Skip to content
Two blocky scouts with round wooden shields face each other on a misty purple heath while three translucent armoured riders wait behind them, the central one on an opaque black horse beneath a tattered banner.
Announced

Jutland: The Silent Warning

The dead ride past in perfect silence. Read what they are warning you about, then bring Edda home.

About the game

The heather is white with frost, your breath hangs in the air, and somewhere ahead the hoofbeats stop. Then the riders come: a column of war-dead in mail and nasal helmets, pale and translucent and perfectly ordered, crossing the heath without a sound. They will not fight you. They are trying to tell you something.

It is the turn of the first millennium on Alheden, a flat inland heath of low purple heather, dark peat and small burial mounds. You play Liv, with her dark braid, ochre cape and round shield, or Asger, in his moss-green cloak with a rope coil at his side. Edda, a crewmate with copper hair, has hurt her ankle out past the mound. At the head of the dead rides the Leader, in lamellar over mail and a spectacle helmet, holding a tall banner on a horse so black it reads as an absence. He is not a boss. Beneath the mound, the old sandstone covenant stays sealed.

A run begins at the expedition camp with two lines: armed men are gathering beyond the heath, and Edda missed the return. Try your shield on the practice dummy, follow the worn path to the mound and watch the host pass. Then comes the fork. The short passage runs past a single living spear guard behind a rope-lashed gate: raise your shield to block his telegraphed thrust, shove him back while he recovers, and work the two lashings open while your partner covers you. The long heath loops wide around him and costs you time instead. Either way you reach Edda's clearing, bandage her, help her stand, and walk her home at her pace, picking up a fallen partner if the guard lands a blow.

The warning is the game. The host leaves a short trail of cold hoofprints that fade in about six seconds, and after it passes you hear a spear strike stone in the distant hollow. Compare what you saw, ping a plan and pick your road; your scout's journal keeps the note: "The cold prints turn toward the eastern hollow. A living spear struck stone beyond it." The game never punishes caution or rewards killing. The detour is as valid as the fight, and the debrief asks what the dead warned you about and what you did differently.

The first release is one complete episode for one or two players: one camp, one warning crossing, one fork with two routes, one guard encounter and one rescue. Liv and Asger share the same reach, speed, shield and help rules, so either of you can defend, work, push, help or lead at any moment, and a solo scout can open both lashings. Each session sets one of two mirrored layouts, which swap the side the guard holds.

There is no loot, currency, streak or gear to grind. The results name your route and who you brought home, not kills or treasure, and invite you to replay the mirrored layout and try the other road.

Jutland: The Silent Warning is a prequel to The Ghost Riders of Jutland, the Greenlight Publishing novel by Hallvarður Grímsson, in which a present-day archaeologist opens a Viking mass grave on the same heath. The war-dead who ride before every new violence, the Leader on his black horse and the covenant sealed beneath the mound all carry over; Liv, Asger, Edda and this mission are new.

Jutland: The Silent Warning is announced for Roblox: the design and art are complete, and the build is next.

Gallery

  • Concept art: letting the host pass

  • Concept art: keep your head down

  • Concept art: watching from the camp tent

  • Concept art: finding Edda

  • Concept art: at the tent opening

  • 3D prototype render: the living cast models

  • Concept art: Liv, Asger, Edda and the passage guard

  • Concept art: the Leader and an early host rider

  • Concept art: ordinary riders of the host

  • Concept art: exploratory support characters (not part of the first playable)

  • Concept art: camp, mound, fork and passage

  • Concept art: tools and warning traces