Hit by a truck on the way to school, you wake up in another world. A goddess says you've been reborn, an archmage says you're the chosen hero, and nothing makes sense yet. So you head to the guild first. Draw runes to cast magic, go down into the dungeon, and start making your way to the Demon King.
Magic isn't memorized. It's drawn.
Every spell is a rune you draw with your mouse. A triangle is fire, a circle is water, a jagged bolt is lightning. Draw just the symbol for a small spell, or draw it inside a magic circle for a bigger one. The better you draw, the harder it hits — and the faster your hand, the longer you live.
- Fifteen elements and dozens of spells. Elements counter each other, so what you draw is your strategy.
- Learn new spells at the magic school, and seal runes into scrolls to pull out when things get rough.
A 100-floor dungeon where death is expensive
Descend floor by floor in first person. The map is rebuilt for every expedition, and a boss waits on every fifth floor.
- Twenty zones, twenty bosses, and more than forty kinds of monsters.
- Sprinting, dashing and guarding all draw from the same stamina. Block or dodge — you choose, every moment.
- Die, and you wake up in the town church after an earful from the goddess. You lose all your loot and half of everything else. The floors of the bosses you've beaten stay open.
A town to prepare in, earn in, and live in
The adventurers' town built above the dungeon runs on a clock. Shops keep opening hours, and the black market only appears at night.
- Register at the guild, take requests, and climb the ranks from F to S.
- Upgrade gear at the blacksmith, brew potions with alchemy, sleep at the inn — or buy a house of your own.
- Starve and your body pays for it. Eat well at the food stalls before you head down.
Fight your way
- Staff — draw runes and cast.
- Sword and shield — slash, smash and guard. You can throw your weapon, too.
- Lute — notes are your magic. Attack, heal, speed up, slow down… you can even write your own sheet music and play it.
Every ten days, the dungeon comes up
Once every ten days a Dungeon Break sends monsters pouring out into the town. Fight alongside the town's adventurers, take down the bosses, and hold the town.
Alone, or with up to four
Invite Steam friends or share a code to descend together with up to four players. The more of you there are, the harder the dungeon pushes back.