
The Offering
You are not alive. You are not dead. You haunt a shrine.
Wanderers pass by — drawn to the stone, the silence, the something they
can't name. Possess them. Walk them to the altar. Watch them offer.
Each offering feeds you. Each night tears the world open.
When darkness falls, the astral plane bleeds through. Collect the soul
shards drifting through the dark before they fade. Hold off the void
crawlers before they reach your shrine. Spend your Resonance on powers
that persist beyond the night.
You grow. The shrine grows. The offerings grow richer.
They no longer choose to come.
— Incremental / idle game with active possession mechanics
— Day/night cycle with a separate astral night mode
— Two currencies: Essence (day) and Resonance (night)
— Upgrade trees for both phases
— No install required — just run the .exe
| Updated | 1 hour ago |
| Published | 1 day ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 1.0 out of 5 stars (3 total ratings) |
| Author | NeuralNetwork |
| Genre | Strategy |
| Made with | Godot |
| Tags | 3D, Atmospheric, Clicker, Godot, Idle, Incremental, Indie, Low-poly, Mystery, Singleplayer |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Accessibility | Subtitles |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |
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Comments
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wsad stop working when switching different keyboard layout
I will look into this asap, thank you for the input! :D
Interesting and unique game. It has potential!
A couple pieces of feedback, take what you want:
-It took me a long time to figure out how to possess and walk someone to the shrine. I didnt know I had a glowy orb I control with WASD. It started out of view. And once I figured out I could move this orb, I didn't know I needed to hover over a person and press LMB to possess them. Then it was confusing I had to wait for it to recharge.
-The upgrades were way too vague to know what they did. It's only after you spend your currency do you know what they do. A tooltip when hovered over the upgrade will help a ton.
-The upgrades on the third tab were confusing. I didn't understand what they meant by walking them near something. I upgraded a few of those and tried walking possessed folk all around but never saw anything change or increase. Visuals would help a ton here.
-I'd love to see some different visitors and each one would have their own unique gimmick. You had an upgrade that implied there would be 'leaders' that had followers. I never saw them. But I really like this idea. Maybe after possessing and making them give offerings to the shrine they could then go off and tell other people to go. Or when you possess another they could shoot off a nova that bring nearby people. But have them visually different so the player knows who does what.
-During night time it was confusing the orb was still there possessing people. I could not control them during night time so maybe hide the orb?
-The dark brown virus creatures were nearly impossible to see in the dark gray background.
-I did enjoy the skill tree progression for night time, but I never felt the difficulty was increasing night to night. After night three it was a bit boring to defend against monsters. Because of this I never had a monster damage the shrine. Maybe add more monsters night after night, each with their own unique mechanics and way of attacking the shrine.
Good luck! This has enough unique mechanics that it can stand out in a busy pond.
Thank you so much for this thorough review I know it took some time to write.
I will look into adding most of what you wrote very soon. Much of this is quality of life and very nessesary to even progress so look out for an update this week:)
Please give me feedback, much appreciated :D