You are a crusader fighting through Purgatory. Each climb takes you across twelve floating islands, with a battle at every step. Return to the Waystation between attempts and set out with a fresh deck. Wear medals of real saints and read the day's Gospel before you depart.
Demons inPurgatory
The souls in Purgatory are bound for Heaven. Demons have invaded their path to Heaven's Gate, and even the angels don't know how they got in.
I
A soldier's death
You die on campaign with a spear through you. You wake to the smell of sulphur and something breathing in the dark. You think you're in Hell until your guardian angel tells you otherwise.
Hell? No, no, no. This is Purgatory. How would an angel end up in Hell with you?
RemielII
The climbs are breaking
Demons block the souls making their ascent through Purgatory. At the Waystation, the Keeper gathers reports from the climbs. He needs someone who can find out what's gone wrong.
Something is bending the climbs, and I'm the angel currently failing to make sense of it.
The KeeperIII
You remember the way
When a climb fails, you return to the Waystation. Most reports the Keeper receives are incomplete or contradictory. You remember where you went and what you fought. He needs you to go back.
Then mark the route and send me again.
Crusader
II
Four cards.Four uses.
Every hand gives you four cards to work with. Use some to block attacks and keep others to play. Discard a card to pay for another, or pledge one to play next turn. How you use each card changes what you can do with the rest.
Incoming9
Pledged
Discard
Your HP heals.Debuffs stay.
Your HP refills after every fight, but bleed, poison and scars carry into the next battle. Hazards can also mark cards in your deck. Those marks stay until you remove them.
Stays on you
Bleed
Poison
Scars
Chained
Fear
Stays on your cards
Cursed
Thorned
Brittle
Frozen
Scorched
Sealed
Charmed
Adrift
Full HP. Still bleeding. A hazard's Bleed 3 follows the crusader into the next battle.
III
TheClimb
Climb twelve steps across a mountain of floating islands. Choose your next fight at each step. Hazards and strangers along the way can change your deck.
Pick your path between the islands.Choose which enemy to fight next.Manga panels show each hazard and its effects.Meet strangers who help you along the way.
Twelve steps. Twelve battles.
After every win
Strengthen your deck
Replace a card, upgrade one, or take a blessing.
IV
Build yourarsenal
117cards
65saints' medals
38pieces of equipment
5weapons
Try a few cards from the Sword's starting deck. Deal again to see more.
One Sword, five ways to reforge it
Each weapon has its own starting cards and temperance ability. Halfway through a Sword climb, choose between two forge upgrades.
Wear the saints
Medals grant you special powers that make each climb different. Select one below to read what it does.
33 foes. Meet three.
V
Return tothe Waystation
Win or lose, you return to the Waystation. Talk to its residents, claim achievement rewards, or read the day's Gospel before your next climb.
Rest inthe Word
Read the day's Gospel from the Church's calendar at the Waystation window.
Then Jesus said to his disciples: If any man will come after me, let him deny himself, and take up his cross, and follow me.
Matthew 16:24
VI
Earnbooster packs
Earn achievements across your climbs. Claim them to level up your collection. Each level gives you a booster pack that unlocks cards, medals and equipment for future climbs.
Claim an achievementOpen a booster pack
XV
Fifteen levelsof penance
Each victory opens a harder climb. Take on greater penance as enemies grow stronger and each hand asks more of you.