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.
Tap to move, hold to cast
Tap anywhere to walk there — double-tap to leap in that direction. To cast a projectile spell, hold near the wizard until it charges, then drag toward your target and release. The spell hovers at the release point for a few seconds; drag it again to reposition, or leave it as a trap. 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.
The Gates of Infinity
Slay the Ice Dragon to spawn the Gates of Infinity — claim them and the run is won. Fireball drops it in one hit; Iceshard at full lore does the same.
Twin Wyrms guard infinity.