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Animated key art: the Eye's original Form in hat and cloak, a violet flame in its hand, before a portal among ruins

A BitRoot game

The Only Eye: Arcane Legacy — Available now

A 2D pixel-art action roguelite. Every Form that falls leaves a technique for the next one — and the campaign is only the beginning.

  • Action roguelite
  • 2D pixel art
  • Single-player
  • PC · Steam
See it in motion

The game

Dying is part of it. Forgetting isn't.

You play as the Eye, a creature that wears Forms — each with its own weapon, combo, skill, movement, resource and passive. The path changes every attempt, and your build grows out of whatever turns up along it.

When a Form falls after a real fight, it leaves an Imprint behind. The next Form can inherit that technique, and it changes how that Form fights: the Warrior's sword starts burning with the Mage's Elemental Imbue.

  • Forms

    Twenty ways to fight

    Archer, Necromancer, Chronomancer, Stone Sentinel… Switching Forms changes your rhythm, reach and resource.

  • Inheritance

    What stays after death

    Imprints work on any Form and can be fused: the active of one, the passive of another.

  • After the ending

    The game keeps going

    The Reverberated Campaign, The Great Gaze, Visions and Masteries open after your first win.

You do not just change class. You carry what you learned.
The Only Eye: Arcane Legacy · The game's title screen

By the numbers

How big the journey is

20 Playable Forms
20 Masteries
6 Campaign regions
20 Reverberated Campaign endings

Counts from the current build of the game.

Gameplay

Straight from the game

Clips and captures from the current build. Interface screens are shown in this page's language.

Gameplay clips

  • Trial II of the Mage of the Only Eye: waves of enemies in the Archive of Stolen Names
    Trial II of the Mage of the Only Eye: waves of enemies in the Archive of Stolen Names
  • Trial II of the Paladin of the Eclipse: waves of enemies in the Cathedral of a Thousand Faces
    Trial II of the Paladin of the Eclipse: waves of enemies in the Cathedral of a Thousand Faces
  • The Summoner of Constellations and its creatures in the Observatory of the False Sun
    The Summoner of Constellations and its creatures in the Observatory of the False Sun
  • Mastery: the Void Mage flies through the Cathedral of a Thousand Faces
    Mastery: the Void Mage flies through the Cathedral of a Thousand Faces

Screenshots

Tap a screenshot to enlarge it

Forms

Twenty Forms. None play alike.

The Eye is always the same creature; what changes is the identity it wears. Pick a Form to see how it fights, with what weapon, and at what range.

01 / 20Form

Mage of the Only Eye

Style
Projectiles and elemental magic
Weapon
Black scepter

Pick a Form

Names and descriptions exactly as they appear in the game.

Imprints & Inheritance

Each Form learns from the one before.

A Form only leaves an Imprint if it did something with it: cleared rooms, took down enemies or faced the boss. On the next attempt, another Form can inherit that technique — with an active skill of its own and a passive that rewrites the way it fights.

Selling an Imprint gets you Fragments, but the Eye forgets it until you play the Form it came from again.

The Archive of Imprints, with the Druid of the Blind Roots' Inheritance selected
The Archive of Imprints, with the Druid of the Blind Roots' Inheritance selected
  • 20 Imprints

    One per Form

    Every Imprint works on any of the twenty Forms, with no rule written for each pairing.

  • Imprint Fusion

    One Form's active, another's passive

    Two Imprints put together by hand, and from that pair a Resonance appears that exists nowhere else.

  • Imprint Trials

    Learn before you risk it

    Two Trials per Form in the Archive of Imprints: a guided lesson and a ready-made build against waves of enemies.

Relics & builds

Relics change the rules, not just the numbers.

Projectiles that orbit you before they fly. A bottled eye that makes every shot chase its target. Relics add new triggers and new behaviour, and some of them charge a real price.

A run's build is your Form, your Inheritance, your element and everything you pick up along the way — plus permanent pieces that stay with you between runs.

A relic choice with five options of different rarities
A relic choice with five options of different rarities
  • Six elements

    Fire, Ice, Lightning, Nature, Void and Bleed

    Every element has its afflictions, and two different afflictions on the same target set off one of the fifteen reactions. With Elemental Attunement, any Form can carry an element into its attacks, skills or dash.

  • Legendary & Blessed

    Power with a Burden

    After the campaign, Legendary Relics show up — strong, and carrying a Burden — alongside Blessed Relics that come with an extra blessing.

  • Set Pieces

    Kept in the Vault of the Gaze

    Permanent discoveries. Up to four equipped per profile, with a bonus when pieces from the same set meet.

Elements

Six colours. Fifteen reactions.

Every element stacks an affliction on whatever you hit, and each affliction behaves its own way: Burn detonates, Chill freezes, Poison lingers and ticks without ever bursting.

When two different colours live on the same body, they react. Six elements, fifteen possible pairs, fifteen reactions — the matrix is closed, so there is no combination without an answer.

