Gothic political action-RPG

Projekt
Amethyst

Enter the city of Ticonderoga

A frozen mountain city tears itself apart over iridescent ore, five powers want control, and the Veil is wearing thin. Every bargain, every favor, and every drawn blade has its weight on the scales of fate. And there is only one man able to defuse the situation.

The City

Ticonderoga, locked in an endless winter

Stone and timber climb impossibly steep cliffs, stitched together by wrought-iron bridges, tunnels, and ancient cable cars. Warm taverns glow in the lower wards; cold moonlight rules the heights; iridescent lampposts burn violet-white along the switchbacks, their Art Nouveau ironwork curling like vines around the glass. The mines below keep glowing; the salons above keep smiling; and in the high passes, travelers still leave milk for the woman who dances in the snow.

Flint has been called to the city: a negotiator with a sword, useful to the Empire, obedient to no office. Every power broker believes he can be aimed at someone else. The Church says nothing — its silence is the loudest thing in the city — and behind the warmest doors, elegant men are already deciding whose blood will buy another winter.

They call him Flint. Flint, Warden of the Twilight. Flint, the Ascendant Arbiter. Flint, the Man with Iridescent Blood. Flint, the Man in White. Flint, the Avatar of Silent Fury. Judgment Incarnate.

So how will you presume? Will you dare? Will you dare disturb the universe?

What You Do

Plan the mission. Survive the consequence.

  1. I.

    The Swedish cavalry sword

    Deliberate, high-stakes duels — cuts, thrusts, guards, parries, counters — staged as authored encounters, not waves of mobs. Veil-pressure bends the timing, but never replaces the blade.

  2. II.

    The negotiation board

    A strategy ritual before each mission. Your choices set patrol pressure, faction heat, and the ground you will have to fight on if talk fails.

  3. III.

    Stealth & puzzle infiltration

    Read the city, time the patrols, work the cable cars and catacombs. Every objective has more than one way in, and every way in leaves a mark.

  4. IV.

    Faction reputation

    Play five powers against one another — Commission, Conglomerate, Council City, Mountain Folk, and Underworld. Every favor you take closes a door you didn't know you wanted open.

  5. V.

    Volatile encounters

    Talk, bribe, present evidence, intimidate — or draw steel. Most rooms can go several ways. None forget which way you chose.

Beneath all of it runs a tragedy engine: victories sour, friendships become evidence, and the systems that felt like control turn out to be the machinery of collapse.

The Voice

The world is written before it is built

Not a slogan — the source material. The game is being built around this voice.

From the prologue prose

He dreams of her again. She runs through the woods, she turns into the leaves and disappears into the wind, and this occurs on and on. She leads him into a cave and in the cave he finds a bear. A great, scarred bear with hungry eyes and mournful cries. The bear lunges at him and he finds himself floating among the stars and he sees blood dripping from him and it turns the leaves below red. But it's not painful. He sees her again and this time she is a fluttering butterfly. The butterfly lands on his hand and he feels a sting.

“Real monsters, the old man says. No ordinary beasts, no big bears, no big man-eating cats. Monsters with impenetrable hides and eyes those of the devil.”Chapter Ⅰ: The Owl

Written First

Directed by a writer

Projekt Amethyst began as prose: characters, factions, scenes, betrayals, and endings before engines or screenshots. Ticonderoga and the moral question at its center existed on the page first. The technology serves the writing, never the reverse.

— Logan Maxwell, writer & director

Plainly

Paying now is a risk. We'd rather say so.

A paid waitlist this early is a real risk for you, and we won't pretend otherwise. But a paid waitlist is a stronger signal than a click. It tells us this world is worth building carefully.

Every paid member turns a hope into a budget — and de-risks the work for the next person who joins. You are not buying a promise. You are making one possible, and putting your name among the people who did.

The Founding Waitlist

Three editions, one city

Standard

$20

The Founder


  • Early access key at first playable build
  • Founder's name in the in-game credits
  • Digital field journal — prose & art — at launch

Most chosen

Collector's

$50

The Collector


  • Everything in The Founder
  • The illustrated prose folio, including the prologue
  • World-bible excerpts, released as they're written
  • The director's development letters

Priority Collector's

$125

The Patron


  • Everything in The Collector
  • Earliest access, ahead of every other tier
  • Your name held for the first numbered physical edition
  • A standing line to the director's desk