
Endless procedural descent
Every stage is a new island, generated as you arrive. There is no last floor: the run goes as deep as your build can carry it.

Borrow any ability
Every class has its own pool of abilities. Talents let you take skills from the others, and your weapon decides how you swing them.

Moves like a modern ARPG
WASD to move, and your hero looks and strikes toward the cursor. Walk one way and aim the other to backpedal and strafe, and keep the dash for when it gets close.

Rooms between stages
Reshape your attributes at the Demigod, buy boons and abilities from the Merchant, or step into a Trial and choose how hard it gets. More side mechanics are on the way.

Enemies that change
Every enemy has its own attack and a clear warning. Deeper down, elites appear and affixes stack in silence, and every 25 stages the pool grows.

Hordes that keep coming
Deep stages fill the screen, and the game is built to keep hundreds of enemies fighting at once without slowing down, however far you fall.

A world that breathes
Day, dusk and night, drifting cloud shadows, a sun that moves. Grass bends around you and every spell lights the ground it touches.

Modern pixel art, living light
Fine pixel art for everything solid; smooth light, bloom and haze for everything that burns. Each biome grades its colours for day, dusk and night, and a soft diorama depth ties the scene together.

Play it hard, or let it run
Hardcore ends the run on death, Normal lets you keep going. Push for depth, or farm stages and score on the side. Score buys hero skins.