And the colour no longer has to come from the Mage’s Inheritance: Elemental Attunement, at the tip of the Constellation’s Elements branch, gives one element to one place — Attacks, Skills or Dash — and it works for any Form.

The Mage cycles the elements of Elemental Imbuement in the Blind Roots Grove
The Mage cycles the elements of Elemental Imbuement in the Blind Roots Grove
  • Fire

    At the cap, Burn bursts in an area and hits whoever is near.

  • Ice

    Each stack slows; at the cap the target freezes (bosses stagger).

  • Lightning

    Bolts leap between neighbours; with Charge full, the target discharges.

  • Nature

    It never bursts: it lasts and ticks, and sometimes roots.

  • Void

    Each Mark boosts the next Skill hit, which spends them all.

  • Bleed

    On the last Wound the body ruptures in one hit that can crit.

The fifteen reactions

  • FireNature

    Corrosive Detonation

    Poison on something burning (or the other way round) eats part of the stacks and bursts.

  • IceLightning

    Shatter

    Lightning on something with Chill breaks the ice into splinters.

  • FireLightning

    Glare

    Fire with lightning blinds: the enemy becomes Exposed and takes more damage.

  • NatureBleed

    Wither

    Bleed together with poison becomes an aura that spreads both.

  • FireIce

    Thermal Shock

    Fire and ice on the same body compress and burst: a heavy blast on one target.

  • FireVoid

    Igneous Eclipse

    Fire with Void Mark implodes into a dark core and gives back a burning wave.

  • FireBleed

    Cauterize

    Fire seals every Wound at once: the more Wounds, the bigger the burst - and the body is left clean.

  • IceNature

    Toxic Crystallization

    Ice crystallizes the poison, and the crystal shatters into shards.

  • IceVoid

    Cryogenic Collapse

    The Void pulls in the bodies around and the ice closes in a cold burst.

  • IceBleed

    Crimson Fracture

    Ice grows over the Wounds and cracks: a burst plus fragments, scaled to the Wounds.

  • NatureLightning

    Neuroshock

    Lightning runs along the poison and jumps to nearby enemies.

  • NatureVoid

    Abyssal Plague

    Poison and Void open a rift that pulses and drags in gently.

  • LightningVoid

    Voltaic Singularity

    Lightning and Void collapse into a point: a pull, an implosion and radial discharges.

  • LightningBleed

    Voltaic Rupture

    Lightning lights the Wounds and tears the body open, jumping to whoever is near.

  • VoidBleed

    Crimson Rift

    The Wounds tear and the Void opens inside the body: a burst and a few short pulses.

Names and descriptions as they appear in the game.

Campaign

A whole kingdom was torn from the world's memory.

The descent runs through six regions, each with its own weather, bestiary and boss. The map changes every attempt, and doors don't tell you what's on the other side — they only leave hints.

Beating a boss takes you deeper with the same build and the same wounds. Along the way: shops, rest altars, elite rooms, trapped keepers and affixes that trade danger for reward.

The Paladin of the Eclipse against The Saint of a Thousand Faces in the Reverberated Campaign
The Paladin of the Eclipse against The Saint of a Thousand Faces in the Reverberated Campaign

The regions

  1. I

    Grove of Blind Roots

    Where the roots still dream of the eyes they lost

  2. II

    Forge of the Hollow Knights

    Armor still standing with nobody inside

  3. III

    Archive of Stolen Names

    Every name the King took was filed away here

  4. IV

    Cathedral of a Thousand Faces

    A thousand saints, not one true face

  5. V

    Observatory of the False Sun

    They aimed the lenses at the sky and an eye looked back

  6. VI

    Sixth region

    That one you'll find by playing.

Sanctuary

Between attempts, somewhere to come back to.

The Sanctuary is a place you walk through, not a menu. The keepers you free in the campaign come home — and their houses need fixing before they reopen The Great Iris, the Gallery of Forms, the Archive of Imprints, the Brazier of Elements and the Codex of Memories.

Every keeper has something to say, and the conversations change as the story moves on.

A walk through the Sanctuary on a rainy night
A walk through the Sanctuary on a rainy night

The seven keepers

  • The Keeper of the Iris

    The Great Iris

    Spend Fragments on permanent upgrades.

  • The Archivist

    Codex of Memories

    What you have recovered of the kingdom's story.

  • The Potter

    Gallery of Forms

    See and unlock the Forms you have recovered.

  • The Kindler

    Brazier of Elements

    Unlock elements for the Imbue.

  • The Copyist

    Archive of Imprints

    The techniques the Eye still remembers.

  • The Watcher of the Portal

    Portal of the Attempt

    Pick a Form and go down.

  • The Blind Cartographer

    Archive of the Iris

    Buy Echoes, take contracts, make sense of the Tiers.

After the campaign

The first ending opens up the rest of the game.

Winning the campaign lights up new paths in the Sanctuary. Each one pulls your build in a different direction — and all of them feed the same progression.

