Roll the Dice. Summon the Damned.
A dice-based roguelike where you descend into the underworld as Solomon, binding the 72 demons of the Ars Goetia to twist fate in your favour.
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Every run is a descent. Every decision shapes your fate.
Every run is built on dice, demons, and decisions.
Roll, hold, and manipulate dice across a full Yahtzee-style scorecard. Every decision shapes your fate.
Summon demons from the Lesser Key of Solomon. Each one has a unique passive and active ability that warps the rules.
No two runs are the same. Shop for demons, open upgrade packs, and push through escalating trials.
Roll, score, survive, shop, repeat. Simple to learn, brutal to master.
5 dice, 3 rolls per round. Hold dice between rolls to build towards combos.
Pick a scorecard category to convert your dice into souls. Each one can only be used once.
Hit the soul target or your run ends. 3 scoring rounds per trial, with the target climbing every time.
Spend sigils in the shop. Equip up to 3 demons who passively and actively twist the rules in your favour.
Open Infernal and Covenant packs to power up your build. Push through escalating trials and fight angel bosses.
Every run is scored. Compete for the highest soul count and prove you've mastered the void.
Every demon from Solomon's Lesser Key, reimagined with unique abilities. Build your team from three ranks.
Game-warping passives and devastating actives. Extremely rare.
Strong synergy builders with powerful scaling potential.
Your early-game backbone. Simple but effective when upgraded.
Sign up for the closed alpha - your key arrives straight in your inbox.
v13.7 - FOUNDATIONS REFORGED, EIGHT DEMONS REMADE - JUNE 26, 2026
The catch-up patch - everything since the Temple opened, set down at last and published as one. Eight demons fully reworked - Botis, Bathin, Bune, Aim, Buer, Amdusias, Samigina and Glasya-Labolas - each with a new passive and a named active. Runs are now seeded and deterministic, so the same seed unfolds identically every time and save-scumming is dead, and every die now carries its own private number string, so holding one can no longer steer your rolls.
Underneath, the whole run engine has been rebuilt on a single source of truth with a far more robust snapshot save system, and the boss fights finally run on the real engine - fixing a long list of things that used to break in them. Plus a new per-trial leaderboard, fresh day and night background art, a stack of balance changes, and a great many bug fixes.
SOLE ARCHITECT / OCCULTO DREAMWEAVER
Occulto is built entirely by one person. I design the systems. I write the lore. I illustrate the demons. I compose the music. I balance the numbers. I break the build at 3am and fix it by 4. There is no team. Mainly because my last Amazon eBook didn't sell enough copies to afford one.
Prior to Occulto, my professional experience includes an unreleased mobile game about sentient fungi and a brief and regrettable stint as a cattle rancher's assistant. But enough about Longhorn & Sons.
I also spent eighteen months doing what the University of Kent's theology department described, in their rejection letter, as "an alarming amount of independent research into demonology." I've won three awards for my occult research. Why the Central Council of Occult Specialists (CCOS) gets to decide which ones are "officially recognised" is beyond me.
"My mother once asked me why I couldn't make a nice game about farming. I told her Solomon didn't bind 72 demons so people could grow virtual turnips. She stopped asking me about Occulto after that, which I consider a net win for creative integrity."