Hollow Ledger is a turn-based gothic roguelike built around relic combinations, tough encounters and the choices you make between them.
Take on the campaign at your own pace, or put your build decisions to the test against another player.
Turn-based combatRelic-driven buildsFree at launch
Solo / Offline
Campaign
Explore the dungeon, collect relics and face its bosses. Unlock upgrades and take on challenge runs with new restrictions.
Play offline, without signing in
Keep your progress between runs
Link an account for cross-saves
Online / Competitive
Ranked 1v1
Start on equal footing. Draft your ember, build through a shared dungeon and face your opponent with the relics you choose.
Climb the ranks to Full Hollow
Create private matches with friends
Practise against a bot offline
✧
Being built. Getting closer.
Steam, iOS and Android are the planned launch platforms. The base game will be free, with optional cosmetics that do not change gameplay. A release date hasn’t been announced.
playhollowledger.com now has game information, development updates, community access and ways to support the project, using the multiplayer arena artwork.
The site is informational. Steam, iOS and Android remain the planned game platforms; the game itself is still in development.
Phone menus and save slots use more compact layouts, with space reserved for the notch and home indicator.
Match history and export now open in their own panel, so the match-data control no longer covers combat. Settings dropdowns and shorter-screen controls are easier to read.
These changes are being prepared for the next test build; installed iPhone verification is still pending.
Earlier updates +
Historical notes describe the plan at the time. The current launch targets are Steam, iOS and Android.
Settings now includes About & credits, with the game version and full third-party software notices. It works without an account or internet connection.
The layout has been checked at desktop and compact landscape sizes in the development app.
Installed builds now use the Hollow Ledger mark for app icons and a matching dark launch screen. The desktop window and phone app labels use the game name.
Existing test app identifiers and local save locations are preserved. This is development packaging; store releases are not live.
Duel results now use separate player cards with labeled HP damage, blocking, bleed, healing and shield gains. Critical hits are identified.
Slower relic buildup and longer move pauses make combat easier to follow. Skip keeps the complete result.
Removed the extra Read effect buttons; reward effects and inventory descriptions stay available inline. This update is in the local build, not yet the hosted playtest.
Removed repeated combat rules from relic popups while retaining each relic’s effect and relevant details.
Damage buildup now plays more slowly. Settings → Game has a saved Damage animations switch for immediate results.
Updated the online playtest with the latest menus, effects and public usernames; ranked is enabled for enrolled testers. Browser and Linux control checks cover menus, shops, saves, practice and accounts.
Relics now pop in sequence as their bonuses feed a growing damage total, followed by a hit effect and a clear HP, shield-blocking and overkill breakdown. Healing and shield conversions appear separately afterward.
Added rising sound cues, fast playback, skip and reduced-motion support across campaign, practice and online combat. Existing game artwork and combat rules are preserved.
Browser, two-client online and rebuilt Linux checks pass. This is a development update; it has not been deployed to the live service.
Added opening and closing transitions to menus, staggered cards, and smoother changes between campaign doors, rooms, rewards, shops and multiplayer screens.
Reduced motion is supported throughout. Dialogs keep background controls blocked while closing, and ordinary combat turns do not restart screen transitions.
Browser and rebuilt Linux checks pass. The local preview is updated; this has not been deployed to the live service.
Account now opens with just your profile and cloud-save status. Name editing, recovery and other tools have their own focused views.
Multiplayer goes straight to the ranked lobby. Play ranked stays visible, with sign-in and service availability explained; private matches and practice remain secondary.
Added livelier screen transitions, button feedback and gentle background motion that respects reduced motion. Browser and Linux checks pass; this is not a live deployment.
Added a compact Settings menu with Game, Graphics and Audio sections, plus updated Account styling using the existing game artwork.
Added saved replay-speed, motion, combat-effect and rank-aura controls. Rank effects grow with each tier, with Full Hollow receiving the strongest halo.
Menu transitions respect reduced motion. Browser checks pass; updated native-device checks and deployment remain pending.
Added eight illustrated ranks ending at Full Hollow, with five placement matches and progress toward the next rank. Private matches and bot practice do not change rank.
Ranked play now has the main multiplayer action; private invitations are secondary and bot practice is a smaller link. Removed decorative sayings from game menus and messages.
New Account, Sound and Multiplayer art concepts are under review. These changes are in development and have not been deployed.
Added public usernames at account creation and in Account settings, with inappropriate-name filtering and unique names. Online opponents see the player name, never the email address.
Added one free username change with confirmation. Server enforcement prevents save editing or repeated requests from resetting the allowance.
Verified in development; deployment and updated native-device checks are still pending.
Added an illustrated title screen with Play, sound settings and account access. Play now leads to Campaign or Multiplayer.
Created new cathedral and mirror-arena art, plus a multiplayer hub and clearer online lobby for matchmaking, friend invitations and bot practice. Existing campaign screens are preserved.
