Salt Crown

Salt Crown

Hold the keep until dawn

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Details

  • Released
  • Updated
  • September 1, 2026
  • September 7, 2026

Features

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About

You are the Warden of Solnitsa, a salt-mine keep, on the Night the fire is low. The Host outside is bound by the same law that binds you. Nothing crosses a threshold uninvited. Nothing takes what is not owed. A name given freely is a claim. So they do not storm the walls. They stand in the dark and wait for you to break the law first — and you will, because the fire needs feeding, and the granary needs opening, and somebody is knocking politely at the gate wearing a face you know. Twelve Watches until dawn. Three bodies. One purse. Salt Crown is FTL's crew triage rebuilt as a castle under siege: a folk-horror roguelike played across a lit cross-section of the keep, one room at a time, until the Night ends or you do. EVERYTHING IS A BODY IN A ROOM No ability bars. No cooldowns. If nobody walks to the gate, nobody holds the gate. Each defender has Vigor, Hands and Nerve, and every order costs the time it takes to cross the castle. THE TALLY IS A BILL, NOT A TIMER The Host writes down what it is owed, and every mark is something you did — a door opened, a guest invited, a name given away. At three marks they come sooner. At twelve, the Crowning. A bill is a thing you can argue with. A timer is not. ONE PURSE, THREE HUNGERS Chime buys wards, Chime feeds the fire, Chime pays people, and it will not do all three. Ember is the run clock and it burns whether or not you are looking at it. The dawn screen tells you exactly where it went. FOLKLORE LAW IS THE RULE SYSTEM Guest-right, threshold-law, name-law. Salt in the mouth is a truth test. The polite thing at the gate is a mechanic, not a mood. GLANCEABLE, BRUTAL, INSTANTLY REPEATABLE The whole castle is one screen. Pause is always a tap away. A Night runs fifteen to twenty-five minutes; losing takes rather less, and starting again takes seconds. WHAT IS IN IT • 41 hand-written event cards — every word original • Eight rooms, three besieging Hosts, one hearth • A deterministic simulation: the same seed is the same Night, every time • Landscape, one-thumb controls, built for phone and iPad alike • Plays fully offline — nothing to download, nothing to log into • No ads, no tracking, no accounts, no in-app purchases; the game saves on your device Keep the fire. Keep the law. Keep the count. Salt Crown's pixel art is generated with Pixellab (AI image generation) against a hand-built style specification, then curated and integrated by hand. All design, code and writing is original work by Arkynate.
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What's New in Salt Crown

1.0.1

September 7, 2026

The Night got louder, and the castle got easier to read. COMBAT YOU CAN SEE Attackers hold their ground through the whole exchange, carry health, and answer a press with a card naming what they are. The gate takes visible damage. Fire burns at the intensity it actually has. EVERY ROOM EXPLAINS ITSELF Press a room for what it is, what manning it does, and what it pays. The Night states its goal at Watch 1. Every auto-pause says why it stopped. A choice that is a gamble is marked as one before you commit. THE BOARD LEANS IN Pinch or scroll to zoom. Doors are two timber blocks that slide apart. The Tally moved to its own rail down the side and gave the castle back the width. DAWN, AND GETTING BACK IN A record line that remembers your furthest Watch and the Nights you held. An end-of-run screen built to start the next one. The obituary card carries a line in its own voice — and on iPhone it finally leaves the game, through the share sheet. ALSO Resume lands paused. The screen stays awake through a Night. Haptics on the touch controls. A cold open that tells you who you are before the first Watch. FIXED Outcome prose stopped appearing after the 200th line of a long Night. The end-of-run screen did not fit smaller phones, and the region that fell off held the buttons. A recruited tallyman could arrive as a grey rectangle. All three are gone. Twelve Watches. Same law. Keep the count.

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