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 grows with every level you complete, every monster you slay and every flawless floor. 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 what the whole run was worth:
(descent + flawless floors + kills + gold) × series × outcome
Only levels you complete count for the descent, and a harder dungeon pays more per level. Slay monsters in a combo for bonus points, finish a floor untouched for a bonus, and a run gets a growing series bonus the deeper you go. Leave the dungeon alive and the run counts in full; die and it counts at 70 %. The game shows every part on the death screen, so you can always see why the score is what it is.
Top runs
Full board →| # | Name | Score | Dungeon | Difficulty | Depth |
|---|---|---|---|---|---|
| 1 | VOLK | 79 | Creepy Crypts | 1 | 3 |
| 2 | PETEE | 53 | Creepy Crypts | 1 | 2 |
| 3 | GABI | 22 | Creepy Crypts | 1 | 1 |
| 4 | TEST | 10 | Scorched Sands | 10 | 1 |