01
Commitment-Based Combat
Every attack commits. Every block costs stamina. There are no cancels, no invulnerability frames, no weakened fallbacks. If you do not have enough stamina, the action does not happen.
The Church preserved the forest past all natural end. What remains is not decay, but something denied repose. You are sent to determine what became of Garrion and the Vigil Knights stationed there.
The Game
PROFANUM is a first-person melee-focused horror RPG set in Briarholt, an ancient forest where the Church of Man applied its Rites of Preservation for nearly a decade. The rites held. What prolonged preservation produces is not safety.
You are a Paladin. The mission is to travel to Briarholt, determine what became of Commander Garrion and his Vigil Knights, and report back. The Church expects operational disruption. Briarholt has become something else.
Combat is deliberate, stamina-governed, and committed. Every swing has follow-through. Every block costs something. The Vigil Knights observe the same contract you do, and they have been standing in that forest for a very long time.
What Sets It Apart
01
Every attack commits. Every block costs stamina. There are no cancels, no invulnerability frames, no weakened fallbacks. If you do not have enough stamina, the action does not happen.
02
The camera is attached to the skeleton. Swings twist the torso. Impacts land with hitstop and camera response. You feel the body that is carrying you through the forest.
03
Briarholt is not a backdrop. The rites did not create the forest. They forced it to remain beyond what it was meant to bear.
04
A timed parry opens a riposte window. Holding block halts stamina regen entirely. A failed parry without enough stamina triggers guard break: full vulnerability, no cancels, nothing interrupts a stagger.
05
The Vigil Knights observe the same combat contract as the player. They track your stamina, your patterns, and your openings. They have been standing in Briarholt for nearly a decade.
06
No quest log. No objective tracking. The forest communicates through what remains, not through instructions.
Media
Development
Steam
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