The dead were set to keep their own holds
The Krevorn lived hard and briefly, and put everything into what would outlast them. Their tombs on the Iron-Fog Coast are famous — storied, rich, and built against exactly the kind of person you are: a delver. A grave-robber. The iron-bound wardens below are not a plague. They are doing the job they were left.
A run is a fight, not a menu
- Your race's spell is your only attack when you step through the door. The first kill or two brings your first draft.
- Draft, don't pick a class. Every level-up offers four cards from a pool of 239 abilities and passives across six families — iron, hush, grave-cold, emberwork, bindings and tomb-dust. What kind of hero you are is what you took.
- Every level is a small generated maze, capped by a guardian who holds the way down. No two descents are laid out alike.
- The tombs bite back. 8 kinds of trap, and 47 kinds of warden, and a guardian at the foot of every floor.
Build a hero, see the hero
Choose from 6 bodies across 3 peoples, then face, hair and tint. Loot changes how you look, not just your numbers. Everything you choose not to wear melts into Slag.
The Forge is the progression
There is no win screen. Death always pays Slag, and Slag buys ranks at the Forge — 18 tracks and unlocks that make the next hero stronger, never different. The draft still decides who you are; the Forge decides how deep you get.
- About twenty minutes a run at a normal clip, forty and more with a good build.
- Permadeath. No save-scumming, no difficulty modes.
- 100 deeds to earn.
- No story to sit through, no dialogue, no quest log.
Set in the world of Orenvalt.