What lives inside the Vitromotus is a product of kymia. The energy that keeps the prison's inmates returning from death has also reshaped the place into strange biomes and bizarre monsters, and the store copy is careful to add that not all of these creatures are as terrible as the player might imagine. Four hostile figures have been named so far, and one of them exists only because a resurrection went wrong.
Named Bosses
Name | What has been stated |
|---|---|
Kaldhor | Originally designed as the final boss of the first biome: big, heavy and wielding a two-handed weapon. An early version gave him actual pets rather than summons, and they were cut. The design tightened into a massive armored figure, brutal, still and entirely alone. In fiction, a landslide broke his body past anything kymia could heal, so the wizard Mordaxius improvised and infused his soul into a piece of armor, leaving a pile of notes behind in his laboratory. The team describes his animations as the work of most of the studio at once, and his dash and ground slam were sketched from a duck chasing a pigeon and a dog landing hard. |
The Heartwood Abomination | The consequence of that improvisation. So much leftover kymia had saturated the laboratory that Kaldhor's old body fused with everything around it. The result is a towering figure twice the size of a man, with flexible long roots for arms that serve as deadly whips and two blades of warped metal, described in the lore as a reaper sowing victims of flesh and bone instead of wheat. The acolytes barricaded the place rather than face it, which also means Mordaxius' notes are still behind it. |
Nereos | A mob boss of the second biome. He is known from a sound-design breakdown of his voice, shaped with equalisation, compression and a little pitch work into a guttural growl. No moveset, arena or fight details have been published. |
Rotgam, Fallen Hero of the Scavengers | Introduced with concept art in November 2023, alongside one of his Scavengers. The Scavengers are one of several named peoples that appear once in the published material and have no lore page behind them yet. Nothing further about Rotgam has been said since. |
A Note on the Wizard's Name
The written lore spells the wizard who worked on Kaldhor as Mordaxius. Coverage of a pre-release build, quoting dialogue heard in game, spells the same name Mordaxias. This wiki uses Mordaxius, the spelling in the authored lore text, and records the other rendering here. They are one character, not two, and the spelling is unresolved as of 11 September 2026. He also has a role in the Acolytes question, and a hooded figure in a pre-release build calls him the true Acolyte leader.
Second Biome Enemy Concept
The clearest statement of enemy design so far covers the second biome. After what the studio calls the shrine's creation, the dead and later victims reawakened as plant-bound creatures: light, agile and moss-draped, still using the skills they had in life with crude spears and bows, and sometimes corralling wildlife behind bark armor. Concept art showed three of the biome's main mobs, one of which is a man and beast duo the player is meant to outsmart rather than fight head on.
How Enemies Notice You
Aggro works on a radius. A green radius means the enemy cannot see the player; a red one means the player is in range. Groups engage together as soon as at least one member is in range, and the whole group disengages when none of them are. Every enemy is also reported to telegraph its attacks with a wind-up animation, which pairs with the dodge described on the Combat page.
Reported in a Pre-Release Build
The following comes from hands-on accounts of a pre-release prologue published on 11 September 2026. None of it is a studio statement, and none of it is guaranteed to survive into the Early Access build.
Sighting | Detail and caveat |
|---|---|
The prologue boss | A large spider, called the Spider Matriarch in one account and simply the Matriarch in another. It regenerates its health mid-fight and the counter is to destroy whatever it is feeding from, but the two accounts disagree about what that is: one says its own eggs, the other says spiderwebbed cocoons dotted around the arena. Neither reading is adopted here. |
Other prologue enemies | Spider-like creatures, hooded figures and wizards, shield-wielding warriors, ranged spellcasters and archers. One hooded wizard kills the player outright in a scripted opening encounter. |
Abominations | One account reports that acolytes who died worse deaths come back as abominations. That would fit the Heartwood Abomination neatly, but it is a single paraphrase of in-game dialogue and the studio has not said it. |
Difficulty | Three separate accounts describe the opening section as demanding, with one writer dying six times to a single room of hooded figures. |
The Bestiary
A Bestiary exists as a reward: rescuing Tolcan unlocks it, along with extra quests, clues and weapon blueprints. Its contents, entry format and interface have never been shown. See Non-Player Characters.