The Pagan Praises system is where the four generated companions start to feel less like party members and more like people you keep disappointing. Their dispositions shift as you travel Invimona, and the open world gives you enough room to ignore their preferences entirely.
In the box, across the island
- Four created companions with their own leanings
- Towns dense with clues and unique items
- Requests and tasks delivered through scrolls
- Travel on foot, with river and sea crossings
- Included score
The island reads as a place built for wandering. Hiking routes thread between settlements, and the water crossings make distance feel consequential. Scrolls carry most of the requests, so you are reading the world as much as walking it. Version 7.31 fix keeps the English interface steady while you sort out which companion you actually trust.
Putting the boat in the water
Start in the coastal settlement of Virrenhal. The lord hands you a scroll describing a missing cartographer last seen near the eastern cliffs, but the overland route is blocked by a rockfall the villagers mention only in passing. You have four companions, a pack boar, and no compass to point you toward the correct beach.
Open the inventory and drag the collapsible boat onto the boar. Assign the companion with the highest strength stat to carry the spare oars — their dialogue options during river crossings will reflect that choice later. One of the lower-strength companions complains about the load distribution, and their disposition drops a point before you leave town. That is the Pagan Praises system doing its quiet work.
Walk southwest along the goat trail until you hit the river mouth. The crossing prompt appears when you step into the shallows. Inflate the boat, load the boar first, then choose which companion rows. The one with the strength assignment manages the current better; a companion with high perception spots a submerged wreck on the far bank that holds a unique lantern. The scroll never mentioned the wreck. The game rarely tells you what you are actually looking for.
Companions no longer stranded on the wrong riverbank
The 7.31 fix tightened companion pathfinding during river crossings, which used to strand a party member on the wrong bank if you ordered the crossing too quickly. Before the fix, you would finish a crossing and realize someone was still pacing the opposite shore, their dialogue tree locked until you paddled back. Now they board when you board.
Earlier builds also had scrolls occasionally duplicating in the inventory when the pack boar was overloaded. Version 7.31 fix prevents that duplication and cleans up save files that already carried the extras. In everyday play, it means fewer inventory-management headaches after you haul the boat across three river mouths in one session. The Pagan Praises dispositions also update more reliably after scroll-based quest completions — previously a companion might not acknowledge that you finished a task they had strong feelings about, which undercut the tension the system is built to create.
A session by the sea cliffs
You sit down with coffee, mount the disk image, drag the app to Applications, and open it from Launchpad. The title music — all strings and low wind — fills the room while you load a save from the eastern headlands.
Your party is camped above a cove. The companion with high perception is staring at something in the water. You talk to her. Her dialogue tree has shifted since the last session because you ignored her during the scroll quest in Virrenhal; she is curt now, but she still mentions the shape in the waves. It is a wrecked trading skiff. No quest marker appears.
You walk the boar down a switchback path, load everyone into the boat, and paddle out. The sea crossing takes longer than the river and the score shifts into something more patient. When you reach the wreck, the game hands you no prompt — you just open the inventory and find that the pack boar can now carry salvage: a broken astrolabe, a water-stained scroll, salted meat. The scroll contains a task request from a merchant in a town you have not visited yet. You make a mental note. The game assumes you will remember, or you will not, and either outcome becomes part of the story.
Back on shore, your strength-assigned companion has stopped complaining about the boat. The Pagan Praises screen shows their disposition ticked upward during the crossing. You did not plan for that. The game noticed you gave them something heavy to do and let them be useful, and now their dialogue has a warmer register. That small shift changes how you decide who rows next time, and the open world carries on without pointing any of it out.
- Interface language: English
- Architecture: Apple Silicon / Intel
Questions from the booth
Yes, it is an open-world journey set on the island of Invimona, released on 2024-09-30.
You travel with four generated companions, each with their own disposition that shapes how you experience the island.





