⚜ 3×3 Ritual Grid

Curses & Indulgences

Dark Tactical Roguelite Auto-Battler · 3×3 Ritual Grid

Release2026-09-04
Price$5.99
Platforms7 platforms
LanguagesEN · ZH · PL

Two Modifier Systems

Curse seal
Curse seal illustration · non-official original

The game adds variance through two persistent modifier systems:

Modifier Systems Map

The game layers four distinct modifier systems — don't confuse them:

Sources: Steam Store Page · GAMESCENSOR Beginner's Guide.

How Curses Affect Matches

Curses change unit behavior or grid rules as persistent modifiers, forcing you to leave room for counterplay in your build. Understanding which Curses can be offset by which Indulgence is part of the deeper strategy.

Confirmed Modifier Counts

Per the official "How Much Content Awaits You" announcement, the persistent-modifier economy is fixed at launch:

Curses

9

Indulgences

24

Persistent Modifiers total

33 (9 + 24)

Indulgences (your buffs) vastly outnumber Curses (enemy debuffers) — so a well-built run is mostly about stacking the right 24 buffs and weathering the 9 curses. Source: Steam Community announcements (unit/item data).

Example Curse Mechanics (confirmed)

The developer's Indulgences & Curses post names concrete curse behaviors (not just flavor), confirming the design space:

These are examples of the 9 Curses; the full named list is being extracted from the public demo client. Source: Steam Community announcements (unit/item data).

How the Curse System Is Structured (Demo datamine)

The 9 names are still encoded, but the demo client's own string table already describes how the system works. Three structural details are recoverable and genuinely useful:

Curses also surface on the ability side: the client carries curse-buff-attack and curse-buff-health descriptions, meaning Curse modifiers can push enemy attack and health up rather than only debuffing you — which is why counterplay belongs in the build, not in mid-fight reactions.

Structural facts recovered from the demo client's string table (AppID 2577030). Names and exact wording remain encoded; nothing above is inferred beyond what the keys state.

Where this lands in play: the build framework treats the Indulgence you draft as the axis of the whole roster, and the game systems page shows how these modifiers stack with relics, items and the shop.

Indulgences Recovered (Demo datamine)

20 of the 24 Indulgences have been recovered from the demo client's own localization keys (AppID 2577030) — real names, first published here. The remaining few sit in the client's undecoded config; all 9 Curse names are still pending (see below).

Official totals: 9 Curses + 24 Indulgences = 33 persistent modifiers. Names are derived from the demo's localization keys (exact capitalization may shift at launch). Source: Steam Store Page (demo store page).

Curse Names (pending)

The 9 Curses are confirmed official (and 3 concrete mechanics are known from the developer's post), but their individual names are not exposed via localization keys — they live only in the demo's GlobalSystemConfig MonoBehaviour, which current tooling cannot deserialize for this Mono build. Confirmed curse mechanics so far:

Status — nothing invented: the complete named list of all 9 Curses publishes as soon as the config is decoded (AssetRipper, or a type-tree rebuild for this Mono build). Until that data is in hand this page lists only what is verified, and says so.