out now on steam & the app store (ipad)
Bloodweight

Blood is currency.History is debt.

Found a house. Raise heirs who can obey you, refuse you, or surprise you. Intervene when the bloodline cannot afford their will, then let the Soul Teller write what your family became.

YEAR 1a bloodline begins in lived time
HEIRSchoose for themselves until you intervene
WITANcourt decisions resolved as visible wagers
RECORDevery named life reaches the Soul Teller
The Line showing a bloodline across several reigns
The Bloodline Clock

A house ages in years, not menu turns.

Founding begins in Year 1. Courtship, marriage, reign, death, and succession consume a life in order. The dates give every heir a place in the same history—and give the Soul Teller something more human than a generation counter to remember.

The Current Game

The player sees the wager.

Choices arrive as scenes, not dashboard notifications. The heir speaks, the player intervenes or lets the will stand, and the result earns enough time and ceremony to feel like history changing.

An heir's choice enters the Chronicle
An heir's choice enters the Chronicle
The Witan weighs a house matter
The Witan weighs a house matter
Create the founder
Create the founder
Choose a match between houses
Choose a match between houses
Resolve an emergency succession
Resolve an emergency succession
Read the Soul Teller's chronicle
Read the Soul Teller's chronicle
The Witan presenting two house matters and the heir's own choice
The Witan

The court is a wager, not a checklist.

Every matter now arrives with readable stakes and a visible ritual. Choose for the house, or press Heir's Choice and let temperament, doctrine, and circumstance decide what this person would actually do.

The roll, failure, success, cost, and consequence receive their own pageantry. The point is not merely to select an option. It is to feel the instant a private preference becomes the house's public history.

An individual heir with traits, tendencies, and a body diagram
A Person Before A Successor

The heir has a life before the throne.

A face, a body, a mind, a temperament, a date, a partner, and a path they would take without you. The player is not assigning perks to a vessel. The player is deciding when a family may overrule a person.

Matchmaking comes before succession. Reigns have length. Emergency heirs carry visible context. The final chronicle can name not only what happened, but when—and whose unfinished life paid for it.

Watch

See the bloodline move.

Two cuts of the current game: one follows the player through the decisions; the other follows the record those decisions leave behind.

Play The Bloodline
What History Remembers
The House In Three Records

Nothing important lives in only one screen.

The person, the family, and the world keep different accounts. A choice can alter all three, and the final chronicle must reconcile them.

Inheritance

WHO CAME BEFORE

The Line

A dynasty is a sequence of people, not a progress bar.

Reigns, relationships, heirs, cadet branches, and the choices that survived their authors remain visible in one continuous family record.

Consequence

WHAT THE HOUSE CARRIES

The Weight

History is not flavor text. It is pressure.

Temperament, doctrine, rivals, wounds, and accumulated decisions change what the next heir can attempt and what the court will permit.

Rival Houses

WHAT THE WORLD REMEMBERS

The Public Record

Other houses keep their own version of your story.

Claims, marriages, rivalries, and standing move outside the family. Your private intention becomes public history once another house answers it.

The ancestral Bloodweight coin bearing many generations
The Bloodline Has A Weight

Each face struck into the coin is another life the next heir did not choose—and cannot entirely escape.

What You Actually Do

Raise them. Rule through them. Remember them.

Bloodweight is built around a repeated human problem: an heir wants something, the house wants something else, and the player must decide which desire becomes history.

Origin

Make The Founder

Choose the face, physical cast, and general disposition of the first person who must carry the house name.

Heir Events

Follow Or Interrupt

Each heir reaches for a life of their own. Let their will stand, or spend the bloodline's authority to force another answer.

Council

Convene The Witan

Read the matter, weigh the odds, choose for the house, or ask what this heir would choose. Then watch the verdict arrive.

Time

Match. Reign. Succeed.

Partners come before successors. Reigns consume years. Death, emergency succession, and inheritance decide who receives the unfinished house.

Houses

Read The Court

Rival houses, claims, marriages, and public standing move together. The court is where private blood becomes political fact.

Chronicle

Feed The Soul Teller

Named heirs, reigns, verdicts, rivalries, and inherited consequences become the final literary account of what the player actually lived.

The Soul Teller

Your failure becomes literature.

At the end of a run, Bloodweight sends the complete dynasty record to the site: named heirs, dates, reigns, verdicts, partners, rival houses, and the long arithmetic of blame.

House Valdremor — the final account

Not heroes in the manner of songs, nor villains in the way of simple tales, but something more complex and terrible: a family that refused to die.

House Firemic — 38 generations

They were certain that what they were accumulating was legacy. What they were accumulating was weight.

House Ashvane — 30 generations

He built the wall and named it mercy. The plague, it should be noted, has no opinion about architecture.

The Ledger Is Open

Bring it a bloodline worth judging.

Bloodweight is out now on Steam and on the Apple App Store for iPad. The site is the living archive: chronicle generator, manual, press kit, comparison tools, and the place where extinct families keep talking.