Mechanics
A roguelite of careful descent. Every run is procedurally generated, every death is a reset, and every choice of spell shapes how deep you get.
Trial Vaults
Custom-authored challenge chambers that gate the path to each layer's dragon. Seal both exits, conquer the trial's unique combat or puzzle mechanic, and claim tiered rewards from the altar.
Mysterious Encounters
Strange occurrences that break the descent's rhythm with risk and reward. Seek out the Font of Radiance or step into an Eldritch Gateway.
Touch, keyboard, or controller
Play by touch, keyboard, or a controller — all three are live at once. Walk by tapping where you want to go, or steer with the left stick, D-pad, or arrow keys; double-tap to leap (a touch gesture — on a pad, analog air control covers it). To cast a projectile spell, hold near the wizard and drag to aim and release, or hold the right trigger (Shift / F) and steer the orb with the right stick. The spell hovers at the release point for a few seconds; move it again to reposition, or leave it as a trap. Cycle spells with the shoulder buttons (Q / E), and open the map or lore with Y / M and X / L. Passive spells activate the moment their amulet is collected and need no casting.
Noise, sight, and shadows
Enemies patrol by forward vision cone and line of sight — flanking from behind or ducking behind a Stoneshape platform breaks their detection. Spells that fizzle on walls emit noise: Fireball is the loudest lure, Voidbind the quietest freeze. A deliberate fizzle draws a guard toward the impact point, its "?" bubble counting down before it returns to patrol.
Two layers, one descent
Every run carves a fresh two-layer labyrinth of 20–28 rooms each: a brick dungeon ruled by the Fire Dragon, and the frozen Ice Cavern below it. Defeat the Fire Dragon to crack open the Abyss and fall into Layer 2 — there's no climbing back.
Spells from amulets
Eight amulets each unlock one of eight spells, but only four surface per run — paired by element across the two layers — so no two descents play the same. The wizard starts bare-handed; every spell, including lorelight, must be earned.
Lore is power
Scroll pieces, amulets, and slain bosses raise your lore toward 100%. The more you gather, the more the prophecy poem is revealed — and the weaker the dragons become, shedding a point of health for every fifth of lore you hold.
Keys, locks, and the Void
Iron, gold, and silver keys gate portcullises, doors, and chests across the depths. Short on keys? Voidbind unbinds any lock — at the cost of a spell slot you might want for the fight ahead.
Status effects
Fireball burns, Iceshard slows, Voidbind freezes, and Spiritward shields. Each enemy has a tell and a weakness; reading the room beats brute force on the way down.
Multi-route dragon encounters
Each dragon lair offers three distinct resolutions: combat, stealth, or wisdom. Breach the arena with direct spells, sneak across high quiet shelves and smoke plumes unnoticed, or step onto the golden parley rune to answer three multiple-choice lore riddles drawn from the run's prophecy poem.
Arena hazards & destruction
Dragon arenas dynamically evolve during battle. In Layer 1, the Volcano hurls molten orbs that permanently shatter interior platform tiles upon impact, degrading safe footing. In Layer 2, wall vents loose whistling frost whirlwinds across five shifting flight patterns and freeze floor patches.
Procedural room slopes
Natural terrain ramps and slopes seamlessly carve through both dungeon layers. One-tile steep and two-tile gentle slopes bridge elevation changes, giving the wizard and grounded monsters smooth diagonal traversal.
Firebrand: the wisdom blade
Answering a dragon's lore riddles correctly earns its peaceful departure and the legendary Firebrand weapon. Equipped in the offhand alongside the wizard's staff, it scans for approaching foes and launches guided homing fireballs that curve through the air.
The Gates of Infinity
The final portal to victory. Slay the Ice Dragon, sneak past it to the gateway chamber unspotted, or answer its lore riddles peacefully to claim the Gates of Infinity.
Twin Wyrms guard infinity.