Gameplay

Systems Not a roguelite Whip · Arcana · Relics

Gameplay

How Belmont’s Curse plays

Persistent 2D action-exploration: Paris + castle map, checkpoints, XP, and builds around whip, weapons, relics, and Arcana.

Core loop

01

Explore

Read Hunt System ghost clues in the menu log.

02

Hunt boss

No golden marker — keys gate large doors.

03

Claim Arcana

Absorb the boss; unlock spell + key.

04

Backtrack

Whip opens routes; customize weapons & relics.

Systems overview

Signature

Arcane Whip

After the first major boss: swing from anchors, pull to enemies, press attack mid-pull for a weapon-specific grapple attack (typically R2 / RT / ZR).

Loadout

Weapons & relics

Seven weapon categories with distinct movesets. Armoury groups by class. Up to three relics for passive bonuses.

Magic

Arcana & Works of Mercy

Equip one Arcana. Grow each card through challenge goals → blessing choices. Demo example: Holy Cross from The Fallen.

UX

Death & difficulty

Cheap death: checkpoint respawn, flasks refill. Difficulty adjustable. Accessibility includes remapping, subtitles, reminders, optional vibration.

Controls (preview defaults)

ActionCommon binding
HealL1 / LB
Arcana spellTriangle / Y
Arcane WhipR2 / RT / ZR
Attack / dodge / jumpFace buttons + movement

Bindings vary by platform — use in-game control reminders anytime.

Feel it in the demo

Opening chapter teaches combat, then unlocks the whip that changes everything.