Imagine a rogue-like dungeon crawl game that you've played before. What are the things you remember about that game? What was the story you told?
This game crystallizes the storytelling potential of a game where death is an inevitability, escape from the dungeon is never a possibility, and instead of rolling dice you dig straight into the words and the emotions and the sense memory of dungeon delving stories to form your experience.
You won't have to do math. It's a game about moving together through an experience you know must inevitably defeat you, but trying anyway.
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