thaum /θɔːm/ noun
- The smallest measure of magic.
- An isometric action RPG, cast spell by spell on an engine of its own.
From the Greek thauma, a wonder; whence thaumaturgy, the working of wonders.
Tear the earth. Bind the light. Hold the line.
An isometric action RPG in the making: co-op from the first step, a world that remembers, and spells with weight and wonder.
thaum /θɔːm/ noun
From the Greek thauma, a wonder; whence thaumaturgy, the working of wonders.
Co-op isn’t bolted on. Parties of four in one authoritative world, with your own hero predicted at the speed of your hands, and everyone else’s exactly as the server saw it.
Slabs torn out of the courtyard stay torn, for everyone, until the stones are mended. Your character, your build and the scars of a fight outlive the server that saw them.
Every spell is staged in four beats (anticipation, action, impact, aftermath) and drawn by our own engine, built in Rust for exactly this.
Plate I · The Courtyard
Braziers and banners, obelisks and an old well, paving that still holds the rain. This is where Thaum begins: lit by its fires and its spells, wrapped in fog, mirrored in its puddles.
The world’s scars
When a Gravity Mage tears a slab out of the paving, it stays out, for every player in the world and after the server restarts. Craters keep their rubble. In time the stones are mended, and the courtyard forgets.
drag the seam
Plate II · The Constellations
Base classes, each with a twist of its own: a specialization, a tree of talents and a tree for every skill. Four are lit tonight. The rest are still forming.
concept art
Gravitas Mage
It doesn’t conjure missiles. It tears up the battlefield.
Slabs ripped out of the courtyard and hurled. Wells that drag foes to their core and catch their shots out of the air. Everything caught feeds the next throw, and what the throw breaks becomes the next well’s ammunition. What it tears up stays torn.
Deep indigo and violet force, starlight specks, and true darkness at the heart
concept art
Vinculum Lucis Priest
A healer who decides where the light goes.
Threads of light tie a foe to the friend it is fighting: half of all the harm done to the foe, by anyone, heals that friend. Light goes into a friend’s wounds, onto an enemy, or along a thread between the two.
Warm white at the heart, gold round it, amber at the edges
concept art
Malleus Solis Priest
A battle priest who heals by fighting.
Every blow its war hammer lands heals the friends around it, so it stands in the fight instead of behind it. Its light is sunfire, heavier than the Lightbinder’s pale threads.
Sunfire: gold deepening to amber and flame, white-hot only at the edges
concept art
Propugnaculum Warrior
A living fortress.
It plants a tower shield of light whose dome the party fights inside. It swears oaths to its friends and takes their blows, then pays back everything it took as a holy counterblast.
Azure and silver: domes of hex cells, chains of light
Plate III · Spellcraft
Each spell is staged like a blow in a fight: it gathers, it strikes, it lands, it lingers. Every effect is drawn by our own engine, so a sky full of them costs a sliver of a frame.
The Gravity Mage
Torn open at the cursor and held, everything near dragged into its black heart, then detonated.
The Gravity Mage
Opens on the cursor, drags its foes to the core and holds them, crushing, then lets them go.
The Lightbinder
Palms pressed to the earth: a flower of light opens under the fight, and the ground is blessed.
The Lightbinder
A pillar of light, a ring rushing out, and the wings open: every foe round the Priest is bound.
The Bastion
A tower shield of light driven into the ground, and a dome of hex light raised over the fight.
The Bastion
The shield raised to the sky: a circle of runes, a pillar of light, a great dome and an oath to every friend.
The Templar
The hammer driven into the ground: the stones crack molten, foes burn and friends mend.
The Templar
A sun kindles overhead, and a colossal hammer of light comes down out of it.
Plate IV · The Night Ahead
Three zones are open, each behind its own loading screen on the one server: Thaum Fields, Lantern Square and the Sunken Crypt. More are being forged: ruins torn by the elements, a marsh that glows, wastes where demons walk.
concept art · the zones' loading screens, and the ones to come
Next to rise
All in on minions: a class whose pack of demons fights at its call, with orders, stances and sacrifices.
Some blades have names
About eighty named weapons, each with a light of its own and a signature effect when it strikes.
Plate V · Talents
A specialization gives a class its twist. A passive tree, with its branches and keystones, bends it further. And every skill has a tree of its own, whose forms change how the spell plays, and how it looks.
This is the Gravity Well’s tree. Light its stars, and watch the well change.
or
The well as every Gravity Mage casts it: violet force, a dark heart, stars drawn in.
Plate VI · Together
Thaum was built for friends from its first line: a world the server keeps, a party that fights as one, and every one of your own moves felt the instant you make it.
Invite with a word in chat: party frames, party chat, a shared target. Five frames when you train.
The server decides every hit. Your own hero moves the instant you do, predicted, and is never corrected without reason.
Your character, its look, its build and its bound companions outlive the server going down.
Attack, return, stay, change stance: a summoner’s pack listens, and fights the way you tell it to.
Friendly dummies that bleed, fall and get up on cue, and a meter that keeps an honest score.
Accounts, invite links and a dedicated server: friends play together while it is being built.
The hero is yours
Body and figure, face and hair, an outfit and its colours, dyed to the last thread: the character creator makes a hero that is nobody else’s, and every class has one of its own to begin from.
A Gravity Mage
A Lightbinder
A Bastion
A Templar
Plate VII · The Engine
Every spark in the footage here is drawn by Thaum, an engine of our own, written in Rust on wgpu. There is no off-the-shelf engine underneath: the renderer, the simulation, the netcode’s logic and the studio the spells are made in are Thaum’s.
a thaum is the smallest measure of magic. Thaumaturgy is the working of wonders.
// A gravity well while it pulls. The heart: a knot of darkness
// 1.1 m up with a burning violet edge, the world lensed round it,
// an accretion disc sheeting round it. Starlight spiralling in,
// dust dragged across the floor in streaks. Budget: about 330 particles.
(
name: "Gravity Well",
emitters: [
(
name: "haze",
capacity: 2,
space: Local,
offset: (0.0, 1.1, 0.0),
spawn: [Burst(count: 1)],
init: [
Lifetime(Const(4.0)),
Size(Const(3.4)),
Color(Const(0.0459, 0.0216, 0.1674, 1.0)),
],
update: [
SizeOverLife(Curve(keys: [(0.0, 1.0), (0.5, 1.08), (1.0, 1.0)])),
],
render: [Sprite(order: 0, material: (blend: Additive, ...))],
),
// heart, lens, disc, starlight, dust, stones, reach ...
],
) Measured on an RTX 4080 SUPER at the game’s camera, 1920 × 1080.
The night is young
Thaum is played by invitation while it is being built: one dedicated server, a few friends, and new magic all the time.
Ask the friend who sent you here for an invitation.