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Numera Saga

Ride out before the last name is forgotten

For forty years the kingdom held. Now grain rots in barns sworn to be full, names go missing from the old memorial stones, and the few who could explain it have stopped talking.

Coming soon to iOS
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The Story

One kingdom. Eight cousins. A peace coming apart at the seams.

For forty years the kingdom held whole: no famine, every name resting in its place. Then the land began to forget itself. A wheat field gives two harvests in one morning and neither is real. A flock stands wrong at dawn, more animals in the fold than were ever driven in. A chapel bell rings an hour no one ever lived, and by morning a doorway has moved. Strange lattices of hollow light surface overnight at the fords and the granaries, bright windows onto nothing. Names carved on the old memorial stones go quietly missing, remembered by no one. Someone saddles a horse and rides out to see it for himself.

You come for a kingdom that is quietly forgetting its own people, and you stay for the world that opens once you start to ride. Numera Saga is a cinematic fantasy epic with a calm puzzle threaded through it: solve at your own pace, with no timer leaning on you, and the road moves on. The map widens, the score swells, and you press deeper into a painted realm where the further you go, the stranger the land becomes.

The Family

Eight cousins. One bloodline. Eight reasons they will not be found.

They share a grandmother and little else: a road of locked doors, eight different stories about what has gone wrong with the land, no two of which agree. The closer you ride, the less any of them wants to be found.

Addy, the Weaver, in rose-gold robes marked with plus signs Addy

+ · The Weaver

"The table stays set. Thirty years now."

She keeps one name the world has tried to forget, and has set a place at the table for it, thirty years running.

Sub, the Reaper, in dark robes marked with minus signs Sub

− · The Reaper

"One name my blade will never strike."

He cuts away whatever should not be there, clean and without flinching, all but one name his blade keeps finding and never strikes.

Eq, the Arbiter, robed and bearing the equals sign Eq

= · The Arbiter

"A fair line still shuts people in."

The line that ends a feud can wall off a road too, and lately his fairness has begun shutting people in on the wrong side of it.

Tim, the Evoker, robed and bearing the multiplication sign Tim

× · The Evoker

"Granaries and walls without end."

He turned what little his people gave into granaries and walls without end, and the ones he sheltered closest are the ones still paying it down.

Devi, the Geomancer, robed and bearing the division sign Devi

÷ · The Geomancer

"Every share exactly equal. Still short."

She measures every share exactly equal, smiling, then re-cuts the borders that prove how far equal can still fall short.

Sq, the Conjurer, robed and bearing the squared sign Sq

x² · The Conjurer

"Being right sets an empty plate."

She raises the walls higher and higher into certainty, and downstream the price of her being right is an empty plate, set before someone never told they were paying.

Pi, the Oracle, robed and bearing the pi sign Pi

π · The Oracle

"I held the morning back from coming."

After a death she would not let the world record, she held the morning back from coming, and the season that should turn in her hands does not come back whole.

Sigma, the Summoner, robed and bearing the sigma sign Sigma

Σ · The Summoner

"I keep what the family let scatter."

She gathers what the family has let scatter and keeps it close, like a stone sewn into her coat. Whether what she carries is a mercy or a verdict, she has not said.

Maktoub, the traveling merchant and Chronicler Maktoub

◆ · The Chronicler

"Only a fraction of what I know."

An ageless merchant who has watched every count rise and fall, and sells you what you can afford while telling a fraction of what he knows.

The World

Where the road takes you.

Painted regions, each its own country to cross, each holding a cousin who will not let you pass until you have heard them out. You only ever see one region ahead. The rest is rumor until your horse is standing in it.

Numen Reach, a painted isometric map of the kingdom's home fields Numen Reach

Region 1

The home fields turning wrong.

Goldcrest Hills, a painted isometric map of fortified ridgelines Goldcrest Hills

Region 2

More banners than the land has cause for.

The Sundered Falls, a painted isometric map of a river split in two The Sundered Falls

Region 3

The country cut in two.

Wardspire, a painted isometric map of towers raised over starving lowlands Wardspire

Region 4

The towers that starve the valley.

Everwheel Vale, a painted isometric map held in a single frozen autumn dawn Everwheel Vale

Region 5

The dawn that will not turn.

The Convergence, a painted isometric map of the kingdom's hollow heart The Convergence

Region 6

The empty heart of the kingdom, where the road ends.

The Chronicle

A history worth reading slowly.

The road ahead, and the record it leaves.

A puzzle that never raises its voice.

Between the hard parts of the story sits a calm puzzle that asks only your attention. There is no timer, no fail state, and nothing punishing you for thinking. Switch on Calm Mode and the saga waits as long as you need; settle each one in your own time and the road carries on. It is the quiet you ride toward, not the wall you ride into.

A warm, lamplit library where the Chronicle is read

Region by region. One ride with no way back.

Cross each region land by land, take up one cousin's inherited Strand and ride under their lineage, and earn a Standing of your own as the miles add up. Every region carries you deeper than you meant to go, from the harvest gold of Numen Reach to the empty heart of the Convergence. Cinematic cutscenes turn the story over between lands, and an original orchestral score rides with you from one region into the next, darkening as the kingdom does.

The Reckoning Hall, a great chamber where the count is held

Maktoub's Treasury. His voice, the Chronicle.

Maktoub's caravan is your Treasury and his voice is the Chronicle: some forty entries that unlock as you ride, plus a glossary of words the kingdom used before it began to forget. A calendar split into the old years and the years we count now dates every entry, and the years that fall in the gap between the two are the ones no one wrote down. Make your way across the regions one at a time, and let the truth assemble itself as you go.

Maktoub's caravan at golden hour, the in-game shop and lore codex
Straight from the build

See it in motion.

Real screens from the current build: cross the regions, settle a land, and read the Chronicle as you go.

Numera Saga key art: region by region, one ride with no way back
Numera Saga region hub for Numen Reach with the Chronicle and quest progress
Numera Saga painted region map of Numen Reach, crossed land by land
Numera Saga town screen at Numen Common with Chronicle and Strand options
Numera Saga calm number puzzle with row and column targets
Numera Saga puzzle victory screen with star ratings, no timer or fail state
Numera Saga cinematic cutscene dialogue with a cousin
Numera Saga merchant caravan where Maktoub narrates the Chronicle
Coming Soon

Eight cousins, and the one wrong that will not let them go.

A kingdom is forgetting its own, one name at a time, and somewhere out there is the reason. Numera Saga begins again at version 1.0.0: the same calm puzzle at its heart, now carrying a full saga around it. No date to promise yet, nothing to pre-order. Leave a note, and the moment the road opens, you will be the first to hear it.

Coming soon to iOS

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