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The River Keeper

Oh Tipi

Pip pushes and Brookling pulls. Leave space behind your party, then separate them from Oh Tipi before he can heal them.

3 new spells to learn+1 affinity for victory. Each enemy teaches its spell when defeated. Knowledge is kept after a loss.

Your party

5 hero affinity
Party bonds

Kindling+1 Flux

Warm Current+1 HP

Allies within two hexes of both living companions. Matching benefits do not stack.

Prepare party

Round report

Settings & saves

Sound levels

Progress is saved in this browser. Export a backup to move it to another device.

All saves & seats

Keyboard: 1–5 spells · M move · G guard · U undo. Arrow keys and Q/E move map focus; Enter selects a hex.

How to play

  1. One hero, two companions.

    Defeat every enemy to win. Creatures are fighters: they move, cast, take damage and can be defeated.

  2. Move and choose an action.

    Tap a party member, choose a landing, then aim a spell or Guard. Untouched actions default to Guard.

  3. Resolve order.

    Movement happens first; spells then travel together and can meet midway. Aim at where the enemy may move. Area spells can hit friends.

  4. Build a party bond.

    Bonds need two living companions with the right elements. Each recipient must stay within two hexes of both companions. Matching benefits do not stack; defeat or separation breaks the bond.

  5. Enemy spell unlocks.

    Each champion and creature species teaches its own spell on first defeat, even if you later lose. Equip learned spells between battles when you meet their affinity requirement. The library shows their source; creature encounters are available there.

  6. Story victories advance your hero.

    Each first story victory earns one affinity, up to 18. Stronger and mixed-element recruits unlock along the journey. Field encounters and replays award knowledge, never extra affinity.

  7. Closing ground ends stalemates.

    From round 10, the safe area contracts by two rings every two rounds. Outside damage follows spells and displacement; Guard and Ward do not block it. Only the centre is safe at the end.