The premise
Mortis was buried and did not stay that way. Something under the graveyard had been calling him by name, and when he finally answers he claws his way out to find it was a chest doing the shouting. The chest points out that a man who can raise the dead should be able to raise himself, all the way back to warm and breathing and complaining about the weather, and suggests he go and find out whether that is even possible.
So he leaves. The chest stays behind, being furniture, and gets an enormous amount of mileage out of it.
How it plays
Insight
Kill something often enough and you learn how it goes together. Once you know that, the chest can summon one for you. Nothing is unlocked by a currency you cannot earn by playing.
Wear what you beat
One summon walks beside you and the other you wear. Beating a Skeleton Golem is how you get to be a Skeleton Golem, stats, model and all.
One party rule
You and your companion may share a class or share an element. Never both. Every team you can build sits on that single constraint.
The socket board
Each unit carries a board of shaped sockets. Charms and sigils only fit the shape they were cut for, so a build is a puzzle rather than a stat dump.
Levels built fresh
Hex overworld nodes assemble a new multi-room layout every run. Camps wait in their rooms until you walk in on them.
Losing costs little
Die and you keep 30% of what you earned and none of your items. Mortis cannot stay dead, which the chest finds far funnier than he does.
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