Vulpyre
EmberHearth-Fox Kin
A hearth-spark fox. Warm, eager, quick to flare — when a Vulpyre trusts you, its mane burns a steadier gold.
Over a hundred and fifty original creatures across ten elements — Ember, Tide, Verdant, Stone, Storm, Frost, Solar, Lunar, Light and Dark. Here are the three you'll meet first.
Hearth-Fox Kin
A hearth-spark fox. Warm, eager, quick to flare — when a Vulpyre trusts you, its mane burns a steadier gold.
Tide-Hum Kin
A moonlit pooler. Calm, steady, deep as the bay — it hums a bubbling tune that settles nervous kin.
Clover-Cub Kin
A clover sprite. Gentle, lucky, stubbornly alive — its four-leaf clover gathers what light remains and glows a soft green.
A field guide to the kin you'll meet across the southern valleys. Tap any to look closer — the rest of the 162 you'll have to find for yourself, out in the dark.
Every kin belongs to one or two of ten types. Eight are the constellation elements; two more — Light and Dark — sit opposite each other, as do Solar and Lunar. The roster is empirically balanced: a Monte-Carlo simulation keeps every type within a whisker of a fair fight, so your favourites are always viable.
Most matchups run one way — water beats fire, and so on. But two pairs of the sky elements strike each other super-effectively both ways. These mirror axes make for fast, knife-edge battles, so the game saves them for rare, late and legendary kin.
Day against night.
Radiance against the null — the endgame.
Every element's strengths and weaknesses at a glance. In battle the game multiplies your damage by the matchup — and for a two-type kin it multiplies both ways, so the right move can hit for ×4 (or fizzle to nothing).
Can't damage Stone.
Can't damage Dark.
Want the maths? The FAQ breaks down how the ×2 / ×½ multipliers stack for double-typed kin.