THE BELL TOLLS. STAND AGAINST THE END.
The bell over Greywake has rung, and everything buried between the Keep and the coast has heard it.
Greywake: Last Bell is a campaign-driven survivor action game fought across a dark tabletop. Face hundreds of enemy figures, assemble devastating combinations and carry the spoils home across a Campaign Trail that will reach forty stages at full release.
Your weapons attack automatically, but survival depends on movement, positioning and the choices that shape your build. Every stage brings new ground, new enemies and another step towards The Last Bell.
FORTY STAGES TO THE LAST BELL
This is survivor action built around a real campaign.
Fight from the wreck coast at Wreckshore Beach, through grave roads, drowned fens, the Marches and Castle Vrass, before reaching the bell itself.
Early Access begins with a finished thirty-stage Campaign Trail containing more than forty named bosses. Every completed stage can be challenged again across five escalating difficulty tiers.
Alongside the Campaign Trail runs your separate Campaign Level. It opens classes, skills and Advanced Paths without replacing stage progression. Clearing stages and overcoming higher difficulty tiers earns Campaign Points for a permanent skill tree.
After Stage 30, the Last Bell Vigil opens as a repeatable endgame expedition with branching routes and trials fought at the campaign’s upper limit.
Further stages, classes, bosses and endgame content will be added during Early Access as Greywake: Last Bell advances towards its full forty-stage campaign.
BUILD WITHOUT LIMITS
100+ WEAPONS, SKILLS, EVOLUTIONS & ASCENSIONS
Weapons and class skills gain ranks throughout a run. Reach the right requirements and they transform into higher forms that fight differently, not simply harder.
Fan of Blades becomes Bladestorm, turning everything caught in its reach into a target for execution. Gravefire Stream becomes Cremation and forks into three burning columns. Other transformations create returning shots, wider defensive formations, chained killing blows and battlefield-altering zones.
At full release, seven complete combat classes will offer fourteen specialisms and twenty-eight Advanced Paths. These paths change the rules behind your build:
Burn spreads as enemies fall.
Shattering one frozen enemy can break others nearby.
Layered traps detonate together.
Marks jump to more dangerous targets.
Hexed enemies rise as thralls.
Defensive walls grow stronger while holding back the horde.
Choose powers that work together, then turn those interactions into a build of your own.
FORGE WEAPONS WORTH KEEPING
Weapons found during the campaign are persistent individual items.
Every weapon has a permanent material and rarity, its own rolled properties and up to three sockets. Some carry rare skill-rank bonuses that push an ability beyond its normal ceiling. The rarest weapons can carry two such bonuses. Others bear a named Signature that changes how a compatible power behaves.
Return to the Armoury to inspect every property, compare weapons directly and equip the best find. Reforge one imperfect property at a time, salvage what you no longer need, then return to the campaign and hunt for something better.
A lower-tier weapon with an exceptional combination can still give you a reason to reconsider your whole build.
Rare Rites and Pacts can drop during a run, pushing your build in unexpected directions. Every weapon has at least one Rite capable of changing its behaviour, opening up even more combinations. Pacts offer extraordinary power, but always ask the same question: at what cost?
BUILD YOUR CAMPAIGN TRIO
Take three survivors of different classes into battle.
You lead one survivor at a time and can hand command to another during the fight. The other members hold formation and contribute class-flavoured attacks of their own.
Their specialisms can also work together. Frozen targets become prey for Ranger attacks. Rooted enemies feed other powers. Marks, burns, summons and defensive formations create opportunities across the party.
Greywake: Last Bell is single-player throughout. Your Campaign Trio is a party you build, develop and command within that campaign.
RETURN TO THE KEEP
Between stages, return to a persistent Keep that grows with the campaign.
Store and refine weapons in the Armoury. Spend Campaign Points at the Training Yard. Set the Dog’s orders at the Kennel. Prepare rites and wards in the Chapel. Review the campaign from the War Room and display what you have conquered in the Trophy Hall.
The run ends. Your campaign does not.
DESCEND INTO DELVES
During a stage, a sealed entrance may open somewhere on the battlefield. Enter it to leave the open ground behind and descend into an optional Delve.
Explore procedural room layouts shaped by six authored themes, including crypts, caves, smuggler tunnels, collapsed mines, ruined keeps and the Grave Mile. Doors seal until combat is over. Traps arm beneath your feet. Elites wait deeper inside, with reward rooms, Vaults and a Delve Warden guarding the route’s final challenge.
You never have to enter. The reward must be worth the risk.
COLLECT THE MINIATURES
Every survivor, enemy and boss takes the field as a miniature-style figure.
Raise the Miniature Shelf in your Trophy Hall to collect creatures from stages you have cleared, then add elites and trophies from bosses you have personally defeated.
Your collection progresses from card to plastic and metal. Those material changes are not confined to a menu. They alter how the collected figures appear on the battlefield itself.
Build a record of the campaign one defeated creature at a time.
FACE A HORDE THAT FIGHTS BACK
More than seventy enemy identities appear across the campaign.
Slow undead press forward as a wall. Predators cut across your movement. Ranged enemies maintain their distance. Summoners retreat while raising reinforcements. Some enemies split when killed, shield nearby allies, carry standards or unleash telegraphed attacks that demand an immediate response.
Bosses signal the blows that matter. Whether you survive them depends on the build you created and where you stand when the attack lands.
EARLY ACCESS
Greywake: Last Bell enters Early Access with a complete thirty-stage campaign, playable from Wreckshore Beach to The Last Bell, followed by the Vigil endgame after Stage 30.
The Early Access campaign includes more than forty named bosses and has a beginning, a complete progression path, a final stage and repeatable endgame content. Early Access is not being used to finish the initial thirty-stage campaign.
Early Access provides the opportunity to balance the campaign against the builds real players create, refine the experience through direct feedback and expand upon a complete playable foundation.
During Early Access, additional campaign stages, classes, bosses and endgame content will be added on the road to full release.
The full release is planned to include forty campaign stages, seven combat classes, fourteen specialisms and twenty-eight Advanced Paths. The final full-release boss count has not yet been fixed, but it will expand beyond the Early Access roster.
KEY FEATURES
A complete thirty-stage Early Access campaign, with the Last Bell Vigil opening after Stage 30.
A planned forty-stage Campaign Trail for full release.
More than forty named bosses in Early Access, with additional bosses planned for full release.
100+ weapons, skills, Evolutions and Ascensions with behaviour-changing higher forms.
Seven combat classes planned for full release, offering fourteen specialisms and twenty-eight Advanced Paths.
Persistent weapon loot with permanent materials, rarities, rolled properties, sockets and Signatures.
A three-survivor Campaign Trio with leader switching and cross-class interactions.
A persistent Keep containing the Armoury, Training Yard, Trophy Hall, Chapel, Kennel and more.
Optional Delves featuring sealed rooms, traps, Vaults, elites and Wardens.
A collectible miniature presentation that progresses from card to plastic and metal.
More than seventy enemy identities across the campaign.
Five difficulty tiers per stage, culminating in Bellbreaker.
Single-player campaign progression built around persistent choices rather than an endless mode.