A calm game promise

Your attention is welcome, never owed.

Dearly is made for returning because a place matters—not because a timer, streak or manufactured shortage says you must.

Play free on the App Store
The welcoming keeper's cottage in Dearly
The keeper's cottage is a home base, not a pressure dashboard.

What that means

Calm is a system, not a slogan.

These are product rules the game is built around.

No advertising

No interstitials, rewarded videos, ad tracking or interruption loops.

No streak punishment

Daily gifts do not become debts. Seasonal places return, and missed visits do not erase progress.

No failure spiral

Ghosts are optional upside. Ignoring a request never damages a grave or shames the keeper.

No forced account

Begin as a guest. Sign in with Apple or email only when cloud backup is useful to you.

Offline by default

The core cemetery remains playable without a connection. Synchronization waits safely for the network.

Permanent value

The launch build is free. Any future paid content is designed as a permanent purchase, never a consumable pressure valve.

Respectful remembrance

Death is treated as rest, not spectacle.

Dearly contains cemeteries and ghosts, but it is not horror. There are no scares, gore or enemies. Residents are written as people with work, humour, relationships and ordinary objects worth remembering.

That tone extends to accessibility: portrait and landscape layouts, phone and tablet support, optional haptics and visible alternatives to sensory feedback.

A place that waits

Care at your own pace.

Free on iPhone and iPad. No advertising.

Download on theApp Store