WANE: Return to Ravelle and Reclaim a Broken Mind
You are Declan Wayne. Once an archaeologist credited with unearthing Ravelle and its dead civilizations, you also ripped open a wound that would not stop bleeding. Now the seals have failed, and whatever you let loose rewrites rooms and people alike. WANE makes that guilt the engine of its gameplay - a tactical roguelite about memory, mercenaries, and the cost of coming back.
Mechanically the pitch is tidy and mean. Raise an expedition of occultists and specialists, send them into Ravelle's shifting halls, and try to leave with loot and enough survivors to fund the next run. Every descent reshapes itself around your past, every injury stacks up, and your choices about people and artifacts follow you between runs.
Raise an Expedition
Recruitment is more than stats. WANE's cast reads like a tabletop campaign in motion: an assassin with a demon in charge of his vocal cords, a disgraced fighter pilot turned mecha, and a magician who treats Death like a poker buddy. These characters are not props - they have agendas, grudges, and relationships that will change the way your runs play out.
You outfit teams, balance roles, and accept that hired hands tend to bleed, break, and sometimes die. Their stories are part of the loop. Solve a problem, exploit a weakness, or broker peace between rivals. Loyalty is a resource as precious as healing supplies.
Every Room Is a War of Attrition
Combat is turn-based and high stakes. Encounters are compact and brutal, asking you to squeeze value from abilities, trinkets, and the terrain. WANE leans into tactical creativity - build synergies between characters, combo relics, and turn the environment into a weapon when you can.
Dice and randomness matter. Trinkets you find might enable new strategies or simply save your skin for one more room. Injuries and depleted supplies push decisions outside of the fight - retreat too early and you miss progression, stay too long and you might lose the people who matter most.
Push Deeper With Each Run
Ravelle is both punishment and teacher. Rooms reshuffle, horrors you defeated will rise again warped by your own past, and the dungeon keeps secrets that only repeat descents can uncover. Progress is metagame progress - unlock safe rooms, open shortcuts, and locate allies who can turn a slog into a successful push.
The goal is steady: reach the heart of Ravelle, cut out the rot, and find a cure for Declan's shattered mind. It is a marathon rather than a sprint - every successful loot haul funds the next attempt and every failure teaches you where to tighten up.
Bankroll, Bargain, Repeat
You burned through a fortune reopening Ravelle. Now your base needs supplies, mercs need paychecks, and injured expedition members need medical care. WANE turns archaeology into currency - artifacts can be kept for lore and progression, or sold to pay for the next descent.
That financial friction is part of the game's tension. Do you sell the relic that could unlock a shortcut in exchange for medicine? Do you keep a sentimental piece that wins someone's loyalty but costs you a shot at upgrading your gear? Those tradeoffs are what keep the loop compelling.
About Metis Creative
Metis Creative is best known for award-winning tabletop RPGs such as Historica Arcanum, E.N.C.O.R.E., and Solaris Arcanum. WANE is their first video game effort, and the project leans on the studio's tabletop strengths - character drama, consequential choices, and mechanical clarity.
WANE presents a tactical roguelite that wears its narrative on its sleeve. It asks you to manage people as much as gear, and to accept that the real enemy might be memory itself.














