executioner at once. It hurls homing orbs of holy light, heals the faithful near it and unmakes the dead you raise. It kneels to relight a desecrated shrine and to bury the fallen. Kill it first.
Called to the field
Zealots
Torchbearers a boss raises at its Beacon to fight at its side.
Tracker Hounds
The Huntsmaster's pack: chapel hounds with amber collar seals. Killing one buys a few quiet seconds and nothing more.
The Champions
Every third stage the fifth wave brings a champion, named as it enters: Kessler the Swift, Roswyn the Warded. Beside it stands a Beacon, a font of holy light.
The Beacon
While the font stands, its champion takes a quarter of every blow and heals on blessed ground. Break it, and the champion staggers and fights unshielded. The Beacon
Marks of favour
Bastion
More life, and bigger for it.
Warded
A ward swallows one blow, then returns.
Radiant
Its Beacon blesses faster and wider.
Volatile
It bursts in a nova when it dies.
Swift
It and its wave move faster.
Brutal
It and its wave hit harder.
Vampiric
Wounding you heals it and its wave.
Two for a champion, three for a boss.
The Bosses
Every fifth stage the fifth wave brings a boss: one of the seven, grown huge, crowned and wreathed in light, and named for its office. High Templar Roswyn. Grand Justicar Aldric.
It fights beside its Beacon like any champion, with three marks of favour and one power that no champion has.
Summoner
Calls zealots to its Beacon, torchbearers raised to fight at its side.
Earthbreaker
Leaps at you. Where it lands the ground turns holy and a shockwave rolls outward; don't be on the ring when it passes.
Judgement
Kneels in prayer, then looses a ring of holy bolts in every direction.
Its offices Witch-Hunter · Inquisitor · High Templar · Saint-Blade · Grand Justicar · Lord-Confessor
A boss's Beacon never yields a Tarnished relic.
The Seven
IThe Dawn Bulwark
Shield high. It punishes impatience.
Shield Strike · Shield Rush · Sunwall Stance. The shield is its weapon and its wall. Bait the rush, punish the miss, take it from behind.
IIThe Dawn Executioner
“The Dawn does not pardon. It descends.”
Sweeping Verdict · Overhead Sentence · Backswing. Slow and lethal, with an armour-breaking axe or a longer greatsword. Leave the arc; step aside once the lane locks.
IIIThe Oathblade Duelist
“Precision is my oath.”
Quick Cut · Threefold Assault · Oathbound Riposte · Crescent Step. The Order's mirror held up to Ser Vael. Strike into its riposte and it answers.
IVThe Relic Inquisitor
“We are the scripture made steel.”
Scripture Bolt · Reliquary Ray · Seal of Denial. It fights from afar and seals holy ground where you are about to step.
IThe Dawn BulwarkIIThe Dawn ExecutionerIIIThe Oathblade Duelist
Plate V Three of the Seven, from the studio's concept sheets.
VThe Dawn Huntsmaster
“The light hunts. We track. We judge.”
Barbed Arrow · Marked Quarry · Pack Pounce. Never alone: his tracker hounds are half his strength. He marks you as their quarry and sends the pack in, one after another.
VIThe Dawn Marshal
“No healing. No prayer. No mercy.”
Marshal's Presence · Standard Sweep · Command the Line. His threat is everyone else. Soldiers near his standard fight harder and faster. Cut him down and watch the line break.
VIIThe Dawn Censer Knight
“Where the censer burns, the unworthy wither.”
Censer Sweep · Cast the Censer · Recall. A flail in one hand, a burning censer in the other. He hurls the censer to fill the ground with sanctified smoke; while it is out, he has only the flail.
Each champion's own arm may fall with it, sun-bright and Hallowed. The Arms of the Fallen
The Beacon
StandingGuttered
Every champion plants a Beacon beside it: a stone font of holy light that claims the ground around it.
The Aegis
While the font stands, its champion takes a quarter of every blow, heals on blessed ground and blesses the ground it walks.
Breaking it
Cracks open as the stone weakens. When it falls, the Aegis shatters and the champion staggers. Kill the champion first and the font, guttered, takes double damage.
The leash
Drawn too far from its font, the champion turns back.
The relic lies in the Beacon. Both must fall to clear the stage.
Chapter V
The Land Remembers
Where Vael fights, the ground corrupts in the image of his curse and feeds his power. It thickens as it settles and never fades on its own: only the Order's Beacons and Shrines turn it back to holy gold.
