Wave-based. Roguelike. Co-op. Normally that trio means somebody built a loop before working out why anyone would want to repeat it. Here the shrine and the obelisk give the waves a direction to point in. Short, and more mood than system, but the mood is pulling its weight.
Catch spirits, feed them to a shrine, keep the obelisk off your back while you do it. The Sable influence shows in how much it wants you to just look at the place while you work. Most wave roguelikes lean entirely on the numbers going up. This one cares where you're stood while they climb.
Drop-in co-op loads all the weight onto the netcode, and doing it in the browser decides everything. Three.js handles the look fine. What I'd want to know before committing is whether the spirit-catching still reads cleanly once the screen fills with effects around the shrine. My guess is it's built for readability over depth of aim, and for co-op that's the correct trade.
Came for the spirit catching. Stayed for how unhurried the gaps between waves are. Feeding a shrine turns out to be a lovely little chore to hang an action game on, and the Sable comparison the maker makes is doing real work in how the place looks. There is a fight game under all this, mind. It just asks nicely.