How to Play

Roll, score, survive, summon

You are Solomon

A king, a warlock, a man who reached too far.

The archangel Michael pressed a ring into your palm and told you it could bind the 72 demons of the Ars Goetia - the 72 named spirits of the old grimoires. Kings, princes, earls, marquises, dukes, presidents and knights of Hell. He said use it wisely. He said "do not grow proud."

You did not listen.

Every run is another descent into the pit. You roll bone dice to summon souls. Souls pay your way through trials - gauntlets of mounting difficulty set by the spirits themselves. Each demon you bind grants a passive and an active, and when you survive long enough to draw the attention of Heaven, an angel descends to remind you whose ring you're wearing.

Solomon is ambitious. The angels are patient. The demons are laughing.

"I'll tell you now - I did not plan this lore. I started with dice and ended up writing a pseudo-biblical fanfic about a depressed king being stalked by archangels. My girlfriend asked me why my notebook said 'Sariel: passive-aggressive? yes' and I did not have a good answer. Anyway, welcome to Occulto." J.D. Vex

The Run

Seven steps. Forever on repeat until you die or Heaven catches up.

Start

Start a Run

You begin with 5 dice, 3 rolls per round, 3 score slots per trial, and 3 demon slots. Trial 1 needs 30 souls. Every trial after that needs 1.5x the previous target.

Roll

Roll Your Dice

Click Roll. You get 3 rolls per round. Between rolls, click a die to hold it - held dice keep their value while the rest reroll.

Score

Score a Category

Pick a category on the scorecard. Your dice are scored, demons contribute, and the total becomes souls. Each category can only be used once.

Survive

Survive the Trial

Fill all your score slots. If your total souls clear the target - you pass. Fall short and the run ends. No second chances.

Shop

Visit the Shop

Passing a trial earns sigils. Spend them to summon demons, open Infernal Packs (run upgrades), or open Covenant Packs (demon upgrades).

Summon

Summon Demons

Equip up to 3 demons (expandable to 7). Each has a passive (always on) and an active (costs AP). Level them up, feed them talent points, choose their fate.

Push

Push Further

Repeat. Survive longer. Scale harder. Climb the leaderboard. Try not to cry when an angel descends and steals your rerolls.

Scoring

Your scorecard works like Yahtzee. These are every category.

Upper Section

Score the sum of all dice showing that number.

CategoryHow to ScoreExample
OnesSum of all 1s1, 1, 3, 4, 5 = 2
TwosSum of all 2s2, 2, 2, 4, 6 = 6
ThreesSum of all 3s3, 3, 3, 1, 5 = 9
FoursSum of all 4s4, 4, 1, 2, 3 = 8
FivesSum of all 5s5, 5, 5, 5, 1 = 20
SixesSum of all 6s6, 6, 1, 2, 3 = 12

Your upper bonus threshold is half the trial target. Clear it across your upper scores and you multiply your upper sum by 5. This scales as trials get harder.

Lower Section

Match dice patterns to score.

CategoryWhat You NeedScore
Three of a Kind3+ matching diceSum of all dice
Four of a Kind4+ matching diceSum of all dice
Full House3 of one + 2 of another25
Small Straight4 in a row (e.g. 1-2-3-4)30
Large Straight5 in a row (e.g. 2-3-4-5-6)40
OccultoAll 5 dice match50 (reduces -10 per extra die in pool)
ChanceAny combinationSum of all dice
"I balanced the Occulto score by sitting in my car during my lunch break at Greggs and shouting numbers into my phone. 50 at 5 dice felt generous. 50 at 40 dice felt like a crime. So I made it decay. My sausage roll went cold. My math was sound. Every extra die in the pool knocks 10 off the Occulto bonus - which is fair, because if you have 40 dice, you did that to yourself." J.D. Vex

Crits

Sometimes the dice are kind. Rarely.

Every score has a baseline 2% chance to crit. On a crit, your final score is doubled (x2). A bell rings. Lightning flashes. The screen shakes. It feels deserved even though you did nothing to earn it.

You can boost crit chance and crit damage through Infernal Pack upgrades. The demon Haures is built entirely around crits - his passive permanently adds souls to every future crit, and his active guarantees one on demand.

Sigils, Packs and the Shop

Sigils are the currency. Packs are where the compounding happens.

Sigils are earned by completing trials (base 10 per trial, plus bonuses from upgrades). Spend them at the shop between trials.

Demons

The shop offers 2 random demons per visit. Costs scale with rank: Lesser 10 sigils, Greater 20, King 30. Kings appear ~0.5% of the time, Greaters ~4.5%. Boost the odds with Luck. You can sell equipped demons for 30% of their cost.

Infernal Packs — run upgrades

Cost 5 sigils base, rising by 1.2x per purchase until it caps at 30, then +5 flat per purchase after that. Each pack gives you 3 cards - pick one. Options include bonus dice, crit chance, score slots, luck, sigil windfalls, and more.

Covenant Packs — demon upgrades

Same price curve. Each pack targets one of your equipped demons. Boost their passive, hand them AP, grant them XP, or raise their max AP cap.

