Mark
Your chalk pencil is your only persistent memory. Mark a wall and the mark stays — across runs, across deaths, across ten years of real time. The community has already discovered three working ARG glyphs in the closed beta.
Verb · MARKA collapsing orbital city built on the bones of a forgotten signal. Find your sister. Find what survived. Choose what's worth carrying out.
A signal arrives, twenty-eight years late, from a city that is no longer there. You take a tug, a chalk pencil, and your sister's last recording. VEILSPIRE is what you find when you reach the orbital station the signal came from.
The city is awake but uninhabited. The corridors rotate and the biomes drift with the gravity. Things still live here, but they are not the people you came to find. You play across seven nights — there is no daylight in orbit — and each night the architecture has changed. Your only continuity is what you carry and what you mark on the wall.
It is a small game made by people who couldn't sleep, about a city that can't.— Saoirse Ní Bhaoill, composer & writer · in the dev journal, Mar 2026
You will find six survivors before you find your sister. You will refuse two of them and you will choose what to carry from the others. The game ends differently each time you finish it, and "finish" is a word the game uses generously.
VEILSPIRE is for people who liked the quiet middle hours of Outer Wilds, the threat-without-violence of Disco Elysium, and the hand-drawn weather of Sable. It is a small game we built in four years and it will take you between six and nine hours.
Six clean systems, deliberately overlapping. None of them is "shoot." The interaction surface is small enough to learn in an hour and deep enough that we still find new combinations on builds we've shipped.
Your chalk pencil is your only persistent memory. Mark a wall and the mark stays — across runs, across deaths, across ten years of real time. The community has already discovered three working ARG glyphs in the closed beta.
Verb · MARKThe signal-lure is a tuning device. Sweep through frequencies and inhabitants of the station react — some come closer, some retreat, one starts to sing. The lure is also a weapon, but only if you point it at yourself.
Verb · LUREMost encounters end without violence. "Pass" is the verb you use to walk through a hallway without being remembered. Done correctly, the inhabitants do not know you were there. Done badly, you are part of their next song.
Verb · PASSYour inventory is one shoulder, one hand, and one breath. You will leave more than you take. What you carry between nights compounds — every recording, every ration, every chalk drum the survivor gave you in trade.
Verb · CARRYThe station is loud. The reactive 11ms audio system means you can stand still and triangulate any sound's source within ±2 meters. Half the puzzles in act two are solved with your eyes closed.
Verb · LISTENYou will be offered things — a faster route, a stronger lure, a chance to know what happened. Refuse is a verb. Refusal has narrative consequences across runs and across endings. Two of seven endings require it three times.
Verb · REFUSEEvery image is captured in-engine on the current build, no cutscenes, no marketing renders. Build 0.74.221 — April 2026.
VEILSPIRE is built in Godot 4.3 with a custom rendering pass. We optimize aggressively because we want you to play it on the train. Steam Deck Verified at launch.
Wishlists are how a small studio survives launch. Adding VEILSPIRE to yours costs nothing and means we'll be able to keep building games like this one. Thank you.