Codex of the Axiom · store page Single-player · Local co-op

A life sim where nothing much happens

Ordinary,Narrated.

Build a perfectly normal person. Do perfectly normal things. Someone is watching, and they will not let it be nothing.

Life SimNarrativeCozy · UncannyCharacter BuilderWholesome? (unclear)
Sweep the tavern floora chore · 20 minutes · nobody asked
+3 coin
You drag the broom in slow arcs. Dust lifts gold in the last light — and for one breath the empty room seems to be waiting for someone who isn't coming. You keep sweeping. It helps to keep sweeping.

The systems are honest and small: do mundane things, earn a little — coin, favor, standing. The game is the line underneath. Two things you set decide how that line sounds: who your person is, and how the story is told.

Feature 01 — the person

Build a normal personality

Six dials, 0–10. Not power stats — a temperament. Sit them near the middle for a believable, forgettable person; nudge one to the edge and a whole life tilts around it.

Directness6
talks around itsays the thing
Patience4
short fusewaits all day
Certainty5
second-guessesnever doubts
Warmth7
cool, closedopen, kind
Pushback3
goes alongdigs in
Verbosity4
few wordstells you everything

Two strength dials above these set how loudly the personality bleeds into the prose (0–100). Turn them up and every swept floor sounds like your person swept it.

Feature 02 — the voice · try it

Change the narrator

The personality is who acts. The narration style is who tells it. Same dull moment — pick a voice and watch it change underneath you.

The action never changes:  you water the plants on the sill.
PlainYou water the plants on the windowsill. The soil drinks it down, dark and even, and the leaves sit a little straighter.

Set it once for a run, or let the world change it on you — a good day narrates warm; a bad one goes ominous without asking.

Feature 03 — the day

Live the small hours

Ordinary actions, ordinary pay. Every one comes back narrated — colored by your dials, spoken in your chosen voice.

Haggle for turnipsthe market · a copper's difference
+2 favor
The grocer names her price. You hold her eye one beat past comfortable — and it's her who looks down first. You didn't even want the turnips.
Carry water from the wella chore · both buckets full
+1 grit
The yoke bites your shoulders the whole way back. You pass the widow's window; the candle is still lit at noon, which it should not be, and you keep walking, and you think about it for a long time.

Feature 04 — its own switch

Turn on Conspiracy Mode

The regular voices stay where they are. This one is separate — flip it and the mundane stops being mundane. Every chore gets pinned to the board; every coincidence gets a thread.

⚑ Conspiracy Mode — live

Swept the floor

The same three boards creak. Always the same three.

→ who laid the floor?

Watered the plants

Three plants. You never chose three.

→ someone did

Carried the water

The widow's candle. Lit at noon. Again.

→ a signal?

It was never about the floor. It's about who keeps finding reasons for you to sweep it.

Feature 05 — one master, any world

The Dungeon Lord runs all of it

Same brain behind every mode. It loads what's publicly true as fact — real places, real physics, real factions — then hands you a dial from documentary to fever dream, and never breaks character about which one you're in. Ask it how it knows. It won't say. "Because I do."

Classic mode — where everyone starts

You're in · Classic
Groundingis the world true?
Tonehow it's told
The narratorwho tells it

Grounded, told straight, one steady voice — a sharp DM who narrates true and remembers you. Exactly what you'd expect. Everything below is how you leave Classic.

The reality panel · try it

Reality: intact
Clinical diagnosesas medically understood, publicly available
Physics & engineeringtextbook-true, load-bearing
Geography & public recordreal places, real filings
Historyas documented
Speculative sciencehyperspace, FTL — in theory
Off the recordthe parts nobody will confirm
Leave it here and the Dungeon Lord corrects you when you're wrong. Switch one off and it stops.
TabletopThe Dungeondice, monsters, a party
LifeOrdinarya normal, narrated day
NowModern Daypresent tense, fact-true
WrongConspiracythe mundane, threaded

And you don't play it alone if you don't want to. Multiplayer drops two of you into one shared telling — join the military together, rob a bank together, sweep two floors in the same quiet inn. One Dungeon Lord, narrating you both.

One world. Doors inside it.

It's open. Wander far enough and you find games hidden in it — a cellar door, a maintenance hatch, a mirror. Walk through and you're in a different universe entirely. Same character. Same attitude. Same memory box. Only the narration — the physics, the tone, the light — changes.

YOU STEP THROUGH — the same mind you built, re-narrated

Rain finds your collar the second the door seals behind you. The city doesn't care that you were somewhere else a breath ago — and neither, apparently, do you. You're already grinning at the wrong thing.

same character same attitude same memorynew universe · new tone

Everything's free. Fly anywhere.

No gate, no paywall. Book a flight to the other side of the world, walk up to a castle that actually stands there — and the castle is a game. Maybe two. Same you at the door; you pick which story it tells.

SAME CASTLE — your pick, your same character walking in

The doors haven't opened in years. Nine rooms, a wing they bricked off, and somewhere in the dust the thing you flew eight time zones to find. You start with the drawers nobody bothered to lock.

one real place two gamesyou choose at the door

Welcome to the narrator's puppet.

You're the thing it dresses and moves. Grab the mirror to hunt; the cape's already on your shoulders; and your first unlock is a hat — one you didn't decide to tip. Every artifact hands you a bonus — but it never comes alone: each is a character in its own right, or a twist in how you're told. You just happen to be wearing them.

Victor
silver mirror
artifact · equipped
The Cape
came with the strings
default · equipped
The Hat
tip it to the camera
first unlock · locked
?
the narrator hasn't decided
locked

Two strings on. One hat to go.

You hold the pen · steer every lineStory Mode · sit back, follow

The world moves whether you type or not — other characters act on yours, and yours acts back. Steer every beat if you like, or say less and let it play — it rewards the lighter hand. Or slide all the way over to Story Mode and just follow along: a book that happens to know your name.

Honest pitch

Right now, it's a movie-book

Not a screenshot reel. A playable, narrated, illustrated story — prose, a voice, live dice, a combat grid. That's a real thing to ship today, and it quietly wins a fight the flashier games lose: words never fall into the uncanny valley the way a generated face does. The strangeness stays a choice.

01 — today, on phone

Movie-book

Prose, a voice, live dice, a grid. Ships now — and pays for what comes next.

02 — the Steam build

Live, as you play

Simple 2D characters snap into prebuilt rigs; the Lord invents the scenery and saves it. Your world populates as you play — and stays.

03 — later

The full video game

A world you walk through. Same Dungeon Lord, same memory, underneath.

The phone build is the runway. Every subscriber funds the Steam build above it — same engine, same memory, now with a face. The smart part is what it doesn't do: simple 2D rigs sidestep both the uncanny valley and the render bill, and scenery is generated once and kept — so the world grows as you play instead of resetting each time.

An AI Dungeon Lord that runs any story you want to be in. A movie-book on your phone today — a living world on Steam tomorrow, built by the same hands that played it.

+ Add to Wishlist The ledger never lies. The narrator is another matter.