Press

Developer: Domus Romuli (solo studio) 
Based in: Austin, Texas, USA 
Release: Free browser prototype on itch.io. Steam Early Access (Q1 2027)
Platforms: Web browser (prototype). Windows and macOS, Steam Deck supported (Steam Early Access). 
Price: Free (prototype). Paid Early Access on Steam, with the price rising as the game grows. 
Genre: Roguelike deckbuilder 
Mode: Single-player 
Run length: About 45 minutes for a full trip out and back, with save-and-quit. 
Languages: English 
Website: adreditus.com
Press contact: press@adreditus.com

Fact Sheet

  • A deckbuilder run played in two halves, a journey out and a journey back
  • A horizontal Pilgrim's Scroll map where the road forks into routes with their own character and payoffs, fewer but weightier choices than the usual node grid
  • A companion who fights at your side, with their own health and a set of cards built around them
  • Covenant Powers, a charged faction ability fueled by you and your companion fighting as one
  • Two factions with separate card pools and their own resource systems, Revelry and Devotion
  • One midpoint decision that transforms your deck and reshapes the road home
  • The Anointment Rite, a transformation system that reforges your cards down divergent paths rather than a single upgrade track
  • Sacraments, the game's take on relics, including paired sets that are ordinary apart and transformative together
  • A return road repopulated with transformed enemies, and bosses that adapt to the deck you built
  • The Sanctum, a home base between runs where Pilgrim Marks earned each run unlock permanent upgrades at the Covenant Forge
  • The Eagle's Nest: send cards, sacraments, or gold ahead mid-run to carry into your next run
  • 200+ cards, 100+ enemies, and 7 of the 10 stages playable in the current prototype
  • Hand-drawn art, save and quit anywhere, and a full run runs about 45 minutes

Features [v.03 build, more to come]

A hand-drawn roundtrip roguelike deckbuilder, where a full run is split in two halves: a journey out, a run-defining decision, and a changed road home.

The hinge is a covenant ring called the Cordis. It fuels your strongest plays and quietly corrupts you for leaning on them, and at the midpoint you decide whether to keep that bargain or break it. Everything after that point is shaped by the answer.

About The Game

Two peoples walk the same road in opposite styles. The Moot are communal folk who scale through Revelry, leaning on feasting, drink, and strength in numbers. The Ordo Sanguis are martial monks who scale through Devotion, paying in their own blood and resolve. 

They share the ring and the route and little else, so the two campaigns have separate card pools and feel distinct from the first turn.

The Two Factions

At the midpoint of the game, Alta Sacra, the game asks for a run-defining decision before you head back on the road home. 

There is no safe option and no trap option. Each path opens a new way to play, with new cards, mechanics, and more.

The Choice

The whole game is built around the return trip. Most deckbuilders are a single climb, and the deck you spend a run assembling retires the moment it finally comes together. Ad Reditus hands that finished deck a second half: a journey back along a road rebuilt around your midpoint choice, against bosses that have seen you pass once already. The build-up and the payoff live inside one continuous run instead of ending at the top.

What Makes It Different?

Every character, enemy, and boss is drawn by hand in Procreate. The style is ligne claire, the clean bold-outline tradition of European comics, set loose in a low-fantasy medieval world. 

The goal was a game that looks like a folk-tale illustration you can fight your way through.

The Art

The World

Ad Reditus is set in Sanctum Cor, a low-fantasy world where power lives in objects and old relics rather than in people. There are no magical people in this world, just folk, faith, steel, and a handful of sacred things that still hold a charge. 

Long ago a covenant bound its peoples together. It fractured, and the factions left behind each carry a piece of that broken faith. You play a pilgrim walking the Cordis down an old road to an altar at the edge of the world. The tone is medieval and folk-tale, closer to a worn illustrated manuscript than to high fantasy.

Your Companion

You do not make the journey alone. A companion travels and fights beside you the whole way out, and the ring's power is fed by the two of you fighting as one. On the battlefield they are their own presence, with their own health and a set of cards that shield them and draw on them. In the story they are the counterweight to a ring that keeps insisting you can do all of this by yourself. What you decide at the altar affects them too.
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