The Wainscot in Misrule’s scale realm: a cloaked figure no taller than the lamp beside them, standing in a green shrine ring at the foot of a ravine between two enormous rough stone walls, with giant steps climbing away into the dark and a beetle the length of a car resting on a ledge above.

The WainscotA shrine changes how big you are. The wainscot does not.

The Waystation in Misrule: seven ringed gates standing in an arc on a cobbled platform under a violet starfield, five of them lit and turning, two dark and locked, with a lone cloaked surveyor in a glowing orange ring at the centre.

01 · In development · five realms playable

Misrule

Seven worlds. Seven broken laws. None of them can be solved the same way twice.

  • First-person co-operative physics adventure
  • One to four players
  • Version 0.60.0

Every realm in Misrule has had exactly one law of physics taken out of it, and rebuilt everything else around the hole. Gravity picks a new direction under your feet. Time only moves while you do. Light is solid enough to stand on. Nothing you learn in one realm helps you in the next — and that is the whole design, not a shortfall of it.

  • The Sideways — Gravity
  • Held Breath — Time
  • Lantern Shore — Light
  • Giant's House — Scale
  • The Quiet — Sound
  • Upturned Sea — Water (in build)
  • Hungry Garden — Growth (in build)

The WaystationSeven gates, one for each broken law. Five of them are open.

The rest of the catalogue

One game, and no announcements

The second game exists as notes and nothing else, and it stays off this page until it is real.

Seven worlds. Seven broken laws. None of them can be solved the same way twice. In development · five realms playable.

Where Misrule is

  • Upturned Sea — the water realm
  • Hungry Garden — the growth realm
  • The licence client, so a key bought here actually unlocks the game
  • The packaged desktop build
  • Medal times tuned across the whole campaign rather than per chapter