The belfry of the spire, one bell hanging in shafts of warm light.

Angelus

Ring the bells. Climb the spire.

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Angelus is a browser-based isometric ARPG. You climb a twenty-floor spire, ringing three bells on every floor to unseal the stair above it — sixty between the door and the top — and you carry the only light there is.

Everything that fights you can be killed or spared. Killing takes one more swing. Sparing costs you: you stand still, blade down, inside arm's reach, while the room keeps coming.

The bells here were rung by hand for four hundred years. Then one bad winter something came up the valley road, and the brothers stopped ringing so as not to be found. It worked — nothing found them, and the hours never started again. What is waiting up there is derelict, not evil, and that is the whole reason the choice is worth anything.

What you do

The pilgrim standing on the grass outside the spire's door, the stair up beside it.

Climb twenty floors

Each floor is a room in a building that stopped working four hundred years ago. The stair is the only way on, and it is sealed.

A bell hanging in its frame, lit gold, the pilgrim standing beside it.

Ring sixty bells

Three to a floor. Ringing one opens the stair a third of the way, and wakes whatever is sleeping nearest to it.

A fallen warden faltering inside a ring of gold light, a cord of light drawn between it and the pilgrim, three seconds on the clock.

Decide what lives

Everything that fights you can be killed or let go. The game keeps a count of both, and hands it back to you on the way down.

The mercy

The opening film — one minute, with sound. Nothing on this page plays it for you.

Sparing costs you something

Hurt a creature far enough and it stops fighting. It stands there, lit at the edges, waiting.

Killing it takes one more swing. Sparing it takes two seconds of standing still with your blade down, inside arm's reach, while the rest of the room keeps coming. Move, and you lose it.

What you get back is light. Everything you spared stays where you freed it and burns for the rest of the run — so the way down is lit by exactly the mercy you could afford on the way up. A floor you rushed is three pools of light with dark between them. A floor you were patient on is a road.

The three

The Warder, in quilted armour, resting a hand on a shield marked with a bell.

The Warder

He carries the bell on his shield, which is as close as anyone here comes to a uniform.

Most health, shortest reach. He can afford to stand still, which is what mercy asks for.

The Herald, hooded, a longbow across his body and a small bell at his belt.

The Herald

He fights from the far side of the room, and a thing he wants to spare is always on the near side.

Longest reach, least health. The class where sparing costs the most, because he has to walk in for it.

The Exorcist, holding a lit censer on a chain, a book under one arm.

The Exorcist

Censer in one hand, book in the other. His blade does half what anyone else's does, and it is not his argument.

Absolves fastest, and runs on Grace — the resource mercy pays best. He is the one who is fuelled by sparing things.

What is up there

Eighteen kinds of thing wait on the stairs, and not one of them is evil. They are the choir that forgot what it was for. Every one can be killed. Every one can be let go.

The Forgotten: a tall hooded figure in grey rags with long pale hands and two red points where its eyes were.

The Forgotten

Tiers 1–9

A brother who has been here so long there is nothing left to recognise. The first thing you meet, and the last thing that stops coming.

The Drowned: a vast bloated grey figure hung with weed, standing heavily.

The Drowned

Tiers 1–4

Slow, heavy and hard to shift. Its grip leaves you slowed, so standing still to fight it is exactly the mistake.

The Unclean Spirit: a gaunt bound figure wrapped in grave linen, arms held wide.

The Unclean Spirit

Matthew 12:43

Strike it down and it walks through dry places, finds no rest, and comes back with seven worse than itself. Spare it and it does not.

Dry Bones: a walking skeleton, grey and pitted, with rags at the hips.

Dry Bones

Ezekiel 37:4

Light does not wake it. It has no eyes to open. You can light a whole room of these and walk in thinking it is empty.

Moth and Rust: a huge ragged moth with eye-marked wings eaten through with holes.

Moth and Rust

Matthew 6:19

It does not want to kill you. It wants what you are carrying — and what it takes is destroyed rather than dropped.

Legion: one robed body carrying seven hooded heads, each with red eyes.

Legion

Mark 5:9

My name is Legion, for we are many. It does not die once — it comes apart into the things it was made of.

The Roaring Lion: a starved lion with a matted mane and red eyes.

The Roaring Lion

1 Peter 5:8

Seeking whom he may devour. Everything else on the floor forgets you when you rise at the bell. This does not.

The Watcher: a tall black-robed figure, its face unlit, a cluster of pale eyes set into its chest.

The Watcher

Daniel 4:13

Its damage is not the threat. While it can see you, everything else on the floor is told where you are.

  • 20 floors
  • 60 bells
  • 18 creatures
  • 3 classes
  • Every one of them sparable
Soundtrack cover: three hooded pilgrims standing beneath three great bells.

The score

Original game soundtrack

Sixteen settings in Latin, one for each floor that has one, and the theme. They play under the game as you climb, and the words and the sense of them are printed in the book you carry.

Now sounding

Lumen fero solus — I

0:00 / 2:57 · tier 1

    Nothing on this page autoplays. This is the only sound here, and it offers one track at a time. The full score ships with the game.

    Cover of the novel The Valley Where the Bells Stopped.

    The novel

    The Valley Where the Bells Stopped

    Three pilgrims climb the same spire, four hundred years apart, and only one of them knows what the silence is for. The novel is the long version of the thing the game asks you in a fight.