A pixel-art roguelite dungeon crawler built around one question: bank what you've found, or push one floor deeper for more? Your character's skills and stash carry over forever — but everything you carry into a dungeon is only yours once you make it back out.
How it works
Build your character
Spend points earned by leveling up across three permanent skill trees — Arcane, Might, Shadow. This progress is never lost, run after run.
Assemble your loadout
Equip weapon, armor, helmet and pants, pick 2 active skills to bring into the fight, and choose up to 8 consumables or rings for the run ahead.
Pick your dungeon
Multiple hand-designed biomes, each with a real difficulty tier — start in the Training Grounds, work your way up to the Echoing Caverns.
Descend
Real-time rounds, monsters that hit back, status effects, a torch that only lights so far, and a hunger clock ticking in the background.
Bank it, or push your luck
Reach the stairs and you get a choice: extract everything you've found safely, or go one floor deeper — where monsters hit harder, loot gets better, and nothing is banked yet.
Climb the ladder
Your score is how strong the monsters were that you survived — dungeon difficulty × depth reached. Die, and you keep your character's permanent progress; the run itself is what was on the line.
Features
Three permanent skill trees
Real build identity that carries across every run.
A real difficulty curve
Multiple dungeons and biomes, gated by character level — not just reskins of the same room.
Full itemization
Weapons, armor, consumables, rings, five rarity tiers, and a loadout you build before every run.
Risk vs. reward, made explicit
Bank your gold and loot at the stairs, or gamble on going deeper. Nothing is safe until you extract.
A global leaderboard
Ranked by how dangerous a dungeon you dared, not just how much time you've put in.
No accounts, no friction
Pick a name and play. Nothing to sign up for.
Screenshots
How scoring works
Your score is how strong the monsters were that you survived:
score = dungeon difficulty × depth reached
A deep run in a hard dungeon beats a deep run in an easy one. Both numbers are always shown next to the score so you can see why it is what it is.
Top runs
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