Bond, do not simply defeat
Wild spirits must first be understood and weakened before the binder attempts a bond. Story bosses, summons, and illusions cannot be captured in combat; bondable bosses receive separate encounters afterward.
A first-party guide to the game
A first-party guide to YaoBound's spirit-bonding combat, six-spirit parties, seven affinities, branching evolution, tribulation, and permanent 100-floor tower.
The complete adventure loop
YaoBound is a Chinese mythology creature-collecting RPG built around readable rules and recoverable choices. It avoids permanent collection lockouts: experimentation changes a companion’s story without deleting the rest of the game.
Wild spirits must first be understood and weakened before the binder attempts a bond. Story bosses, summons, and illusions cannot be captured in combat; bondable bosses receive separate encounters afterward.
A party carries up to six spirits: three act at once and three wait in reserve. Guarding, control, recovery, and tactical switching come from explicit abilities—there is no hidden front or back row.
Metal, wood, water, fire, and earth form the five-element counter cycle, while sacred and demonic oppose each other. Dual-affinity spirits choose one resonance before battle.
Level, bond, place, weather, and party relationships can all make a spirit ready to evolve. A branch is irreversible for one individual, but repeatable sanctuaries prevent permanent compendium loss.
Every tribulation lasts three rounds and previews its crimson, azure, and violet lightning. The candidate and guardian must redirect, endure, recover, or gather energy. Failure preserves escrowed materials.
After either ending, the Spirit-Subduing Tower opens in the same save. Ten themed segments rise from mortal spirits to the Calamity Cloud, with persistent health and energy inside each five-floor run.
Designed against permanent loss