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A Dungeon of the Old School

An online first-person party crawler in the grand tradition of Wizardry and The Bard's Tale. Forge a band of adventurers, master forgotten arts, and descend into the dark beneath the realm.

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What Awaits Below

FEATURES

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Assemble a party of heroes and delve step by step through first-person labyrinths — doors, locks, traps, chests and shrines in the old-school tradition.

4heroes a party
2battle lines
6foes a fight
  • Build your band from eight races, each hero with their own stats, skills and look.
  • Front and back lines. Fighters hold the front while archers and mages strike from the back row — and foes must break your front before they can reach the rest.
  • Turn-based battles against up to six foes at once: strike, cast, use an ability, brace, or run for it.
  • Explore square by square: force doors, pick locks, rest at shrines, and watch your map fill in — unless the floor spins you around, whisks you away, or drops out from under you.
  • Trapped halls and trapped chests. Some only wound. Others poison, blind, curse — or turn a hero to stone. And not every chest is a chest.
  • Fallen, not finished. Carry your dead back to town and the Temple can raise them.

Command magic across a dozen spheres or hone martial technique. Study new spells and abilities at the Trainer's Guild as your heroes rise in power.

628spells
260abilities
12spheres of magic
13martial disciplines
  • Twelve spheres: Fire, Ice, Storm, Arcana, Shadow, Light, Nature, Necromancy, Mind, Earth, Runes and Spirits.
  • Thirteen disciplines, from blades, shields and bows to polearms, brawling, war cries and battle tactics.
  • Skills grow through use. The more a hero casts Fire, the fiercer their Fire becomes.
  • Hybrid spells blend two spheres into magic neither can cast alone.
  • Damage, healing, wards, curses, sleep and cures — a spell for nearly every trouble the deep can throw at you.
  • No guesswork: hover any spell or ability in battle to see exactly what it does.

There is no class-select screen. Every hero begins as a Novice — and the way they fight decides who they become.

16archetypes
3grades of rarity
0class-select screens
  • No class to start. Through the early levels your skills are your only limit: swing a blade and you fight like a warrior, open Fire and you sling flame.
  • Choose your path at level 10 at the Trainer's Guild.
  • Classes crafted for your hero. Keep mastering your skills and the guild shapes new classes from how that hero actually fought — named, themed and built just for them.
  • Rare, Epic, Legendary. Rarer classes are earned through mastery, never bought, and each grade outclasses the last.
  • Signature perks. Every crafted class carries gifts of its own — from mastery of a sphere to a hide no curse can touch.
  • A real choice. Pass on an offer and it's gone for good.

Two heroes with the same skills can still walk very different roads.

From Weaponsmith to Alchemist. Gather materials in the deep and forge gear across 220 recipes — from Crude scraps to Legendary artifacts.

8professions
220blueprints
100craft levels
  • Weaponsmith, Bowyer, Armorsmith, Leatherworker, Tailor, Runecrafter, Jeweler and Alchemist.
  • Materials from the deep: everything you forge starts as loot pried from fallen foes and dungeon chests.
  • Crude to Legendary. Every profession climbs a ladder of blueprints, and a master's work beats anything a shop will sell you.
  • Every crafted piece bears its own artwork.
  • Commissions: post a bounty and another adventurer's crafter can forge the piece for you.

Cross a living overworld between settlements, each hiding its own dungeon. The deeper and farther you venture, the deadlier the foes — and the richer the spoils.

30towns
50floors at the deepest
400level cap
  • Thirty settlements, each sitting on its own dungeon — some a dozen floors deep, the deepest fifty.
  • A home base in every town: Inn, Tavern, Shop, Temple, Trainer's Guild and Crafting Guild.
  • Danger rises with distance. The farther you roam from where you started, the harder the realm pushes back.
  • Hand-framed backdrops for towns, great cities and the field of battle.
  • Always deeper. Heroes climb all the way to level 400, and there's always a floor below that will test them.

Rumors of other adventurers' deeds echo through every tavern. Your triumphs and disasters become legends whispered across the realm.

  • The rumor board carries real deeds by real players: new depths reached, bosses slain, milestone levels — and the parties that never came back.
  • Talk to the barkeep. They answer in character and know what's been happening in the world.
  • Leaderboards in every tavern, for the deepest delvers and the mightiest bands.
  • Trade in skill: commission gear from other players' crafters.
  • Swap stories on the forums and in our Discord.

Your party and progress live on your account. Close the tab and return from any browser or device — your saga picks up exactly where you left it.

  • Runs in your browser. Nothing to download, nothing to install.
  • Saved to your account, not your computer: close the tab mid-delve and carry on from another device.
  • A fair realm. Fights, loot and progress are settled on the server, so every name on the leaderboard was earned.
  • Free to start. Make an account and take your first steps into the dark today.

A named terror lairs on every tenth floor — vast, brutal, and guarding the way down. Fell it and its hoard spills open, but it will stir again before long.

1boss every ten floors
100kinds of foe
  • Every tenth floor has a guardian, and the way down runs through it.
  • Bring a party built to last. These are not fights you win by swinging harder.
  • A hoard for the victors, spilled open the moment it falls.
  • Word travels. Slay one and every tavern in the realm will hear your name.
  • It stirs again. A felled terror returns in time — and so can you.

Give every hero a face and a name of their own — choose a portrait and let the name-forge roll a fitting title, or write your own. Your band is yours from the first step into the dark.

  • A face for every hero, chosen from a gallery of portraits.
  • The name-forge rolls a name to fit their race and look — or write your own.
  • Truly theirs. Race, stats, skills and a class crafted from their own deeds: no two heroes need be the same.
  • Remembered. Their exploits become rumors in every tavern, and their names climb the leaderboards.

The World

INTO THE DARK

Beneath every settlement in the realm, worn stairs spiral down into the dark. Some seek gold, some glory, some the lost arts of ages past — but all who descend learn the same lesson: the deep gives nothing freely.

Build your party from seven attributes and eight races, and let the way each hero fights shape the class they grow into. Rank your weapon skills and magic spheres through use, pick locks and force doors, camp between fights, and haul your spoils back to town to trade, train, and craft. Then descend again — a little stronger, a little bolder — into halls that grow crueler the deeper you go.

From the Chronicle

NEWS & DEVLOG

04 August 2026 · Update

The Forge Roars — 192 New Recipes

Every profession gains two dozen fresh blueprints, laddered from Crude to Legendary. Master smiths can now craft gear to rival anything pried from the deep — and every crafted piece now bears its own artwork.

28 July 2026 · Update

New Vistas Over the Realm

Hand-framed backdrops now greet you in town, in the great cities, and across the field of battle — the world above ground has never looked so alive.

15 July 2026 · Update

Learn Your Art

Spells and martial abilities are now studied at the Trainer's Guild. Choose your path and purchase your power as your heroes climb — no two parties need walk the same road.

YOUR PARTY AWAITS

Gather your band. The first torch is free — and the tavern doors are open on Discord.

▶ Enter the Dungeon 💬 Join the Discord
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