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The essentials to finish Origins of the Soul: development time, art, sound and everything still missing for the game to reach your hands whole.
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An action RPG made in Brazil, with soul, detail and time. You can be part of it from the very beginning.
Jaezes is not being made by a studio. It is being made by one person who decided not to wait.
Origins of the Soul is an action RPG with a premise that is simple to say and hard to carry: every choice has a consequence, and none can be undone. You decide whom to spare, whom to follow, where to go and what to leave for later. The game does not ask if you are sure. It takes note, and the world answers.
And the world does not wait for you. While you are in a dungeon, things keep happening outside. A village that asked for help may no longer be there when you arrive. Someone you left to deal with later may have dealt with it alone, their way. Time is also a choice, and taking too long has a price.
The consequences are real. Characters die. If a companion falls for good, they die in the story: no coming back on the next save, no coming back in the next chapter. The group goes on smaller, the scenes change, and those who stayed remember who is gone. That is what makes every fight matter.
This game has been built for months with what is at hand: one computer, many nights, frame-by-frame animation, combat with weight, companions with minds of their own and a choice system that runs through the story from beginning to end. Every chest has an opening animation. Every item has a three-dimensional model. Every strike has a trail, a sound and a kick in the controller. This is not the fastest way to make a game. It is the way we believe in.
But there comes a point where one person alone, however little they sleep, cannot handle everything the game asks for: voice acting, art, music, more hands to build every corner of this world. This is where you come in. Every contribution, from the smallest to the largest, becomes working time, becomes new people on the team, becomes detail in the game. And we show where every part went.
Backing Jaezes is not buying a finished product. It is joining a journey still being written, with access to what happens behind the scenes and a place in the game when it exists. In return we ask for one thing only: patience. A good game takes the time it needs.
Each goal reached opens a new door. The bar fills on its own with the pledges confirmed on Stripe, counted after the 7-day refund window.
Six playable characters. Three you meet now. The other three wait for the R$ 250,000 goal.
The masked one of the two swords · protagonist
He wakes up not knowing who he is, with a mask on his face he does not remember putting on. He fights with twin swords, one light and one dark, in fast combos, parries and dodges. He says little, asks a lot, and everything is a first time for him. What he is, and why he woke up, is what the game keeps asking.
The shield bearer · ruin explorer
Explorer and cartographer of ruins, the first to cross Krass's path. He carries a two-meter shield that turns into a wall, and he is the one who tells the stories of the world and records the creatures in the bestiary. He holds the front line while the others attack. He has a past he would rather not tell.
The healer who fights · princess
Princess of a kingdom of iron and old bronze, a warrior for only a short while and in a hurry to prove she deserves the rank. A jade-green spectral snake goes with her: it is through it that Lenna attacks, heals the group and turns the course of a fight. She is the frailest of the group and the one who makes the biggest difference.
"There are three more playable characters."
They are revealed when the campaign reaches R$ 250,000.
A flame that should no longer exist.
Someone who cannot see, but hears what no one else hears.
A man on the wrong side, with everything to lose.
What makes Jaezes Jaezes. No tutorial, no hints on screen: the world teaches by playing.
The game is built on choices. Whom to spare, whom to leave behind, where to go first. Each decision closes doors and opens others, and the game remembers them all.
If one of the main characters dies, they die in the story. No coming back on the next save, no coming back in the next chapter. The group goes on without them, and the world feels the absence.
You decide who goes where. You can send one character alone into a dungeon while the rest of the group heads somewhere else, and take control of any of them at any time.
Stunned, bleeding, burning, poisoned, marked, airborne. Every strike and every creature plays with these states, and knowing how to combine them is half the fight.
Enemies fight together: they surround you, take turns striking, shoot from afar. So do your companions, with minds of their own, while you control one of them.
The world keeps happening while you are somewhere else. Calls for help expire, threats grow, people take their own path. Arriving late has consequences.
The saga saves itself, at the right moment, and moves on. There is no going back to undo a choice. There is living with it.
Every action has its own animation: opening a chest, picking up an item, making camp, climbing a ledge. Every item has a three-dimensional shape. Every strike has a trail, a sound and a kick in the controller.
We grew up hearing these stories. They never went away.
Jaezes is a game made in Brazil, and that is not just the address. The legends passed from mouth to mouth for generations, the ones a grandmother told so the child would not go to the river alone, the ones the fisherman swore he had seen, are part of this world. Not as decoration, not as a bonus level: they are inside the main story, with weight in the choices and the consequences.
That is why we will not say which ones they are, where they appear, or what they want from you. Finding that out is part of the game. What we can say is that some help, some collect, and none of them is quite what the legend promised.
It is our way of giving folklore back the place it always deserved: to be taken seriously.
Transparency from the start. This is how every real pledged is divided.
The 15% for taxes and fees covers the taxes on what comes in and the Stripe, Pix and card fees. The numbers may be adjusted as the campaign grows; any change is published here.
Jaezes: Origins of the Soul is in development. By backing it, you understand that there is no date or deadline for the release of the game, the demo or any reward tied to it. A good game takes the time it needs, and we would rather deliver it right than early. What we do guarantee is transparency: you will always know where the game stands.
You can ask for a full refund of your pledge within 7 days of the payment date, with no need to give a reason. Just write to contato@jaezes.com.br from the same e-mail used in the payment, with the subject "Refund". The amount goes back by the same payment method, within Stripe's and your bank's time frame.
After 7 days, the pledge is non-refundable. The money has already become work: hours of development, art, sound and people on the team. This also applies if the game takes longer than you imagined, because, as said above, there is no delivery date. Think it over calmly before backing.
Physical rewards (shirt and action figure) are produced and shipped after the game's release, with shipping paid by the backer and arranged by e-mail at shipping time. Digital rewards (Discord, demo, game, credits, painting) arrive at the e-mail given in the payment, each one when it is ready.