One ground, four curses All four grow on the same dark stone, and each adds a pair of colours of its own.
Plate VI The Chapel of Dawn, burning. The first ground of the hunt.
Chapter V · The Land Remembers
The Crimson Blight
The Vampire's ground
Blood red
Candle amber
Dark veins spread through the stone, and pressure travels along them like a pulse. A low red mist lies over it, barely moving: blood does not blow away.
What grows
A carpet of blood veins, broken by crimson thorns.
Its signature
The bats. At every surge the ground gives up two to four of them, and now and then a whole flock crosses, its shadow running over the veins.
When it grows
A sanguine surge: veins branch outward from a heart, never an arc.
On its ground
Vael drinks more of the life he takes, and only the Vampire drinks the blood that pools there.
Blood veinsCrimson thorns
The bats: a wingbeat, and the dissolve
Plate VII The Crimson Blight, held in the game, and what grows there.
Chapter V · The Land Remembers
The Feral Wilds
The Werewolf's ground
Moon silver
Amber eyes
Moon-silver rootlets thread the soil, and silver grass grows in clumps through briar and thorn. A cold silver breath drifts low over it, the heaviest mist of the four.
What grows
Silver grass, broken by briar and thorn.
Its signature
The eyes. Amber pairs hide in the grass, each blinking on its own clock; one in five simply closes and waits. At every pulse, all of them glint at once.
When it grows
Rolling fog with a paw print in it: the fear pulse.
On its ground
Vael moves faster, and any foe who steps onto the Wilds is seized by fear.
Silver grassBriar
The eyes: open, lidded, and the blink
Plate VIII The Feral Wilds, held in the game, and what grows there.
Chapter V · The Land Remembers
The Withering
The Necromancer's ground
Bone
Grave green
The earth greys to ash, and bleached roots lie through it. Only the soul-wisps move; the Withering's whole character is that it settles.
What grows
Withered tufts, with shards of bone rising through them.
Its signature
The remains: skulls, ribs and hands, gathering where the ground is oldest and crowding its edge.
When it grows
A drawn sigil, so the ground reads as summoned.
On its ground
Vael's skeletons strike harder.
Withered tuftsBone shards
The remains: a skull, a ribcage, a hand
Plate IX The Withering, held in the game, and what grows there.
Chapter V · The Land Remembers
Hellscorch
The Demon's ground
Hellfire red
Ember amber
Dark basalt plates split along hot seams that kindle and cool on their own. Ash smoke rises off the crust, the only mist of the four that truly climbs.
What grows
Ember veins in the cracked crust, with flames licking up between them.
Its signature
The cinder vents. Each passes through five states, and a growth pulse throws it to its peak.
When it grows
A torn ember shockwave, for fire does not travel in circles.
On its ground
Foes standing on the scorch burn, and burn hotter as Vael turns.
Ember veinsHellfire
A cinder vent: dormant, smouldering, flaring, bursting, collapsed
Plate X Hellscorch, held in the game, and what grows there.
Chapter VI
The Hunt
Thirty stages of five waves each, and the Order sends more every time. Survive the thirtieth and the Endless Night begins.
Arms of the Fallen
Champions and bosses guard relic weapons with names like the Reviled Reaper's Scythe of the Red Harvest. Step onto one to take it or leave it. The armoury follows.
The Harvest
The dead are fuel. Each curse feeds on corpses in its own way, once it has become the monster.
The Flock
Innocents flee across the field. Killing them heals nothing and feeds the curse. Sparing them is a choice everyone can see.
Arms of the Fallen
A relic is a base weapon, a rarity, a few rolled virtues and sometimes a skill, and its name says which. The Reviled Reaper's Scythe of the Red Harvest is a two-handed scythe of the third rarity. The Red Harvest is only where it was lost.
One-handed
Five swords and five axes and maces. With the other hand empty you recover quicker and move lighter.
Two-handed
Scythe, maul and greatsword: nearly twice the blow and a third more reach, but slower back to guard, and no shield.
Daggers
Lighter, quicker, shorter. Alone it fights as a one-hander; beside a one-hander or another dagger it makes a pair, and both blades' skills strike.
Shields
Only beside a one-hander. A shield takes a little from every blow and slows your swing by a tenth, and it rolls only defence.
Whatever you pick up wins. What it displaces waits on the ground until the stage ends.
