A dark-fantasy incremental idle ARPG. Combat runs itself and the build is yours: four classes, a full loot ladder, crafting, delves, blood rites, and an endgame that unfolds for weeks. Idle when you want. Min-max when you can't help it. Die. Loot. Live.

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About This Game

Die. Loot. Live. You decide how deep it goes.

Enemies spawn, you strike, they fall, and loot drops automatically. Your real game is the build: skills, gear, and a web of interlocking systems that carry a lone hero from the surface down into the crushing dark.

Combat runs on its own. What you control is everything around it: which skills you slot, how you weigh a stat, when to push a boss and when to farm, which of a dozen deep systems to chase on any given session. Five acts, three difficulties, each a rewarding progression. Then an endgame that unfolds for weeks.

Death is part of the loop, not a fail state. When a boss is killing you, you're not stuck, you're under-geared. Drop into a Farm Zone or another event, idle a bit for loot and XP, and come back stronger. If it feels impossible, you're meant to farm first.

Four classes, four philosophies

Each class is a different relationship with your gear, and sub-specializations branch every one into distinct builds.

The loot chase

Every drop is a choice, use, bank, destroy for skill mastery. A full rarity ladder Normal, Magic, Rare, three tiers of Uniques, Sets, Artifacts, and Bloodpit-forged Blood Artifacts auto-equipped by a scoring system you can bias toward your build.

  • Set pieces that rewrite the fight. Assembled by grinding, boss after boss. Bonus stats for completion and with signature effects that change how combat plays: blocks refund HP, crits chill, burns spread, kills pay gold, and more.

  • Craft, gamble, ascend. Reforge with various gem families (knowing every reforge risks the piece), enchant, infuse, petition the Divine Altar, and visit a daily Traveling Tinker who can enhance your already powerful item even more.

  • Nothing legendary left behind. Even if you outgrow a favorite unique you can wake it at the Awakening bench, rescaled to your current power and difficulty, its story grows with you.

  • An honest drop ladder. Magic Find bends every rung of the curve without breaking it. A lucky hour feels lucky, and a god-tier drop gives you that same feeling it used to.

Systems all the way down

Not a prestige button and a number its a web of activities, each with its own reason to log in (or queue up and don't).

  • The Delve. a bottomless descent. Fight guardians, push past your deepest-ever, pull mythic Artifacts from the dark.

  • Guided Descent. Take the tunnels by the hand: a branching map of shrine pacts, springs, and encounters that bargain. A revenant clutching gear you died with. A chest that bites.

  • The Bloodpit. A timed slaughter rite. Feed the Red Maw and it forges a boon from your offerings the deeper the rite, the stranger the reward.

  • Bounty Board. Named-target contracts with rewards stated upfront.

  • Damage schools & ailments.  Burn, chill, freeze, shock, bleed, poison, sunder resists, and true damage to ignore it. Stack them, spread them, crit on their ticks.

  • Masteries, Relics, and the Constellation. Twenty-plus account-wide mastery tracks that slowly improve every aspect of gameplay, triggered relic treasures that feed on kills, and a star map of permanent power paid for by achievement unlocks.

  • The Expedition Log. A living codex of uniques, sets, relics, artifacts, and records. Something to complete beneath the completion and a collectors dream.

Two ways to descend

  • Arcade Mode. The classic run, measured in hours to days. Fast-forward up to 3×, levels uncapped past 50, loot flowing then the Desolation, the Delve, and the Bloodpit waiting beneath.

  • Epoch Mode. The slow burn, measured in days to weeks. A harder world at true 1× speed with 12 Ascendancy paths (3 per character) that change the way you play, again. A second relic slot, exclusive items, and offline progress that never stops.

  • The Everdeep. Beyond even that: a looping conquest where the world reseals and begins again, harder each lap, paying out Divine Shards for the god-forging of your finest gear and trying to keep up. The horizon keeps receding. That's the point.

  • Set up a queue and drop it into 'mini' mode while you work:

Lastly it's Idle, done honestly.

Queue your loops and close the game. It doesn't hand-wave your progress: it fully simulates it.

  • The Idle Queue replays your plan. Real kills, real drops, honest results waiting on login.

  • A fair taper. Returns start high and ease off the longer you're away, resetting each visit.

  • Cloud saves. A short-ish sync code walks your characters between desktop, browser, and phone.

Die. Loot. Live. 

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

AI-assisted tools were used to help accelerate my solo-development, primarily for coding assistance and creating some placeholder or supporting visual assets. All game flavor, mechanics, systems, and were created and designed by me.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core 1.6 GHz (anything from ~2012 onward)
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics with WebGL support (Intel HD 4000 or newer)
    • Storage: 250 MB available space
    Recommended:
    • OS: Windows 10/11 64-bit
    • Processor: Processor: Quad-core 2.5 GHz
    • Graphics: Any GPU from the last ~8 years, integrated fine
    • Storage: 500 MB available space
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