Hallowmere is built around eight-person warbands. The intention is simple: the player who keeps the group standing should matter as much as the player who lands the final hit.
Six roles, eighteen identities
Each realm shares six underlying combat kits: protector, melee damage, primary healer, sustain and control, control and support, and ranged damage. Realm-specific names, spell labels, equipment, and colors give those kits their Crown, Grove, and Frost identities.
Coordination creates the opening
A protector can guard a vulnerable ally. A musician can control a group or awaken a teammate. A caster can turn a safe casting window into pressure. Movement, incoming damage, and hostile control can interrupt cast-time spells, making position and timing part of every exchange.
A place for the next player
Role-aware bots fill unoccupied squad positions. They heal, protect, interrupt, follow orders, and contest objectives. Human players replace bots rather than adding a ninth slot. The campaign begins when a human deploys.
Hallowmere is in active development. Features, balance, and presentation may change as testing continues.
