§ Salt Crown: Solnitsa · Web · iOS in beta

The fire is low. Hold until dawn.

Salt Crown: Solnitsa title card — the salt-mine keep of Solnitsa in cross-section at night, the hearth the only warm light

FTL’s crew triage, rebuilt as a castle under siege. You are the Warden of Solnitsa, a salt-mine keep, on the Night the fire is low. The castle is drawn in cross-section — wall, gate, hearth, well, granary, bell tower, chapel, undercroft, all of it visible at once — and you have four defenders and never enough of them. The besieging Host is bound by the same folklore law that binds you: nothing crosses a threshold uninvited, nothing takes what is not owed, a name given freely is a claim. They do not storm you. They grind you until you break the law first, and the Tally is the bill for every time you do. Twelve Watches to dawn.

▶ Play in browser◈ iOS · TestFlight beta

Free in the browser · No account · No ads · A night runs about 15 minutes · Landscape

§01

THE NIGHT

Twelve Watches one castle, all of it visible
01.A

Everything is a body in a room

No ability bars, no cooldowns, no unit that acts without standing somewhere. You give an order and a defender walks to it — and the walking is the cost. Four of them, eight rooms, and a fire that has to be fed while they are busy being somewhere else.

01.B

The Tally is a bill, not a timer

It does not tick down on its own. Every increment is something you did — a threshold crossed, a debt left standing, a name given away — which means it can be argued with, paid down, and frozen. The Host is not stronger than you. It is more patient, and it is keeping accounts.

01.C

One purse, three hungers

Chime is the only currency, and the wards, the fire and the people all want it. Every night is the same question asked twelve times in a row: what do you let go cold so that something else stays lit?

§02

BUILT LIKE A CLOCK

Deterministic core private by default

The simulation is a fixed 10 Hz integer tick with a seeded generator and no floating-point drift anywhere in it. The same seed produces the same night on every machine on Earth, which is why the obituary card at the end of a run carries its seed: it is a shareable, replayable record of exactly how you lost.

No account, no ads, no third-party analytics, no tracking. The night runs entirely on your device; anonymous gameplay statistics are the only thing that ever leaves it, and the names you give your defenders are not among them — they are not even written to the save file. The privacy policy lists every field the game can send, in a table.

§03

SPECS

Platform
Browser — desktop, phone, tablet · iOS in TestFlight beta
Price
Free in the browser
Genre
Castle-siege roguelike · single-player
Session
One Night ≈ 15 minutes · pause whenever you like
Orientation
Landscape only — the castle is a cross-section
Connectivity
Online only to load; the night itself runs offline
Saves
On-device only — no cloud save, no account
Telemetry
Anonymous gameplay statistics · no PII, no tracking, opt-out with ?metrics=0

AI-content disclosure

Salt Crown’s pixel art is generated with Pixellab (AI image generation) against a hand-built style specification, then curated, quality-gated, and integrated by the development team. All game design, systems programming, writing (37 event cards, all in-game prose), and balancing are original work by Arkynate. No AI-generated content is presented as hand-drawn art. Player data: anonymous gameplay metrics only — no accounts, no PII, and player-typed content is never transmitted.

They do not storm you. They grind you until you break the law first. Keep the fire.

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