The Watcher
Chooses routes that minimize its distance to your current tile. It is simple, persistent, and dangerous in narrow corridors.
Guide a glowing Sanctum Keeper through a shifting sigil-maze, gather the scattered soul fragments, and outmaneuver four spirits that hunt by different rules. Awaken the Witchfire Runes to reverse the chase—briefly.
Use the arrow keys or WASD. Clear every fragment to advance. The paired rifts on the left and right edges teleport anything that crosses them to the opposite side. Witchfire Runes make all spirits vulnerable for a short time; the spirits begin flashing before the ward expires. Choose the designed Sanctum Maze or a new Shifting Maze, then set the spirits from Novice through Nightmare. Keeper difficulty is the balanced default, with staggered releases and periodic Scatter phases.
The spirits share the same maze, but not the same instincts. Learning how each one thinks matters as much as raw speed.
Chooses routes that minimize its distance to your current tile. It is simple, persistent, and dangerous in narrow corridors.
Looks several tiles ahead in the direction you are moving, turning predictable routes into traps.
Frequently changes its destination and sometimes ignores the Keeper entirely, making it difficult to read.
Favors nearby junctions ahead of you instead of chasing your exact location, trying to close the escape route.
Small soul fragments are worth 10 points. Clear the maze to open the next level.
Large Witchfire Runes make the spirits vulnerable for a brief window and are worth 50 points. During the final moments, vulnerable spirits flash faster and faster before becoming dangerous again.
Touching a spirit during Witchfire banishes it back to the central seal and awards bonus points.
Twice per level, a rare arcane offering appears briefly in the central Spirit Well. Reach it before it fades to earn a large point bonus.
The openings at the far left and right are linked. Cross one edge to emerge from the opposite side; spirits can use the same passage.
Sanctum Maze uses the designed board. Shifting Maze creates a new connected labyrinth at the start of a run and again after every cleared level.
A spirit collision outside Witchfire costs one life and resets all characters to their starting sigils.
The maze geometry, Keeper, soul fragments, Witchfire Runes, spirit names, visuals, behavior logic, scoring presentation, and interface are original to Shamans Sanctum. It uses the broad chase-maze genre rather than reproducing another game's exact board, characters, sounds, or artwork.