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relic_world

Hunt the beast. Bank the head.

  • Expedition roguelite hunting: a run is the whole game — death resets everything, by design
  • One colossal owner-designed alpha per land; banking its head is the only way across
  • Every kill drops a real animal part — satchel economics decide when you break for camp
  • Build the camp from field tent to hunting lodge: arsenal, gunsmith bench, heavy rifles
  • Mobile first: full touch controls, three camera styles, tunable aim assist
  • A fresh procedural desert every run — landmarks, herds and camp roll from the seed

The desert pays in parts

RELIC HUNTERS drops you — one hunter, one rifle — into a pale

endless desert where everything that moves is worth money in pieces.

Stalk armoured herds across the dunes, drop them clean, and carry what

you tear from them back to camp in a satchel that is never quite big

enough.

One beast rules each land

Every land is owned by a single colossal alpha. Buy its hunt at camp,

follow the dust line to its lair, and survive a fight it has spent its

whole life preparing for. Take its head, mount it at camp, and the

crossing to the next land opens. There is exactly one way forward, and

it is through the beast.

The camp grows. You don't get to keep it.

Parts become money only when turned in at your camp — and the camp

itself is what money buys: a bigger arsenal, a gunsmith bench, heavier

rifles for the beast after this one. But death is the end of the whole

expedition. No second lives, no stashed progress: a run is the entire

game, and the desert forgets you the moment it kills you.

Built for your phone

Play with thumbs or with a mouse: twin-zone touch controls, three

camera styles (chase, over-the-shoulder, first person), and optional

aim assist you can tune to taste. Every run rolls a fresh world.