Wildcrest

A creature roguelite · v0.6

Befriend creatures. They fight for you.

Cross painted meadows overrun by Hollows, wild creatures clouded by a creeping dusk. Every friend you make fights with its own move, every level-up is a choice, and the friends you make stay with you between runs.

Free and runs in your browser. Best on a desktop with a keyboard.

A fight against a warden in a sunlit meadow, with telegraphed pink circles on the ground
The tamer gliding under a leaf
1

Pick who leads

Start with any creature you have befriended. You begin with three.

2

Grow your party

Level-ups bring new friends, stronger bonds, charms and gear.

3

Survive the meadow

Hollows close in. Elites, a warden, then the guardian at 5:00.

4

Bring something home

Glimmer, kinship and your best gear carry over to the next run.

The tamer and five creature friends fighting a crowd of Hollows in a sunny meadow, with the damage meter open

Creatures are your weapons

You never swing a sword

Up to six friends follow you and fight on their own, each with a signature move. Fireballs burst, waves shove, whirlwinds pull Hollows in, shockwaves stun and lantern wisps never miss. Types still matter, so who you bring changes the fight.

  • Eight creatures, eight ways to fight
  • Bonds grow every level
  • A live damage meter shows who carries
A level-up screen offering four cards: a Legendary bond upgrade, a Rare charm, an Epic new friend and an Uncommon boon

Every level-up is a choice

Cards that roll their rarity

Each level-up offers new friends, stronger bonds, charms and boons. Every card rolls Common, Uncommon, Rare, Epic or Legendary, and a Legendary card gives almost three times as much. Luck tilts the odds, and full-bond creatures keep growing through mastery.

  • Five rarity tiers
  • Rerolls when nothing fits
  • Upgrades never run out
A gear cache with a Legendary ring, a Rare locket and a Rare mantle, each compared with what the tamer wears

Gear worth chasing

Three sets, six slots, one armory

Elites, wardens, guardians and chests drop rings, necklaces, shoulders, trinkets, hats and gloves. Each meadow has its own set, with bonuses for wearing two, four or all six pieces. Legendary pieces carry perks like falling stars or a second wind.

  • Wildflower, Rainwoven and Moonlit sets
  • Upgrade pieces with coins
  • Keep your best gear between runs
The tamer gliding under a big leaf above the meadow, with the Breeze meter glowing

Ride the wind

Moving well is half the fight

Hold jump to glide over the crowd on a big leaf. Updrafts launch you high, and coming down hard throws nearby Hollows back. Shockwaves pass beneath you if you are high enough. Fast, airy movement and near misses build Breeze, which makes your creatures attack faster and harder.

  • Glide, updrafts and gust landings
  • Jump over shockwaves and orbs
  • Breeze rewards flow, hits drain it
A warden Hollow with pink telegraph circles filling on the ground around the tamer

Something big is coming

Elites, wardens and guardians

Elites arrive with modifiers like Swift, Warded and Splitting. A warden shows up mid-stage, and at five minutes the guardian wakes, grows enraged at half health, and sizes itself to your party. Every big attack is drawn on the ground before it lands.

  • Readable, telegraphed attacks
  • Guardians scale with your build
  • Rare and Epic gear drops
The Rainy Thicket stage in heavy rain
The Moonlit Hollow stage at night, glowing violet

Three meadows

Sunlit, rainy and moonlit

Each run crosses three stages: the Sunlit Meadow at midday, the Rainy Thicket where water attacks hit harder and fire fizzles, and the Moonlit Hollow, where the dusk is thickest. Spirit shrines grant a free level-up, chests hold treasure, and updrafts wait in every meadow.

Eight friends to find

Every creature fights its own way

Befriend them on runs and they join your collection for good. The more runs you share, the closer you grow.

Emberkit

Emberkit

fire

Cinder Volley. Flings fireballs at the nearest Hollows. They burst on impact.

Tidepup

Tidepup

water

Riptide. Sends a rolling wave ahead that pierces and shoves Hollows back.

Sprigling

Sprigling

grass

Leaf Ring. Sharp leaves circle you, slicing anything that comes close.

Pipwing

Pipwing

flying

Gale. Whips up a little whirlwind that wanders through the horde, pulling Hollows in.

Nibbit

Nibbit

normal

Quicknip. Darts out and bites a chain of nearby Hollows, then bounds back to you.

Caddle

Caddle

bug

Silk Trail. Leaves sticky silk where you walk. Hollows inside are slowed and stung.

Pebbit

Pebbit

rock

Rockslam. Pounds the ground, sending out a shockwave that stuns everything nearby.

Wispurr

Wispurr

ghost

Lantern Wisps. Releases lantern wisps that drift after Hollows and never miss.

The camp screen with lasting upgrades and the armory of saved gear sets

Nothing is wasted

Runs end. Friendships don't.

Every run earns Glimmer to spend at Camp on lasting upgrades. Creatures you befriend stay in your collection and gain kinship each time they come along. Gear you wear at the end of a run goes to your armory, and the Gear Satchel lets you bring some of it next time.

  • Lasting upgrades at Camp
  • Kinship ranks for every friend
  • An armory of saved gear sets
Choosing a lead creature from the collection, with locked silhouettes for creatures not yet befriended

How to play

Controls

Your creatures attack on their own. You move, jump, dash and choose.

WASD
Move
Space
Jump, hold to glide
Shift
Dash
1–4 R
Pick a card, reroll
Esc
Pause, party, gear and upgrades
Tab C
Show or reset the damage meter
Mouse wheel
Zoom
F M
Fullscreen, mute