Characters

Those who fight, those who rise

A guardian angel answers your taps. The rosary of the cross goes out with it. The reinforcement acts alone. Facing you, four threat levels and a demon who breaks gauges.

Your guardian angels

Three angels, one at a time

Each angel has its weapon and its ground. You choose one before the game and you can change at any moment: tap an angel, or press the 1, 2 and 3 keys. The angel that acts alone hits far harder, and the game quietly marks the one it recommends against the threat of the moment.

Raphael or the protecting angel, artwork from the game Spiritual combat Protection and restoration

Raphael or the protecting angel

The staff is a very fast streak of light that passes through demons without vanishing and carries on. It hits up to seven threats lined up in a row, each one a little less hard than the last.

Weapon
Protective staff
Power
Piercing
Ground
Groups and ordinary threats
Gabriel or Uriel, artwork from the game Spiritual combat Light and discernment

Gabriel or Uriel

The sword of fire is a guided missile: it acquires its target, follows its movements and never misses as long as a threat lives. It pierces part of the resistance, bursts over an area and marks its target.

Weapon
Sword of fire
Power
Guided
Ground
Moving and isolated threats
Michael, artwork from the game Spiritual combat Heavenly defence

Michael

The spear flies out in a straight line, pierces three demons while ignoring their resistance, then comes back looking for new targets before returning to his hand. The return is a second full attack.

Weapon
Heavenly spear
Power
Maximum
Ground
Bosses and major threats
The angels can come down from the sky. Facing a boss, your angel approaches of its own accord. You can also bring it down close to the people for a few seconds: from there, its shots hit twenty per cent harder. A slide of the finger moves it within the limits of its zone.
Always there

The rosary of the cross of Jesus

A luminous rosary in the shape of a cross, golden, available from the very first game. It goes out with every tap, passes through up to six threats and accompanies your angel and your reinforcement.

It is not unlocked and it is not chosen: it is simply there.

Jesus steps in, nobody is lost

And when it fails

Jesus steps in, nobody is lost

If a threat reaches one of the people you protect, Jesus steps in and the threat disappears. You lose points, depending on the size of what got through. You never lose a person, and the game goes on.

This is the rule that holds the whole game together: failure costs a score, never a person.

Exclusive reinforcement

The Templar Knight

On horseback, with armor and a blessed sword as standard. Once unlocked, he is chosen like the six other reinforcements, and he rules them out: one spiritual reinforcement per game, the Knight or another. He charges with every tap and carries the largest life gauge in the game, 220 points.

The Templar Knight, artwork from the game Spiritual combat

Sacred charge

With every tap, he gallops toward the targeted threat, strikes everything in his path and returns to his post.

Wall of protection

A threat about to reach the people is pushed back and stunned. This ability requires the Rampart shield: without it, no wall.

Templar's judgment

Roughly every seven salvos, he strikes the strongest demonic elite on the field.

Spirit knights

Roughly every eleven salvos, three spirit knights charge with him for a few seconds.

Unlock conditions: three bosses defeated, the third stage cleared, 4,500 points in total and the major threat challenge, then 400 progression points. The Rampart shield is then bought in the shop, for 240 points: it adds 60 life points, strengthens his guard and gives back the wall of protection.

Spiritual reinforcements

Six reinforcements, plus the Knight

The reinforcement does not obey the tap: it acts alone, at its own pace, against the threats of its speciality. The first four also throw a secondary weapon when you tap them, or with the R key. Each has its life gauge, the sturdier the harder it is to unlock, and a slide of the finger moves it across the field.

  • Exorcist priest, artwork from the game Spiritual combat

    Exorcist priest From the start

    Specialist in possessions and major entities. He acts alone against the large, heavy threats.

    Sky blue Bible. Secondary weapon: black cassock, it wraps the threat up, holds it still for a moment, then leaves it more vulnerable.

    70 life points

  • Intercession priestess, artwork from the game Spiritual combat

    Intercession priestess From the start

    Spiritual protection and support against bosses. She aims above all at the large threats.

    Purple Bible. Secondary weapon: robe of intercession, it opens an area of protection that slows, lifts the veil and strengthens the angels.

    65 life points

  • Deliverance pastor, artwork from the game Spiritual combat

    Deliverance pastor From the start

    He wears the large threats down blow after blow: major, heavy and bosses.

    Turquoise Bible. Secondary weapon: sound speaker, a sound wave over an area that pushes back and slows.

    70 life points

  • Pastor Miracle, artwork from the game Spiritual combat

    Pastor Miracle From the start

    Prayer of miracle and front-line support, against the middling and fast threats: the ones that bring doubt, fear or discouragement.

    Pink Bible. Secondary weapon: pink microphone, it removes an ordinary or reinforced threat in one blow, and wounds the bigger ones.

    70 life points

  • Sister in Christ, artwork from the game Spiritual combat

    Sister in Christ To be unlocked

    Assistance to people, prayers of deliverance, mobile support: she chases the fast and light threats.

    Bright pink rosary of the cross.

    95 life points

  • Carthusian brother, artwork from the game Spiritual combat

    Carthusian brother To be unlocked

    Contemplative support and purification of areas. He acts against groups of ordinary and reinforced threats.

    Chartreuse-green rosary of the cross.

