A FIRST-PERSON PARTY RPG

Home below.
Adventure above.

A town to return to. A tower to brave.
Gather your party and discover what awaits
beyond the next flight of stairs.

IN DEVELOPMENT ALPHATHE TOWER IS ONLY THE BEGINNINGSCROLL

01 / A PLACE TO BELONG

Every ascent begins
with a place called home.

In Caelwick, the tower is always on the horizon. Adventurers come to make their mark. Your party comes to make a life.

Prepare in town. Venture into a procedural climb. Return with stories, hard-won experience, and the consequences of your choices.

Meet your next party
I

Gather in town

Choose up to four heroes from your roster. Give each a place in the plan.

II

Brave the ascent

Explore procedural floors. Read the encounter. Make your resources count.

III

Carry the story home

Your campaign continues beyond the climb. Every return shapes what comes next.

02 / THE COMPANY YOU KEEP

Four classes.
Countless ways to fight.

Each class has its own rhythm, its own source of strength, and something to lose.
Choose a class to discover its edge.

SHIELDS / CHARGES

Turn punishment into power.

The damage your shields absorb becomes charges for your attacks. Protect the party, weather the pressure, then decide when to strike back.

THE TENSION

A quiet fight leaves you little to spend. A punishing one arms you.

Read the Shield Warden guide

Class concept illustrations · Designs and balance evolve during alpha.

03 / YOUR PARTY. YOUR PRIORITIES.

A good party
has a plan.

Your heroes act on the tactics you give them. Choose their actions, targets, and conditions. The first available rule wins.

Start with a class preset. Refine it as you learn. Step in when a moment calls for your judgement.

Explore tactics and combat

One decision can change the whole encounter.
Try changing the Warden’s priorities.

TACTICS FIELD GUIDE

The Shield Warden

INTERACTIVE
1. Choose a priority
2. Read the encounter
LOWEST ALLY HP 28%WARDEN CHARGES 3
  1. 01
    Shield an allyMost injured ally · HP below 40%
    Ready
  2. 02
    Spend charges to strikeClosest enemy · At least 3 charges
    Ready
  3. 03
    Basic attackClosest enemy · Always available
    Ready

Choose your priorities, then see which rule fires.

An illustrative tactics example. Other action requirements are assumed met; this is not live gameplay.

AMBITION. DISCOVERY. CONSEQUENCE.

The next floor is a promise.
Coming home is a choice.

The climb asks more of your party than strength.
Manage what remains. Know when to push on.
Remember who is counting on you to return.

Read about the campaign

04 / MAKING CAELWICK

Dev Blog.

What I’m building, what I’m learning,
and the ideas behind Caelwick.

All posts

THE FIRST CHAPTER

A world
taking shape.

Caelwick is in alpha. Explore what is playable today and what is still taking shape.

Inside the alpha
CURRENT FOCUS

The foundations of the ascent

Four classes, tactical combat, generated expeditions, local campaigns, and an early town with recruitment and departure.

THE WIDER VISION

A life beyond the tower

The return-home journey, lasting consequences, a party base, crafting, and the outskirts are still taking shape.

Public alpha access and release timing have not been announced here.