
You are sent to Soleris—an island on a world threatened by an existential danger. You are trapped in a time loop to prevent the catastrophe. Every reset is another chance to learn, improve, and (hopefully) save the world.
Plan every move in tactical, turn-based battles where Action Points control movement and actions, and mana fuels spells. Positioning matters. Line of sight matters. Mistakes matter—until the loop kindly lets you try again.
Play as Diana, who levels up, distributes attributes, and gains new actions through equipment—
and Artemis, a dragon who can’t equip items (tragic), but makes up for it with a flexible, dice-driven Dragon Breath system.
Defeat enemies to earn weapons, armor, misc items, and enchantments. Equip gear to unlock new actions and bonuses—then do what every responsible adventurer does:
Dismantle unwanted loot into parts
Upgrade rarity for stronger stats and better abilities
Enchant gear to push your build even further
Gear abilities cover everything from melee, ranged, and AoE attacks to debuffs, buffs, shields, absorbs, heals, heal-over-time effects—and even summoning.
Artemis’ power is built from dice. Each round, dice are drawn from your pool—so refine it:
Buy better dice with essence
Upgrade dice types for stronger rolls
Destroy weak dice to increase consistency
Pick your dice to shape Dragon Breath—damage, healing, summons, buffs, debuffs, or essence—then roll, tally the symbols, and let the outcome speak for itself.
Quest chains are designed so that progress persists across loops whenever possible. If someone reveals a secret, you won’t “forget” it just because the world resets. The loop may rewind the day—but it doesn’t rewind your knowledge.
Travel the island, discover points of interest, track quests, and fast travel once a location is discovered—just remember: when time passes, enemies grow stronger. So yes, you can take your time… but Soleris won’t.