Covenant
The roster is locked, and every balance change is published with its reason.
Covenant is a strategy game. It is still in development. The planned price is $10, bought once. A browser version, iOS, Android and Steam are planned.
Sixty myth-and-legend units - Anansi, Sun Wukong, Baba Yaga, Gilgamesh - and the roster is locked. Draft a team, then watch the fight land on a 3D board: wind-ups telegraph, kills get called, every round replays. Eight rounds against seven opponents, or a campaign across eight regions.
We email you once, on release, and never again. Covenant cannot be bought yet — nothing is charged and no account is needed.
The roster is locked, and every balance change is published with its reason.
The sixty are fixed: no unit is added, removed or swapped out from under a team you spent a month learning. When a number does move, it lands in a public changelog that says what moved and why, entry by entry - you read it in writing instead of discovering it by losing. The promise is checked by machinery, not trust: the game fingerprints its own balance data and compares that fingerprint to the published record, so a build that no longer matches what was published says so out loud.
Your fight actually happens.
Your team is not a number that gets compared to another number. It stands on a real 3D battlefield with terrain, lanes and flanks, and the fight plays out unit by unit: casts telegraph, kills are called, and the replay of every round is yours to step through. You can see which flank broke and know why you lost before the screen tells you.
Sixty units. Fourteen origins. Six classes.
Gilgamesh, Anansi, Dracula, John Henry, Paul Bunyan, Ra, the Kraken: a roster drawn from the world's myths and legends, every one with an authored ability. Origins and classes ignite team synergies when you field enough of them, items combine from components you win on the carousel and in the monster rounds, and augment picks on rounds two, four and seven bend the rules of your run.
Two ways to play the same roster.
The match. Eight rounds against seven opponents. Buy from a rolling shop, level up, position your units, hold gold for interest, and watch each round resolve on the stage.
The campaign. Eight regions of roguelite runs: pick a party, walk a branching map, fight scored set-piece missions with real objectives, bank relics, and choose your road at every fork.
Deterministic by construction.
Every random outcome comes from one seeded source, so a match can be replayed exactly, a bug can be reproduced exactly, and a balance claim can be tested rather than argued. That is why the covenant can be a promise instead of a slogan.
What’s included
- A locked roster of 60 myth-and-legend units, each with an authored ability.
- Every balance change published with its reason, in a changelog you read instead of discovering by losing.
- The build fingerprints its own balance data against the published record and says so out loud if they differ.
- Fights resolve on a real 3D battlefield with terrain, lanes and flanks - casts telegraph and kills are called.
- Step through the replay of any round to see which flank broke.
- 14 origins and 6 classes that ignite synergies at thresholds, plus items combined from components.
- Augment picks on rounds two, four and seven bend the rules of a run.
- Deterministic by construction: one seeded source, so a match replays exactly.
Covenant is covered by Our Promise: no microtransactions, free updates forever. Refundable for 14 days — just email hello@inlet.games.