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Getting started

  • Web demo (single night): palejack.com. Plays one night start-to-finish, no install. Cached as a PWA after first load — works offline.
  • Desktop campaign (7-night): Download from the project releases page. Native macOS / Windows / Linux. The demo is the campaign’s Night 1 — every other night happens only here.

The two builds share the same engine. The web build is gated by a build flag (kCampaignMode = false) and shows the demo path; the desktop build flips the flag and unlocks Player Name Entry → seven nights → recovery / quiet-morning / dawn cycles.

You are at a back-room table. The dealer pours you coffee. You have 250 chips, 6 sanity, and 6 rooms to get through before dawn. Each room raises a house rule — the last room is dealt by Pale Jack himself.

The mechanics are real blackjack: hit, stand, double, split, surrender, dealer hits soft 17. We bend rules through arcana, vows, and house rules — we don’t break them as the baseline.

  • Charms (arcana). Up to 5 small objects you carry. Each one fires on a specific trigger and bends the cascade. See Arcana → Overview.
  • Cascade scoring. Wins don’t just pay chips — they pay a score (chips × mult) that the room’s target compares against. See Mechanics → Cascade.
  • The Long-Game Multiplier. Every hit you take past the second card scales your archetype mult by 1.3 / 1.6 / 1.9. Hitting on hard 15 isn’t always wrong. See Long-Game Multiplier.
  • Death’s Hesitation. Bust on a face card (J/Q/K)? The cascade is halved instead of zeroed. See Death’s Hesitation.
  • Vows. Stack 1–5 voluntary constraints at start (no double, no split, no surrender, etc.). Each one credits you back chips against the room targets.
  • The dealer talks. He has a 700+ line corpus, indexed against room, hand outcome, courtesy, campaign night. He calls you by name from Night 2 onward. He never breaks frame.
  • Tap to deal, hit, stand, double, split, surrender. The action bar at the bottom shows what’s legal at each phase.
  • DECK chip in the status strip — view your draw pile.
  • TRAY — your active arcana.
  • BOOK (start screen) — the Book of Hours. Pages unlock as you clear rooms, recover pieces, witness endings.
  • LEDGER — your run history.
NightDayBeat
1SundayFirst sit-down. Dealer is friendly but does not name you.
2MondayHe calls you by your name.
3Tuesday”We’re practically familiars.”
4WednesdayThe midweek thinning.
The Act Break (one beat per campaign).
5ThursdayThe lamp dims one notch.
6FridayHe’s been keeping count.
7SaturdayHe sits on this side of the table.

Clear a night → he hands back a Piece (a memory, a year, a name) and you advance into a kinder morning. Lose a night → no Piece moves either way; you shed a charm or two and walk into a quieter morning. Lose seven → the campaign closes with the last_call_final ending. Clear seven → pay_debt. Fold the final hand voluntarily → accept_it.