Ethernalis - multi-user dungeon crawler supported with roguelike procedurally generated content.

The game describes a dark fantasy world via original cards placed on the game board. Engine, as it exists in it's current form can already support most of what you would normally expect from a roguelike or an RPG game.

The moment the client connects - the game engine generates 3 available characters that a Player can choose to control. Each character is different and comes with a range of specific attributes that make the game play different each time. Once the character is chosen - the player is presented with a choice of quest. From then on it will fight for survival in an unforgiving dungeon where you will collect loot, gain experience and advance your hero reaching deeper and deeper into the dungeons depths. Every enemy has a chance to become special and gain additional strength, defense or surprise you with extra ordinary amount of health points. Players have a small chance of coming across enchanted equipment and weapons.

We're talking class specific cards, location specific cards and experience level based encounters combined with MUD like event system that allows you to immerse in challenging storyline designed by our Game Masters.

In the game you can come across cards which will have their own interaction rules. This allows us to fill the world with NPCs and events that couldn't otherwise be simply shawn through card interface. Game engine supports capacity for Quests, Rewards, Standings and to provide content tailored to specific classes or characters.

The game already has a strong roguelike feel and your character is few die rolls away from death or glory.

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PC Client Version Update


Hi SlieDB o/

Thanks for having us! To get you in the right mood for what's about to come I would like to start you off with our brand new Video Trailer, introducing players to the main storyline thread we're building behind the scenes.

Ethernalis has evolved quite a lot over last couple of months - we have met with many, many players thanks to the legendary kindness of the Comic Con Admins at OxCon and we took on board every scrap of advice we got. With your help we have designed and added many new enemies and items (some of your brilliant ideas are featured on my twitter feed: )

We have also celebrated the biggest UI update yet when we have launched our Desktop PC client (up until now we had Win and OSX mobile ports) - bringing the game a little closer to our cross-platform RPG dream.

Character Card

For Windows users with resolution less than 1300x780 the mobile port is still downloadable via (marked as low res version). We have added few layout changes to allow Desktop users to get easily access all the necessary information. Both Desktop and Mobile clients maintain the same functionality while offering different user interface.

Game Board

We have added new Quests, Crafting recipes, Item Types and we have completely re-worked our inventory logic. You can now delve into the mechanics a little by exploring the stats of each character class and reading up on the overall game logic as we have been publishing the Game Guide and improving the project website:

hall of fame

We have also made additional improvements to our cross-platform Hall-of-Fame so that you can taunt your achievements over the head of your fallen friends o/

Green Light

Finally, we're off to work hard on getting our Alpha green-lit on Steam and we would like to invite you all to vote for Ethernalis here:

Thanks for checking in,

Fly Safe o7

Update - Windows Client

Update - Windows Client


Ethernalis Alpha Access is now available for Win64 in a standalone executable, available for download for free from Please let us know what you...

New Update

New Update


We have set out on a quest to provide the players with all the information and particulars about the items in the game.

Event Interactions and loot

Event Interactions and loot


With this update the players are now able to collect loot from their fallen foes.




New Ethernalis Alpha Access update on navigation UI

@nospoonnocake Creator

Big Hi! from myself and the team behind the project,

Just wanted to drop a line here saying thanks for downloading and rating our alpha - your feedback is super important to us.

This weekend we have updated the engine and the mobile android client to improve the ui and notification procedure to make the game more user friendly. We have a mountain of updates scheduled and we will process a few each weekend so stay tuned.

Thank you all!


Reply Good karma+1 vote
@nospoonnocake Creator

Wow, guys. I have no idea what I'm doing here. I will do my best to check out what's happening here but I'm not sure how to engage and there's so much work that needs to be done :)

You can tune in to Patreon ( to check out on the progress or follow the dev log on twitter nospoonnocake

We have OSX and Windows clients cooking and huge plans ahead o7

Reply Good karma+2 votes
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Latest tweets from @nospoonnocake

tip: sleeping enemies are are much less of a challenge xd #gamedev #gamedevelopment #indiedev

10hours ago

I don't like your tone, you filthy dungeon rat xd #gamedev #gamedevelopment #indiedev #IndieGameDev

11hours ago

[*] May the force be with you #DarthVader gentle giant #RIP #DavidProwse #Legend

Nov 29 2020

o/ What's the longest you've spent customising your character in a #crpg? TIP: don't get too attached to your heroe…

Nov 28 2020

Action log writes the story, but shows the latest events on top.. should it be the other way round? 🤔

Nov 27 2020

o/ Made the event log more readable and descriptive, updated rules for repair with blacksmith tools, added teleport…

Nov 25 2020

Shaders in beta will give you that little extra sombre dungeon feel if your computer can handle it xd

Nov 23 2020

Blunt weapons, spells and some poisons can now cause "stunned" status and make the enemy loose their next turn(s)…

Nov 19 2020

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