Gravemoon Games
Small, systems-driven games built for strategy and restraint.
About
Gravemoon Games
Gravemoon Games is PHPWolf's focused lineup of game projects that emphasize clear rules, high-stakes decisions, and distinctive systems. Below is a public-facing overview of each title and its core game play identity.
Game Lineup
Wolves vs. Entropy (Complete and Published)
A minimalist, turn-based grid strategy about holding the line against a spreading force. Movement creates control; stillness creates repair. You cannot do both at once.
- Genre: turn-based grid strategy / puzzle
- Core loop: move wolves to block spread, stabilize to clear entropy, survive the turn limit
- Board: 6x6 grid, 12-turn limit, critical mass at 12 entropy tiles
- Stabilize mechanic: stepping onto entropy clears it on the next turn, leaving the wolf vulnerable
- Difficulty tuning: limited wolf spawns (Easy 3, Medium 2, Hard 1)
- Win/loss: win by finishing turn 12 with entropy at 7 or less; lose if entropy reaches 12 or no legal actions remain
- Status: prototype ruleset with a playable web implementation
Vigil Lunae (Prototype Complete)
A single-player, turn-based track-board tragedy about stewardship and inevitable collapse. By day you are an exorcist. By night you are a werewolf. The game is not about winning, but about which failure you choose to live with.
- Genre: single-player turn-based strategy (track-board)
- Dual identity: exorcist by day, werewolf by night, with forced phase transitions
- Rotating rings: concentric tracks (R1/R2/R3) that align via gates to control access and escalation
- Evidence and hunters: only werewolf-signature evidence matters, driving hunter emergence and lethal pursuit
- Endings: hunter termination, werewolf ascendancy, demonic dominion, and optional endless vigil
- Visual language: phase-based palettes and symbolic, high-contrast iconography
- Status: design complete and build-ready; implementation and tuning remain
Time-Rift Sentinel (Early Build Stage)
A competitive card battler where a sentinel wolf fights in the Present while selectively pulling hidden power from the Past and Future through time rifts. Shifting is a tactical cost, not a routine action.
- Genre: turn-based competitive card battler
- Triple timeline decks: Present (unit-heavy), Past and Future (effect-focused)
- Shift mechanic: pay 2 Rift Energy to reveal two hidden cards in Past or Future and choose one to play
- Win condition: reduce the opposing hero HP to 0
- V1 structure: 13-card decks per timeline, 7-unit board cap, deterministic rules
- Multiplayer intent: server-authoritative, redacted hidden information, replayable action logs
- Status: planned; rules and systems are fully documented for V1
Ars Infernum (Planning Stage)
A Solominic web-based RPG game where a priest turned hell-hound is chosen to go to the Infernum to battle (or negotiate with) every demon from the Ars Goetia. The game will have 6 release cycles, each focusing on 12 new demons to battle, negotiate with, destroy - you choose. You can also choose between four separate paths/character builds, each with a potentially different ending. Path doesn't lock the ending, but does make it more likely.
- Web-based RPG
- Solomonic lore and demonology
- JRPG elements, but not a JRPG in a traditional sense
- 4 different endings - choices matter
- 6 acts to be released in sequence
- Status: planned; rules and systems are fully documented for Act 1
- More to come.
Want to collaborate?
If you'd like to work together, send a note with what you have in mind.