    120 life points

A reinforcement can fall. Satan pulls it toward the bottom of the screen and disables its weapon for a few seconds: that is the only window in which the other threats can wound it. If it falls, the Cherubim come for it and carry it to Paradise; it stays away until the end of the game, and comes back in the next one.

The assistants

They do not fight, they raise up

The Cherubim and the Seraphim are no longer combat reinforcements. They are the messengers of Jesus: when Satan breaks your gauge, the Defense button calls them and they rebuild it before your eyes. It comes back completely full, then a short window protects you before Satan can break it again.

The Cherubim, artwork from the game Spiritual combat As standard

The Cherubim

Guardians of the presence of God, Genesis 3:24. Soft light. They rebuild the gauge in ten seconds, with visible progress, and carry the fallen reinforcement to Paradise.

Rebuilding
10 seconds
Protected window
5 seconds
Presence
From the very first game
The Seraphim, artwork from the game Spiritual combat To be unlocked

The Seraphim

Beings of fire who praise without ceasing, Isaiah 6:2-7. Intense light. They rebuild in three seconds, heal your reinforcement, and at the end of a successful game Jesus raises up, in their place, the one that had fallen, with a verse.

Rebuilding
3 seconds
Healing the reinforcement
70 life points
Raising up
At the end of a successful game
As soon as the Seraphim are unlocked, they are the ones who answer the call. The Defense button always says what it is about to do: raise the protection, or call the assistants.

Shop and backdrops

Relics, not purchases

Seven items are bought with your progression points, the ones you earn by playing. Nothing is sold for real money. You take along at most three relics per game, and the Knight's Rampart takes up no slot.

  • Templar armor 220 points

    Sixty life points and extra guard for whoever wears it.

  • Rosaries of Lourdes 200 points

    Every five salvos, they heal the most wounded reinforcement, or fill the gauge a little.

  • David's sling 180 points

    A stone leaves from a person every two salvos, very accurate, formidable against giants.

  • Oil of Beatitude 160 points

    At the start of every wave, it blesses the team and heals your reinforcement.

  • Orthodox Bible 260 points

    The reinforcement's main shot hits harder and pierces one more threat.

  • Palms of Jerusalem 170 points

    An area of peace around the people slows the threats and lifts the veils.

  • Rampart 240 points

    The Knight's red-cross shield. Life, guard, and the wall of protection he does not have without it.

Nine backdrops to unlock

The fight always follows the same rules, but not always in the same place. The backdrops are unlocked as you progress and are chosen before the game.

  • Biblical desert
  • Ancient ruins
  • Garden of Eden
  • Valley of shadows
  • Sacred mountain
  • Heavenly temple
  • Heavenly battlefield
  • Gates of Paradise
  • Infernal abysses

Facing you

Four threat levels

What really changes from one level to the next: resistance, speed, size and behaviours. The names themselves point to trials.

Standard threat

It rises straight up, without guile. This is the ground of the staff and the rosary.

Reinforced threat

It zigzags and resists half of the ill-suited blows. The sword of fire follows it without losing it.

Major threat

Slow and heavy, it summons other threats and flies into a fury. Michael's spear is made for it.

End-of-stage boss

Very resilient, it veils itself, summons and rages. Facing it, the angels come down to the fight of their own accord.

Trials, not enemies

Each threat carries one of these trials. The game sorts them into four families, and that is the only teaching it allows itself.

Personal

Discouragement, fear, confusion, stalled project, despair.

Relationship and family

Marital conflict, family tension, jealousy, resentment, division.

Spiritual, in the symbolic sense

Temptation, doubt, spiritual distance, spell, spirit of death.

Collective

Rivalry, betrayal, discord, disunity.

Session theme

Seven themes, or none

Before the game you can choose a theme. Every demon then receives the label of a difficulty from that theme, shown beside it, while its real name stays readable in the information area. It is symbolic and playful: never a diagnosis, never the idea that a win in the game settles a real difficulty. You have no personal information to give, and free combat remains available.

  • Family and relationships
  • Love life
  • Work and finances
  • Health and well-being
  • Social life
  • Personal trials
  • Family and protecting loved ones
  • No theme, free combat
Satan, artwork from the game Spiritual combat Major threat

Satan

The biggest and the most dangerous. Nearly twice the size of a major threat, horned, red-eyed, wreathed in curls of flame. He appears and moves only within his zone, the lower part of the screen: never among the angels, never near Jesus.

Power
He breaks the gauge of your power
Pull
He draws your reinforcements toward him
Disabling
Their weapons fall silent for a few seconds
Without fail
Each time Jesus steps in
Resistance
About twice that of a boss
Absent in
Catechesis
The power gauge broken, shards of glass and demons in the flames.

His power

The broken gauge

When he strikes, your gauge falls to zero and stops filling. During that time there is no gain, and the button for the incense, the oil or the heavenly light stays closed.

That is when the Defense button changes role: it calls the assistants. The Cherubim rebuild the gauge in ten seconds, the Seraphim in three, and it comes back completely full. A short window then protects you, with a countdown, before he can start again.

While the gauge is broken, Satan pulls your reinforcements downward and disables their weapons: that is the only moment when the other threats can wound them. Pushing him back pays triple, points and gauge, but you have to hold on.

Choose your reinforcement

The preparation room is waiting: the people to protect, the stage, the reinforcement, the level.