Sealbound key art: a hero before a looming Cthulhu amid scattered cards

The world

The gates are open. The Doom is counting.

Sealbound: Cthulhu Rising is set in a 1930s Lovecraftian Earth where the seals between worlds are failing — and a single run decides how long the lights stay on.

A 1930s pulp Earth, cracking open

Steam, séances, and silver-screen monsters. Across the great cities of a 1930s world, eldritch gates tear open and the things behind them do not care about borders. The tone is scary but fun — cosmic dread played with a pulp-adventure grin.

Hold back the Doom Counter

The world map tracks every gate as it collapses and rages. Each loss pushes the Doom Counter toward ten; every first-time purge drags it back down. Let Doom reach ten and the gates close for good — the timeline resets and a new world begins.

Solve the Mythos bosses

Nyarlathotep, Ithaqua, Hastur and others don't arrive as damage races. Each hides behind an immunity puzzle — read the rule they're protecting, then build the one line of cards that breaks it.

Raid R'lyeh

Clear the world gates and the run drives toward a final, three-phase raid beneath the waves. It is the sealing line the whole campaign has been building toward — and the last thing standing between this timeline and the dark.

Sealbound world map tracking gate status and the Doom Counter

The world map

Gate status, regional threat, boss previews, rewards, and the Doom Counter all read from one command surface. Choose where to strike before the next gate falls.

Sealbound gate board, a tactical dice-driven dungeon board

The gate board

Every gate is its own tactical board. Roll the dice and route through battles, treasure, shops, rest, events, and elites toward the boss tile and the raid beyond it.

Step through a gate and see how long you last.