Verified in development browser and Linux builds; this update is not deployed to the live test service yet.
Fixed clipped practice navigation on narrow landscape screens, found during the full screen audit. Updated native package verification is still in progress.
Browser and installed builds now use the same bundled fonts, removing the external font request. This change is verified in development builds and is not deployed yet.
Streamlined attack calculations while preserving damage, overflow handling and combat playback.
Online command responses and match history now avoid unnecessary processing. All 93 regression checks passed; these changes are not deployed to the playable staging game yet.
Switching accounts safely clears queued online moves and ignores delayed responses from the previous session.
An unexpected account change in another tab now closes the old session and requires sign-in again; normal token refresh continues to work. These fixes are in development and have not yet been deployed.
Reduced redundant state copying during online progression while preserving recorded combat and reward outcomes. Hosted performance verification is still pending.
Added checks that conflicting moves from two sessions cannot apply twice or duplicate rating results.
Cross-play across Steam, iPhone, Android and browser is confirmed for launch, with the current heart, health and timer rules. Platform verification is still underway.
Private staging now avoids discarded online combat trace work. Full regression, match replay and maintenance recovery checks passed; performance and balance testing continue.
Private staging now skips unnecessary combat snapshots while preserving the same damage, healing and animation results. Thousands of comparison checks passed.
Added recovery checks for lost responses during outages and maintenance. Public multiplayer readiness testing continues.
Online moves now record match history without rebuilding unnecessary screen details, reducing server work while preserving the same history and combat playback.
Complete-match and privacy checks passed. The update is on private testing staging; public multiplayer readiness checks continue.
Strengthened hidden randomness for new online duels while keeping both players’ offers and luck matched.
Existing matches keep their original rolls. Automated full-match, replay and reconnect checks cover the change; public multiplayer launch is still in preparation.
Added retained match history with your actions, build changes and revealed combat explanations. Match exports now include available action records.
Added maintenance handling that lets ongoing matches finish and prevents incompatible game versions from submitting moves. Further release checks remain in progress.
Android cloud-save exports now use the system file picker, allowing a local file to be saved without a sharing app. Updated build verification is in progress.
Fixed a native sign-in error when choosing to stay signed in. Updated Android and iPhone builds are undergoing verification; existing installed builds are unchanged.
Updated cloud-save exports to download in smaller pages and pause when the service asks them to slow down. Interrupted downloads do not produce a partial save archive.
Native account checks now include Android secure-storage tests and desktop session restart checks. Broader release verification continues.
Added account connections and optional secure remembered sign-in to the native phone projects, plus a clearer explanation of account data storage. Installed-device verification is still pending.
Improved queued account deletion so repeated failures cannot hold up later requests. Private service monitoring is being connected.
Fixed a server compatibility issue that left account deletion queued. Confirmed cloud-save removal, blocked access from the old session, and optional local-profile cleanup using a disposable staging account.
Added a regression test in the actual server runtime. Native account verification remains in progress.
The desktop prototype now has an Account panel connected through a restricted HTTPS service. Remembered sign-in uses operating-system encryption and refuses unencrypted storage.
Linux packaging and account-connection checks pass with offline progress preserved. Full native sign-in, phone integration and device verification remain in progress.
Added account deletion with a fresh email code and explicit confirmation, plus an optional cleanup of the matching local profile. Other accounts and devices are left alone.
Deletion blocks further cloud uploads and queues provider retries if needed. Tested with disposable fixtures; live provider setup and native verification are still pending.
Cloud uploads now have per-account storage limits, with space reserved for choosing between conflicting saves. If storage fills up, progress stays on your device and Account explains the problem.
Previously accepted saves can still be retried safely after a lost reply. Development change; release capacity testing remains open.
Cloud saves keep the latest version and preserve unresolved conflicts. Older recovery snapshots expire after 30 days; resolved conflicts retain a further recovery window.
Added tests for devices returning after long offline periods and delayed save replies, preserving local progress and avoiding duplicate moves. Staging development update.
Linking another account now opens its own local profile. Returning to the original account restores its run and save slots.
Existing guest progress can be linked once. Profiles keep separate history and recovery copies, with tests for account switching and stale writes. Staging development update.
When cloud sync needs a new login, Account now offers Sign in again with your email already filled in. Pending offline progress stays on the device.
Added optional sign-in help and tested reauthentication followed by an exact pending-save upload. Available in staging; physical-device verification continues.
Added “Keep me signed in on this browser” for trusted browsers. Signing out removes the remembered login while keeping offline progress.
Remembered sign-in is separate from game saves. Linking cloud progress still requires your choice. Browser restart tests pass; native-app and real-device verification continues.
Returning to the game or regaining a connection now prompts cloud sync to retry, while respecting sign-out and server retry limits.
