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-v0.11 Beta- -b-flat- - La Vitalis- Immortal Loss

The combat is designed to be challenging and unforgiving, emphasizing tactical decisions over button-mashing.

The combat leans heavily toward a standard . Vita must utilize a precise combination of melee strikes, timed dodges, and spatial awareness to survive. Button-mashing is quickly punished by aggressive monster AI. 2. Environmental Hazards & Infection

The title, specifically the iteration, emphasizes "Loss" as a core mechanic. Players do not merely gain power as they progress; they often lose pieces of their humanity, memory, or physical form to overcome obstacles, creating a poignant narrative loop. The Atmosphere of -v0.11 Beta- La Vitalis- Immortal Loss -v0.11 Beta- -B-flat-

It creates an atmosphere of "beautiful despair." The sound design does heavy lifting in the storytelling department—the sound of rain, the ticking of a clock, and the sudden silence when entering a new area all convey emotion just as effectively as the dialogue boxes.

The project is developed through independent channels where the creator shares regular changelogs and developmental updates. This approach allows for direct feedback from the community, which has influenced the refinement of the game's combat balance and alchemical systems. The combat is designed to be challenging and

If you’re going to play v0.11 Beta, play it on headphones. The ambient track is just a single B-flat held for 20 minutes, slowly detuned by 2 cents every loop. By the end, you won’t know if the note is sad, or if you’re the one going flat.

have begun appearing online as of early 2026, showcasing the project's unique aesthetic and tone. technical breakdown of what a v0.11 beta usually entails, or perhaps a promotional blurb for this specific version? Button-mashing is quickly punished by aggressive monster AI

The title suggests a narrative centered on themes of eternal life, the inevitable cost of staying "vital," and the emotional weight of what is left behind. Based on the versioning and file naming conventions seen on platforms like Google Drive

Prototype phase; testing framework, baseline sprite sheets, and asset migration from previous engine experiments.

The combat is designed to be challenging and unforgiving, emphasizing tactical decisions over button-mashing.

The combat leans heavily toward a standard . Vita must utilize a precise combination of melee strikes, timed dodges, and spatial awareness to survive. Button-mashing is quickly punished by aggressive monster AI. 2. Environmental Hazards & Infection

The title, specifically the iteration, emphasizes "Loss" as a core mechanic. Players do not merely gain power as they progress; they often lose pieces of their humanity, memory, or physical form to overcome obstacles, creating a poignant narrative loop. The Atmosphere of -v0.11 Beta-

It creates an atmosphere of "beautiful despair." The sound design does heavy lifting in the storytelling department—the sound of rain, the ticking of a clock, and the sudden silence when entering a new area all convey emotion just as effectively as the dialogue boxes.

The project is developed through independent channels where the creator shares regular changelogs and developmental updates. This approach allows for direct feedback from the community, which has influenced the refinement of the game's combat balance and alchemical systems.

If you’re going to play v0.11 Beta, play it on headphones. The ambient track is just a single B-flat held for 20 minutes, slowly detuned by 2 cents every loop. By the end, you won’t know if the note is sad, or if you’re the one going flat.

have begun appearing online as of early 2026, showcasing the project's unique aesthetic and tone. technical breakdown of what a v0.11 beta usually entails, or perhaps a promotional blurb for this specific version?

The title suggests a narrative centered on themes of eternal life, the inevitable cost of staying "vital," and the emotional weight of what is left behind. Based on the versioning and file naming conventions seen on platforms like Google Drive

Prototype phase; testing framework, baseline sprite sheets, and asset migration from previous engine experiments.

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