  1. 01

    Campaign

    The original descent, with challenges, keepers and memories still left to find.

  2. 02

    Reverberated Campaign

    The same descent, more dangerous. Every Form that clears it gets its own ending.

  3. 03

    The Great Gaze

    Echoes of the Gaze across twenty Tiers, Guardians, the Atlas, the Constellation and Forbidden Visions.

  4. 04

    Masteries

    The transformed version of each Form, for those who prove it in the Reverberated Campaign and The Great Gaze.

The four paths screen: Campaign, Reverberated Campaign, The Great Gaze and Masteries
The four paths screen: Campaign, Reverberated Campaign, The Great Gaze and Masteries

Reverberated Campaign

The same descent, with the world cracking apart.

Elites gain affixes, bosses gain an extra phase and resistances start to matter. It's also the bridge to The Great Gaze: every Reverberated boss pays out your first Vision Shards.

Clearing the Reverberated Campaign with a Form shows that Form's ending. There are twenty, and no two are the same.

Reverberated Campaign: the Paladin faces The Saint of a Thousand Faces as the screen washes violet
Reverberated Campaign: the Paladin faces The Saint of a Thousand Faces as the screen washes violet

The Great Gaze

An endgame you shape before you step in.

Echoes of the Gaze are large hand-drawn maps, each with a Tier, rarity, objective, modifiers and a Guardian at the end. The Blind Cartographer sells the Echoes; at the workbench you swap, reroll and reinforce their properties before risking the way in.

The more Threat you accept, the more crowded the map gets — and the bigger the reward.

The Blind Cartographer's table, with Echoes for sale showing Tier, objective, boss and Threat
The Blind Cartographer's table, with Echoes for sale showing Tier, objective, boss and Threat
The Void Mage cuts through a swarm with a beam inside an Echo of the Gaze, in the Drowned Amphitheater
The Void Mage cuts through a swarm with a beam inside an Echo of the Gaze, in the Drowned Amphitheater

Four currencies, four jobs

  • Vision Shards

    Buy Echoes and unlocks

  • Iris Slivers

    Everyday workbench jobs

  • Iris Memories

    Precise adjustments

  • Exalted Eye

    The most expensive gamble

  • Contracts

    Orders from the Cartographer

    Take contracts from the board and get paid for Echoes you clear.

  • Forbidden Visions

    Handcrafted Echoes

    Named places with their own rule, a fixed boss and a single attempt.

Progression

Each layer multiplies the one before it.

The Great Iris strengthens the journey from the campaign on. After the first ending, the Iris Constellation becomes your power tree and the Atlas of the Gaze decides what the endgame produces. The layers multiply, so what you invest keeps showing up in combat.

The Great Iris screen, with upgrade nodes around the central eye
The Iris Constellation screen, with paths lit up in several colours
The Atlas of the Gaze screen, with coloured branches spreading from the centre
  • From the start

    The Great Iris

    Six branches of permanent upgrades — Body, Power, Focus, Legacy, Fortune and Exploration — paid for with Iris Fragments.

  • Power

    Iris Constellation

    A branching star of small, notable and special nodes. One point for every Echo you clear.

  • Content

    Atlas of the Gaze

    Decides what Echoes offer: events, rarity, elites, contracts and access to Blessed Relics and Set Pieces.

Masteries

Every Form has a version that only shows up in the endgame.

A Form's Mastery opens once it clears the Reverberated Campaign and an Echo of Tier 10 or higher. The body changes, an aura lights up, and new passives arrive along with an Inheritance of its own — the Void Mage, for one, flies by holding jump.

Mastery points come from bosses in The Great Gaze and go into health, damage, defenses, speed and the movement penalty when attacking.

Mastery: the Void Mage flies through the Cathedral of a Thousand Faces
Mastery: the Void Mage flies through the Cathedral of a Thousand Faces
The Class Mastery screen with the Void Mage and points invested
The Class Mastery screen with the Void Mage and points invested

Visions

Five encounters at the top of The Great Gaze.

From Tier 16 to 20, clearing an Echo opens a Vision: a handcrafted arena, a boss that changes between phases and missions in the middle of the fight. Only beating the boss opens the next Tier.

Who's waiting up there, we're not telling.

Details

Good to know before you play

Platform
PC (Windows), on Steam
Mode
Single-player
Controls
Keyboard and mouse or controller, with Xbox and PlayStation button icons
Languages
Interface in 12 languagesPortuguês (Brasil) · English · Español (Latinoamérica) · 简体中文 · 日本語 · 한국어 · Deutsch · Français · Русский · Polski · Türkçe · Italiano
On Steam
Achievements, stats and Steam Cloud
Developer and publisher
BitRoot Studios

The game's channels

Follow BitRoot

Studio accounts, not exclusive to The Only Eye.

Steam

The Only Eye: Arcane Legacy

Your next attempt starts on Steam.

Twenty Forms, six regions and a whole endgame waiting past the first ending.

Buy on Steam (opens in a new tab)

Out now on Steam for PC.