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Full-loot dungeon delver

GLOAMDELVE

The monster that kills you becomes a legend that hunts everyone else.

Dungeon crawler Pixel art iOS & Android Free to play
Gloamdelve key art

The Deep

You go down alone. You're never really alone.

Carry a torch into the dark and take what you can carry. Climb back out before it takes everything. The catch: when something down there kills you, it keeps your gear, learns your name, and one day crawls out of someone else's darkness wearing your sword.

The living world

The monsters use your stuff the way you do.

Items are physical. An orc that loots a better axe swings a better axe. One that grabs a potion drinks it when it's hurt. One that finds a scroll casts it at you. And a coward who's holding your loot will run for the dark rather than die with it, and you have to decide whether to chase.

  • Enemies equip, drink, cast and flee with what they pick up
  • Everything you see on a monster is something it can drop
  • Gear reads on the silhouette, so you can see who's dangerous
The living world

Dread

What kills you becomes a legend.

The thing that ends your run doesn't just win. It takes everything you were carrying, earns a name, and grows into a story. Then it turns up in other people's games, hunting them with the fortune it took from you. Kill someone else's Dread and its whole hoard is yours.

  • Your killer becomes a named, escalating nemesis
  • It travels to other players and hunts them, armed with your loot
  • No live server needed, and it's always warned before it invades
Dread

Danger & mastery

Death is real. So is knowing when to run.

Drop everything you're carrying when you die, then make the corpse run to get it back before something else does. There are no character levels to hide behind. The skill is in the fight itself: kiting, timing your potions, reading a telegraph, and knowing the moment a room turned and it's time to leave with what you've got.

  • Full-loot stakes: what you carry, you can lose
  • Every threat is telegraphed and fair. Deaths are earned, not cheap
  • Your skills level by use and stay with you. That floor never drops
Danger and mastery

Secret magic

No spellbook. You learn it by watching.

Magic isn't handed to you on a menu. You find scrolls, you experiment, and you learn spells by watching enemies cast them at you. There's warm Light and cold Dark, and going dark is powerful, but it corrupts you, and corruption is a scent the Dreads can follow straight to your torch.

  • Spells are found and figured out, never bought
  • Light heals and reveals. Dark is stronger, and it costs you
  • Corruption draws the hunters toward you
Secret magic

The deal

Hard, but never unfair.

The Deep is meant to kill you. What it will never do is cheat you, or sell your way past it.

Town and bank are safeBanked loot can never be lost. The dark stays in the dark.
Nothing softens deathWe don't sell anything that makes full-loot hurt less. That's the game.
No pay-to-winMoney buys cosmetics and stash space. Never power, never an edge.
Skills are foreverGear is the gamble. Your hard-won skills never leave you.

In development

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