Rosebud Studios presents

MYSTIC

A game by Rosebud Studios.
Orro, the Waykeeper, as a collectible figure — a round teal creature under a sweeping arch, three amber keepsake stones floating inside it
Concept Art

Out past the city gate, the country belongs to wild, living beings. Fight one, carry its Soul home, make it yours — if you make it home.


The Genesis · Concept Art

Meet Orro, the Waykeeper

The rarest being in Mystic — and the first one anybody gets to meet.

Orro seated on its curled tail, holding its chipped heart-shaped keepsake stone out in both small hands
Concept Art
Orro standing — low heavy body, collecting hands under its chin, three amber stones suspended in the open arch on its back
Concept Art

Orro collects things. A loose stone from a doorstep. A splinter of a broken bridge. Something small from every place it wants to remember — carried in the open arch on its back, where three keepsake stones hang floating in amber light, never quite in step with each other.

One of them is a small, chipped, heart-shaped stone. It's not the prettiest thing Orro owns. It's the favourite. When Orro trusts you, that's the one it holds out.

Orro is curious, possessive, and quietly affectionate. It remembers people by what they do, not what they say. It greets the ones it loves with a shoulder lean that is slightly too heavy — and when it's embarrassed, it pretends to inspect the ground.

01/1002/1003/1004/1005/10 06/1007/1008/1009/1010/10

There will only ever be ten Orro. Numbered, each one a digital collectible (an NFT) that redeems into the game as the real, living creature — never reissued, never respawned, and no other way to get one: no wild Orro, no spawns, no second run. When the ten are claimed, the door closes.

And once an Orro is in the game, it lives by the game's rules like everything else. It can be loved, raised, carried — and taken. The collectible remembers where it came from. It does not protect it.


How It Plays

The Loop

Four steps. Every journey in Mystic is these four steps, and the third one is where the stories come from.

STEP ONE

Fight

Out in the wild country, you find a wild Mystic — and you fight it. No catching, no shortcuts. You earn the moment or you don't get it.

STEP TWO

The Soul Drops

A beaten wild Mystic can leave its Soul behind — rare, never promised. Pick it up, and it rides in your bag. What it becomes is already decided… you just don't know yet.

STEP THREE

Run It Home

Now you carry it back through country that knows what you're holding. Fall on the way, and that Soul drops where you fell — for whoever finds it. Another player can take what's yours the same way.

STEP FOUR

The Soul Den

Reach the Soul Den in the city, and the Soul becomes a living Mystic of your own — its stars revealed, its history begun. Only then is it truly yours.

Nothing is safe. Everything is earned.


The Roster

Beings, Not Battles

A Mystic isn't an element with a health bar. Each one is a distinct creature with a body, a temperament, and a life it was living before you showed up.

Cairnkin — a low, six-limbed stone-plated creature with root-like hands

Cairnkin

The gate country's stone-tender: six limbs, root hands, and a patient grudge against anybody who knocks its cairns over.

Production Sprite — In Development
Veyr, the First Boundary — a towering open ring of broken standing stone with menhirs on its back

Veyr, the First Boundary

A colossal broken ring of standing stone, root-mended and waiting. The first legendary every player faces — alone, once, for keeps.

Production Sprite — In Development
Mossling — a round, moss-covered creature with a heavy brow

Mossling

All moss, patience, and forward momentum — a gentle lumper right up until the brow-slam, which is neither gentle nor avoidable.

Production Sprite — In Development
Lumina Moth — a pale, wide-winged moth hovering with a soft glow

Lumina Moth

A lantern with wings. It keeps its distance, minds the wounded, and lights the way home for the ones it has decided are its people.

Production Sprite — In Development
Neon Slime — a glowing, brightly coloured slime creature

Neon Slime

The crowd favourite. Glows like a dropped rave, wobbles like it owns the place, and fights considerably harder than a slime has any right to.

Concept Art
Fire Fox — a swift fox wreathed in ember flame, of the cinder country

Fire Fox

Cinder country's own: quick, ember-tailed, and nobody's pet. For most hunters, a Fire Fox Soul is the first one they ever run home.

In-Game Art

First Look · Words Only

The First Exo

RAVEL, the Unfinished

Exos are living beings that fight with you — and Ravel is the first. A small, broken ring of shell and glowing braid, mischievous and stubborn, that floats above your head wherever you go.

Reach for a fight, and Ravel comes down onto your arms: two gauntlets, one narrow and quick, one broad and heavy, its eyes still watching from the heavy cuff. It leans toward what you might do next. Hesitate, and it leans first.

Ravel's reveal art is still being made — when it exists, it lands here first.


Status

Where Mystic Stands

In active development. Playable on PC in the studio's hands now; a Kickstarter is coming to carry it further.

The world is built, the loop is running, and the beings on this page are already in it. Until the campaign opens, the front door is the Discord — that's where reveals land first, where the dev log lives, and where Orro's ten will be counted down.

Join the Discord — Rose-Buds Corner