"Infernal Packs used to double in price forever. By trial 12 they cost 8,000 sigils and nobody ever opened them. I watched my own playtest data and thought 'well this is a waste of a feature I spent three weekends on.' Now they soften at 30. You're welcome." J.D. Vex

Faces, Marks and States

Your dice can become far more than 1 through 6.

Face Types

Normal Normal Standard pip faces 1 through 6
Blank Blank Scores 0 but fuels Shax's passive
xMult xMult Multiplies the running total (x1.5 to x4)
AddMult AddMult Adds a flat bonus to mult on score
Wounded Wounded Inert face - doesn't score, doesn't count as blank (Sabnock)
AP AP Score it to earn +1 AP (Naberius)
Unusable Unusable Voided for the trial - Seere's trap

Marks

Marks are applied by specific demons. A die can only carry one mark at a time.

Bloodmark Bloodmark Andras - hold through rolls for +1 permanent mult (1-in-5 chance)
Gold Dust Gold Dust Cimejes - 10% per gold die to earn 5 sigils when scoring

Die Types

Permanent identities that replace Standard.

Standard Standard A normal six-sided die. What you start with.
Petrified Petrified Rolls once per hand. Grants +30 souls every score. Untargetable. Crocell's gift.
Undead Undead All six faces become x2 mult. Rots over 5 hands and melts away. Murmur's gift.

For the full list of transient states (Banished, Wild, Locked, Ablaze...) see the Compendium.

Demons, AP and Talents

The 72 demons of the Ars Goetia are the real game.

Slots & Ranks

You hold up to 3 demons at the start of a run (up to 7 via upgrades). They come in three ranks: Kings (14 in the roster, game-warping), Greaters (21, scaling synergy), Lessers (37, early-game backbone).

Passive vs. Active

Each demon has two abilities. The passive is always on and affects scoring. The active costs Ability Points (AP) - a resource each demon has its own pool of. Click the portrait to fire it. Most demons start with 0 or 2 AP and earn more by scoring. Cap at 5 for most, varies by demon.

Leveling

Demons start at level 1 and cap at 25. Level multiplies passive and active base values directly. Feed them with Covenant Packs or Furcas's Gift Level active.

Talent Trees (reworked demons only)

Reworked demons unlock a full 3-branch talent tree. You earn 1 talent point per level (24 total). Each branch has 17 rankable points, and the capstone at tier 12 is the peak ability. Every branch is a different fantasy - offensive, defensive, utility - and you cannot max all three. Choose your obsession.

Non-reworked demons still use the old binary talent choices at levels 3 and 5. They'll get the full treatment in future updates.

"Before the rework, demons had two abilities and one picture and that was it. Now the big ones have their own talent trees, their own VFX, their own voice lines. I recorded forty-six voice lines for Asmoday in a bathroom at 2am. My neighbour thought I was being exorcised. I was, spiritually." J.D. Vex

Angels & Boss Fights

Reach far enough and an angel comes for you.

At key points in a run, an angel descends and the trial becomes a 1-vs-1 showdown. You share a scorecard. Each round, the angel scores first, then you score. Whoever scored higher deals 1 damage. Ties deal nothing. Both sides start with 4 HP. Reduce theirs to 0 first or you die.

Your demon passives still apply during boss fights. Their actives do too, mostly - some are blocked by design. If only one category remains and the score is tied, a Showdown triggers and the winner deals 2 damage instead of 1.

Sariel

Sariel

Angel of Guidance — Tier 1

Passive: Sariel scores 20% higher on upper section categories. She prefers Sixes.

Signature: After she fills 2 upper categories, she claims one of your rerolls. Don't get complacent with dumping low rolls into her favoured numbers.

Sariel is the first angel you will meet. She will not be the last. More angels are being prepared - each tier higher than the last, each punishing a different pillar of your build. Michael is coming eventually. He's the one who gave you the ring. He will want it back.

"Sariel is called the Angel of Guidance but she's basically a hall monitor. She scores first, she judges you, she takes your rerolls. I based her passive on an English teacher I had in 2007 called Mrs Hatton, who once confiscated my reading book because I was enjoying it during her lesson. I hope she plays Occulto." J.D. Vex

Pro Tips

A few hard-earned insights.

Dice Control

Hold dice between rolls to build toward a scoring category. Every held die is a step closer to the combo you need. Greed costs rolls. Rolls are finite.

Slot Management

Scoring 0 still uses a slot. A whiffed slot in Trial 1 can doom a run before it begins. Unless you're running Phenex, in which case whiffs feed her passive and you should whiff with joy.

Demon Synergy

Passives multiply rolls. Actives manipulate dice. The best runs stack passive synergy AND have an active or two that transforms your pool. One-trick builds scale hard but stall against Sariel.

Upper Bonus

The upper bonus threshold scales with trial difficulty (50% of the target). It's worth chasing. The bonus multiplies your upper sum by 5 - often the single biggest score swing in a trial.

AP Economy

Actives cost AP. AP regenerates by scoring. A demon on 0 AP is dead weight. Consider Gaap (xMult from total AP) and Naberius (AP-face marks) as force multipliers for any active-heavy build.

Don't Hoard Sigils

The shop and packs are the compounding engine. Sigils you didn't spend are sigils wasted. Especially the early Infernal packs - bonus dice and score slots compound for the rest of the run.