PluriFin Games
ROLLQUEST
Roll a die, climb a tower, get stronger. Those who don't spend must still be able to reach the top: it's the rule written before anything else, and it's the one that decides every balancing choice.
In development. There is no date yet, and we won't make one up: when there's something to play, it will be announced here.
Three rules, written before the code.
Coins buy time, never power
Players who never spend stay competitive. It's not a marketing promise: it's a design constraint. If a balancing choice betrays it, the balancing changes, not the rule.
Hand-drawn, from scratch
No purchased assets, no shortcuts. The Tower, the heroes, the dice and the animations are born here: original, and visually distinct from anything else.
Six languages from day one
Italian, English, Spanish, French, German, Portuguese — all together, from the first commit. Translating later means never translating.
Who you'll find in it
Original characters, designed for this game. The Tower is climbed one floor at a time: the floors are counted, because climbing them is the game.
Rollo
Pear-shaped body, hemispherical helmet with a single-slit visor, hexagonal shield on his back. He's the scene's unit of measure: everything else is tall compared to Rollo.
King Corvax
Long beak, crooked three-point crown, feather cloak that ends in a zigzag. Tall and triangular: the mass only widens below the shoulders.
Want to know when you can play?
There's no Games newsletter, and we won't start one just to collect addresses. When there's a real teaser, it will be published on the blog and announced here.
Read the blog