The developers of The Red Strings Club and Gods Will Be Watching are summoning forth another narrative-led adventure full of witty characters beholden to the questionable decisions I make for them. The Cosmic Wheel Sisterhood starts out with quite the setup for its tangle of choices: A witch exiled to an asteroid and stripped of her tarot deck after foretelling the doom of her coven decides to perform a forbidden ritual to summon a millenia-old Behemoth. Two hundred years of exile got a bit lonely, turns out.
I got the chance to play a demo for The Cosmic Wheel Sisterhood, which starts off with a bit of banter between Fortuna and her new cosmic partner in mischief Abramar, a six-armed, dragon-tailed eldritch horror with a surprisingly informal vernacular. «I feel you,» he says in commiseration with Fortuna's thousand-year sentence. «I had been imprisoned for 5402 years until you summoned me.»
As part of their contract, Abramar decides to help Fortuna build a new deck of fortune telling cards to replace her confiscated tarot. Answering Abramar's questions about my plans for the future—«Your answers will affect your fate. Dramatically,» he warns—grants me energy for the four elements of air, water, earth, and fire. I spend those energy points by picking a background and symbols for a card in my new deck which I can customise by adjusting, flipping, and sizing each element to build an image to my liking.
That's the majority of the demo I played: building an initial deck of four cards and using them to read Abramar's past, and then the future of a witch arbitration agent who shows up to check in on my exile. One of the cards I design is assigned the name «Transhumanism» with meanings of «introspection, yearning, passion,
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