Development tests verify that reconnecting uploads pending progress without repeating a move. Native phone lifecycle testing remains open; this is a staging update.
Conflicting saves now show turn, health, shield, currencies and optional build and named-save details, making same-room versions easier to distinguish.
A failed save choice keeps the comparison open. Both cloud and device choices are covered by development browser tests. Available in staging; this is not a public release.
Added Recovery copies in Account: inspect and restore the local backup kept before cloud progress replaces it, or export a JSON copy.
Restoring keeps your current progress as another backup and pauses cloud syncing until you reconnect it. Available in staging; physical-device verification continues.
The account screen now explains that Private Browsing can discard local saves, and how to keep progress with a regular tab and cloud syncing.
Expanded development tests to verify that signing out and restarting a regular browser preserves a cloud-restored run and named save. Physical-device testing continues.
Fixed a browser timer error that prevented automatic save uploads after account linking.
An interrupted sync now keeps the device linked and offers retry instead of asking you to link again.
Tested real account sign-in across two separate browser clients, offline progress and choosing between conflicting saves. Internet cross-saves and native-device checks are still ahead; this is a development prototype.
Selected Supabase Auth and built a browser account panel for email-code sign-in, optional save linking, sync status and choosing between conflicting saves.
Tested the flow with two isolated browser profiles while preserving offline play and local saves after sign-out.
Real email delivery and internet cross-saves are still being configured. This is a development update, not a public release.
Confirmed guest play: start PvE before signing in, then link progress later.
Built and tested a cross-save foundation that queues offline progress, retries interrupted uploads without duplicating rewards, and preserves competing saves for a choice.
Tested with two isolated browser profiles. Player-facing sign-in and cloud-save controls are still being built; this is not a public release.
Built a separate offline prototype using the same game, art and menus, with local autosaves, named slots and recovery after interrupted saves.
Tested offline browser play and a packaged Linux desktop prototype; Android and iPhone project scaffolds are ready for native build and device testing.
Accounts, cross-saves and human online 1v1 remain in development. This prototype is not a public release.
Added original sound cues for combat, relics, rewards, upgrades and encounter results. Duel cues follow the moves as they resolve.
Sound starts off. Enable it in Menu → Sound, or the ♪ button in Duel, with remembered mute/volume and an optional preview.
Relic chains have limited overlapping sounds and fixed loudness. Audio controls were tested with output muted; device listening checks remain. These changes are in development.
Added Menu → Last action and the L shortcut, with recorded damage, healing, shield and relic explanations. It stays closed until you choose to inspect it.
Expandable steps separate HP lost, blocking and overkill, explain healing-to-shield chains, and label duplicate relic growth as one shared bonus. Duel records can explain both committed moves together.
The latest explanation stays available after popups fade and when saving, and clears when starting/loading a run or refreshing. These changes are in development.
Added matching left-facing artwork for all five keepers and improved compact combat positioning.
Combat popups now separate HP lost, bleed, healing, shield gained and blocked damage beside the affected fighter. Reduced motion keeps the labels visible.
Fixed overlapping effect numbers, action hover readability and a Duel result layout conflict. Physical device checks remain ahead; these changes are in development.
Progress, save slots and backpack now keep keyboard focus inside the panel and Close within reach. Save confirmations return you to the right slot.
Improved landscape cathedral menus and Duel drafts/results, including visible fighters and Continue. Added clearer keyboard selection and reduced-motion support.
Fixed built-game loading and Duel layout issues. Physical device testing remains ahead; these changes are in development.
Improved desktop fit and made Temper/Stow easier to read. Landscape phone layouts keep combat actions and shop choices within reach.
Shop and reward effects now have optional reading panels. Inspecting an item never buys it or chooses a reward.
The empowered King choice and Looking Glass now explain the unlock, cost and missing resources more clearly. Physical device testing remains ahead; these changes are in development.
Added Menu → How to play and the ? shortcut, with short sections on combat, builds, progression and saves.
First-time players get a dismissible guide invitation. It never opens automatically, and your existing new-run confirmation preference stays unchanged.
Improved keyboard navigation in the guide and fixed a local preview loading issue. These changes are in development.
Fixed extreme gold or shield values unexpectedly turning attack into zero.
Overflow values now survive saves, recovery and slot loads without being converted to empty values.
Huge healing, shield and bleed calculations now resolve without NaN; scientific notation and naneinf displays are more consistent. These changes are in development.
Hollow Ledger is in development and private playtesting. We’ll announce the release date and official store links here when they’re ready.
Is the game free?
The base game is planned to be free at launch. Optional cosmetic purchases will change appearance, not combat power.
Do I need an account?
You can start the offline campaign without an account. An account is needed for cross-saves and online duels.
Where do I report a problem?
Use the community links above. Include your device, what happened and how to repeat it. Never post passwords, sign-in codes or private account details.