Eternal Chase Join the alpha
Closed alpha · invite only

You do not play the hero.You write his orders.

Eternal Chase is a semi-idle MMORPG. You are the liege: you pack the bag, write the Battle Order and send your vassal hunting. In the field he acts alone, by your decrees. Your job is to watch, read what failed, and rewrite the logic.

An expedition into the Forgotten Crypt. The vassal is yours; so are the orders he follows.

The core loop

A deck, not a form

Each card is one action, and only one. You stack them on three shelves — Survive, Strike, Otherwise — and your vassal reads top to bottom, every instant, taking the first one he can execute. Hand-written decrees still work: the card is a lens over the rule, never a cage.

6 of the deck's 36 cards. The Compendium holds them all.

Canteen in hand

Survive

Drinks from the canteen at the first scratch. Never runs out.

Notchao primeiro arranhão

Leave the circle

Survive

Walks out of a telegraphed blow before it lands.

Notchquando o chão acender

Save your skin

Survive

Abandons the contract before becoming a corpse. Comes home alive, with the loot.

Notchaos 30%

Swing the weapon

Strike

What he does when nothing else applies. Changes with the weapon equipped.

Notchsempre que der

Go after him

Otherwise

Lets no one get away.

Notchsempre que der

Hold the line

Otherwise

Stands his ground on purpose. Nothing below this card ever runs.

Notchsempre que der
After the hunt

Find out why decree nº 3 never fired

Every expedition ends in a report: damage per decree, executions, and the reason behind every time a rule was skipped. It separates the three ways a decree can fail — and they are three different problems with three different fixes.

skipped 17× — out of range

Eclipsed

a rule above always resolves first. The decree is correct and its turn never comes.

Trigger never reached

the condition holds, but health never dropped that far. Loosen the notch.

Blocked by resource

no mana, no potions, still on cooldown. The decree tried and could not.

What is at stake

Death costs, and the corpse run is real

Dying drops enough experience to cost you a level and tears off one of the pieces you wear — it stays on the corpse, and you have fifteen minutes to go back for it, with the same monsters still alive. Your bag and gold survive: nobody who leaves their vassal hunting all night deserves to wake up with nothing.

15 minutes

Genuinely semi-idle

Close the tab. The expedition goes on.

The hunt does not happen in your window — it happens in the realm. Closing the tab mid-contract pauses nothing: when you return, you get the report of every minute that passed, up to four hours. You may have gained a level in your sleep. You may also have died.

up to 4 h

The realm today

What already exists on the other side

What is already there to walk, hunt, wear and sell. The Compendium has each of them in detail, and the list grows with every update.

The Great Square, in the middle of Valdaren. The other vassals around are real people's.
29zones
141creatures
197items
36cards
7doctrines
3classes

The alpha is closed, and it will be wiped

Entry is by invitation. Three things said up front, not in fine print: the realm is wiped at launch — characters, vault and auction book; there is no email recovery, an account comes back through the Crown Seal, shown exactly once; and death costs you one of the pieces you wear.

Join the list The game itself is played in Portuguese.