G
GNOSIS
ASCII prison-cosmos roguelike
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Product description

Gnosis

An ASCII prison-cosmos roguelike where death is not escape, only recycling. You fight, learn, lose limbs, master forbidden systems, and grow stronger across many incarnations while hunting the hidden Names needed to surpass the guardians of the prison, confront the false god at its center, and decide whether to escape or remain.

Knowledge persists. The body changes. The prison always remains.

Core identity

Knowledge persists. The body changes. The prison always remains.

You awaken inside an infinite dungeon that most beings mistake for reality itself. Here, people live, fight, scavenge, worship, build, lose themselves, and die. But death does not free them.

When the body falls, the soul is forced upward through a false spiritual order and returned again in weaker regions of the prison to begin the cycle anew.

In Gnosis, every life matters, but no single body is permanent.

The dungeon is not a stage. It is a machine. Floors do not simply reset. Corpses remain. Spider infestations spread. Hidden ecologies evolve across planes. Rooms you once cleared can become dangerous again.

Sanctums can be built, fortified, abandoned, rediscovered, or overrun. Enemies can survive, grow stronger, level up, breed, migrate, possess bodies, and become future disasters.

To escape it, brute force is not enough.

What makes Gnosis different

A prison-cosmos built from consequences

Gnosis combines reincarnation-based progression, world simulation, spellcraft built from discovered effects, hidden Names, layered planes, body horror, fort-building, portal systems, ecological consequences, and emergent playstyles instead of fixed class boxes.

Infinite ASCII prison-dungeon

Explore a hostile dimension where every floor can become a story. Build power, lose limbs, forge weapons, discover secret dungeons, and keep descending into a false reality that refuses to let you leave.

Death is progression

When the body falls, the cycle does not end. Your soul returns, knowledge survives, and every incarnation starts with what you learned.

Spellcraft without class walls

Discover effects, combine them, and build spells that teleport, reshape, petrify, regrow, banish, or cast through portals.

Perception shapes time

Unseen reality advances in world turns. The moment something enters perception, it collapses into local turn order.

Build forts, sanctums, and portals

Claim rooms, raise wards, connect spaces across dimensions, and turn the prison into your forge, study, reliquary, and stronghold.

Multiplayer-ready simulation

Map the world together, hunt secret dungeons, bind Aeons, and sabotage each other through the shadow plane before anyone knows how to come back.

Full product description

Death is progression

When you die, the run does not simply end. Your body remains in the material world. Your soul enters a spiritual ascent governed by the prison’s false order. You are judged, resisted, tested, or recycled. If you return, you do so in a new body, carrying forward hard-won knowledge while material strength must be rebuilt again.

Knowledge survives across lives

Material strength fades. Gear is lost. Limbs are severed. Bodies break. But knowledge persists: discovered Names, learned spell effects, occult techniques, martial doctrines, planar understanding, route familiarity, and the truths that explain how the prison works.

The soul is the real long-term build.

The world keeps moving without you

Unseen parts of the dungeon continue to evolve. Leave a floor alone and it does not freeze. Spider webs spread. Nests grow. Corpses are consumed or reanimated. Entities migrate between planes. Hidden predators feed. Surviving enemies level up.

The moment something enters your perception, reality collapses into high-resolution local turn order. Outside of that, the wider world continues on world turns.

Build your own playstyle

There are no rigid class boxes here. A player can become a teleporting spellblade, a blind occult boxer, a portal tactician, a scholar fortress-builder, a mangled swordsman casting through a broken body, a body-restoring reality surgeon, a spider-master with named envoys, or something even stranger.

Playstyles emerge from systems, not class selection screens.

The temptation of the prison

One of the central ideas of Gnosis is that the prison does not only trap you through pain. It traps you through comfort, mastery, territory, routine, identity, possessions, and systems to perfect.

You can become powerful in the prison and still remain trapped by it. That is intentional.

Guardians, Names, and Yaldabaoth

To truly transcend, you must accumulate enough strength, knowledge, Names, and spiritual authority to pass the guardians who keep the prison cycle intact. Beyond them waits Yaldabaoth, the false god at the center of the structure.

Defeat him, and you may escape, return, refuse, or choose another path.

Feature bullets
  • ASCII prison-cosmos roguelike with persistent world consequences
  • Death, reincarnation, and soul-based long-term progression
  • Learn hidden Names to surpass the guardians of the prison
  • Build custom spells from discovered effects instead of fixed spell lists
  • Bind Aeons and reshape your build across lives
  • Explore material, astral, and shadow planes
  • Body damage, limb loss, prosthetics, and restoration
  • Fortify sanctums, build portal networks, and raise interdimensional strongholds
  • Ecology-driven horrors including breeding spiders, soul predators, and possessed corpses
  • Martial forms, forging, enchanting, weapon specialization, and occult hybrid builds
  • Fight bosses, minibosses, and eventually Yaldabaoth himself
  • Choose whether to escape the prison or remain within it
FAQ

Questions from the edge of the prison

What kind of game is Gnosis?

Gnosis is an ASCII roguelike set in an infinite prison-dungeon where death leads to reincarnation, knowledge persists across lives, and the deeper systems of power can distract you from your true goal: escape.

What makes it different?

Spellcraft is built from discovered effects instead of fixed spell lists. The world simulates itself beyond your sight. Planes interact. Bodies break. Portals, forts, envoys, Aeons, Names, and secret dungeons all feed into the same prison-cosmos.

Can I build my own playstyle?

Yes. You can become a spellblade, fort-building scholar, portal tactician, body-restoring swordcaster, blind occult boxer, or something far stranger. The game is built around emergent identities rather than rigid class boxes.

Is there multiplayer?

That is part of the long-term vision. The simulation model naturally supports shared worlds, cooperative mapping, private servers, sanctum networks, and interplanar sabotage.

Pending early access

Follow the descent before the gates open.

Gnosis is being shaped into a deep, replayable ASCII experience built around reincarnation, system-driven discovery, and emergent stories. Wishlist it on Steam, read the landing page, and follow development as the prison grows stranger.