A single-player medieval RPG where nobody writes the quests.
"A granary clerk asked me for help. Forty sacks of good grain, condemned as spoiled and sold off in the night, her handwriting on every entry. I had twelve days before the count. I was busy elsewhere. Nobody ever heard my answer, because I never gave one.
They arrested her on the twelfth day. Her mother stood outside the cellar at every mealtime. The stable boy who'd seen the night wagon three times stopped telling anyone anything, ever.
I could still free her. It would take weeks now instead of days, and she would never quite believe I hadn't been busy on purpose."

You wake in a room that belongs to someone else, with no memory you can trust, in a tired rain-grey land of small towns, muddy roads and old stone walls. People here trade bread and iron, whisper by the fire, and worry about a thing they only half understand: the Mark.
Nobody can prove what the Mark really is. A sickness, a curse, or fear doing what fear does. That question is yours to poke at, and the game will not settle it for you.
Bonemark paints in greys. A realm with three cliff edges: war inside its walls, hungry and armed crowds at its gates, and the quieter war inside your own head. Nobody appointed you to hold it back from any of them. Step by step the realm decides who you are, and what people believe you did may not be what you did. It remembers both.
No chosen one. No prophecy. No shining king to save, and no duty to save anything. A real, breathing place, and the choices you make in it.
Explore, trade, fight, gather fighters, hold a town. It is real-time action with one character: a duel in a muddy street, a dungeon cleared with the Companions who chose to come, a battle line where formations hold or break and a frightened flank runs. That part you have played before. This is the part you have not:
A run is one, two or three years, or endless. Each length is paced as a whole story, not the same story cut short.
Hold the realm together. Put one house on top and be the reason it got there. Break every coalition and take your cut of the pieces. Protect nine people and let the rest of it burn. Take the side half the realm is afraid of, and still be mourned as a hero when you are gone.
All of those are playable. None of them is the intended one. There is no win screen because there is no single thing to win. There is an ending, built out of what you actually did, and some of them are much better than others.
In most games the townsfolk are wind-up toys. At eight o'clock the baker walks to the bakery because a script pulls a string. Turn the game off and she was never really there.
In Bonemark every villager is a small thinking person. They see only what is near them, remember what happened to them, want things for their own reasons, and decide for themselves even when nobody is watching. They can be brave, frightened, kind, greedy, or just having a bad day.
The baker has a sister she worries about, and a promise of bread to the inn she means to keep, and if you knock at her door at night she is asleep, and will not thank you for it.
That is a large claim, so here is what holds it down.
Extracts from different runs. Nobody wrote any of them as a quest.
Every claim on this page rests on machinery: four kinds of helper and only one allowed to act, a ten step loop each person runs, a council that can propose and never force, a judge and a single executor between a good idea and a real consequence.
It is written out in full, in plain language, on one long page.
We make games that read like books and bend like a dungeon master’s table, where every run is a different story, told by a storyteller that has been waiting for you to make a choice. Bonemark is the first.
Tallow is the fat you boil down when there is no wax left. It burns slow, it makes a small light, and it does not pretend to be the sun. That is the studio’s pace.
None of these doors are open yet. When there is a place to follow the making of Bonemark and to post your run stories to, it will be behind these, and this line will say so.
Not open yet
Bonemark is in development for PC. The Steam page is on its way; when it opens, this is where you press.
English at launch. Italian, Spanish, German, Russian, Chinese and Japanese are planned.