The Armoury
One-handed · Swords
One-handed · Axes and maces
Fell SwordThe first blade the Order ever failed to burn. It remembers.Touch another relic to read it.
Two-handed
Daggers
Shields
Reaper's ScytheThe harvest never asked what it was cutting.Touch another relic to read it.
Five Degrees
TarnishedOne virtue.
CursedTwo virtues.
ReviledThree, sometimes a skill.
DreadrelicFour, always a skill.
HallowedFour, a skill, a burden.
Hallowed arms are the champions' own: the Oathblade, the Bow of Dawn, the Sunwall Aegis and five more. They fall very rarely, and each carries a burden, for a holy weapon resents its cursed bearer.
Baneful relics
Some relics come Baneful: stronger, with one more virtue, and a Bane for as long as you hold them.
Sanctified Scorn
Blessed ground burns you.
Withering Grip
Each stage steals max HP.
Dimmed Shadow
Corruption spreads slower.
Sealed Veins
Healing is dimmed.
Hunted
Each blow taken calls a zealot.
The Virtues
A weapon rolls its virtues from all eleven, and they grow with the hunt. A shield rolls one fewer, and only the five of defence, marked here with a diamond.
Damage
Everything you deal hits harder.
Attack speed
Your swing and your curse's powers come back sooner.
Reach
Your swing carries further.
Critical chance
More blows land true, and a true blow can take a limb.
Lifesteal
Your swings drink back a share of what they deal.
XP gained
Every kill teaches more.
Armour
A flat bite out of every blow you take.
Max HP
More blood to lose.
Move speed
You cross the field faster.
Thorns
Whatever strikes you is struck back.
Holy ward
The Order's light burns less, and its searing fades sooner.
Relic Skills
From Reviled upward a relic may carry one skill. In a pair of blades, both skills strike.
Cleave
Your strikes hit all around you.
Reaper
Slain foes erupt, wounding the pack.
Bloodletter
Wounds keep bleeding.
Stunning Blow
A chance to stagger with every hit.
Sunder Blow
Heavy strikes throw them to the ground.
Rimebite
Hits chill; enough cold freezes solid.
Venomed Edge
Hits poison: rot, slowness, armour eaten.
Cinderbrand
Hits set them burning.
Cursed Edge
Kills corrupt the ground wider and deeper.
Dawnsbane
Half again the damage to consecrators.
Shield skills
Bulwark
More armour while the shield is raised.
Aegis
A chance to turn a bolt or orb aside.
Chapter VII
The Black Ledger
Every run is written down: who fell, where, and what they had become. The killing blow is recorded by name.
Specimen entries
Curse
Fell at
Slain by
Vampire Lord
Stage 23
Maren the Unbowed
Half-Beast
Stage 11
a War-Cleric's orb
Plague Scholar
Stage 7
Kessler the Swift
Seeds can be shared, and a weekly seed puts every hunter on the same night.
Your legend is written. The hunt continues.
Chapter VIII
The Roll
Every hunter who takes up the chase is written into the Roll of the Chapel. Set your name down and the codex will know you when you return.
Hallowwisp Games publishes this codex and decides what the Roll keeps. Write to blaise90@gmail.com about anything on these two pages.
What it keeps
If you write your name with an email: that name, your email address, and your password, stored scrambled so that no one can read it. If you sign in with Google: the name, email address and picture link of your Google account, and the account number Google gives it. For every account: when it was made and when it last signed in.
Why
Only so that the codex knows you when you return. The Roll sends no newsletters, and it is never sold, shared or used for advertising. It is kept because you asked for an account (GDPR, Article 6(1)(b)).
Who holds it for us
Google Firebase keeps the accounts on our behalf, and may keep them in the United States under Google's data-processing terms. When a new account is made, Google emails us its name and email address. Netlify hosts this site and keeps ordinary server logs.
What reaches Google
Nothing, until you open the Roll's pages or have signed in on this device before. The rest of the codex comes from this site alone: no advertising or tracking cookies, no analytics. Your browser keeps only your sound setting and, once you sign in, your session.
How long
Until you strike your name, which erases your account at once. Google clears its own copies on its usual schedule.
Your rights
You may ask to see, correct or erase what the Roll keeps, object to its use, and complain to your data protection authority.
Written on 25 September 2026.
Chapter IX
The Dawn to Come
HALLOWBANE is in development at Hallowwisp Games. It is coming to Windows and Android.