The complete current build of DELVERS, free. Recruit a roster of hero classes, gear them from a hoard of rolled loot and named legendaries, grow a zodiac skill tree, and send a party of four into the depths to fight on their own. Haul the gold back, reach further. No caps, no timer.

Connectez-vous pour ajouter cet article à votre liste de souhaits, le suivre ou l'ignorer

Français non disponible

Ce produit n'est pas disponible dans votre langue. Veuillez consulter la liste des langues disponibles ci-dessous avant de l'acheter.

Démo gratuite

Jouer à DELVERS: Dragon's Hoard Demo

Découvrez le jeu complet

 

À propos de la démo

DELVERS: Dragon's Hoard is a run-based party autobattler incremental. You never control a hero in combat. You recruit them at the campfire, gear them, spend the gold from your last run on a sprawling zodiac skill tree — then send four of them marching into the depths and watch the formation fight without you. Every delver carries their own Vigor bar, healing is strictly rationed, and every depth costs more than the last. When the party falls the run is over — but the gold and the gear you hauled back are permanent, and they buy a party that reaches further next time.

THE DELVE
Your party walks down depth by depth, and the dark escalates as you go: the Greenfields give way to the Mire, the Wastes, Sporewood, the Catacombs, and finally The Deep, where the demons and eldritch things live. Dozens of kinds of foe hold the road, and past the ordinary ranks stand elites, minibosses, and apex foes — hand-built counters that come dressed in the gear meant to beat the class they hunt. Mid-run you have exactly two verbs: potions on the belt (Heal, Fury, Dragonfire) and momentum, which climbs your gold multiplier for every room cleared without taking a single hit. Everything else was decided back at the fire. Push one depth too far and you lose the run; turn back too early and you can't afford the next one. It's a game about attrition, greed, and knowing when to stop.



THE HOARD
Loot is the spine of the game. Every delver wears eight slots — weapon, offhand, helm, chest, gloves, boots, ring, amulet — and drops climb a four-step ladder: common, magic, rare, and legendary — plain gear rolls nothing, magic rolls a little, rare rolls the widest spread, and a legendary trades some of that spread for a power no other item has. The affix pool runs deep and spans six tiers, and it reads like the dungeon-crawlers it comes from: Jagged, Cruel, Swift, Keen, Brutal and Giantslaying on weapons; of Stone, of Warding, of the Prism, of Fortune, of Greed and of the Leech on everything else. Weapon bases are class-specific — the Lancer's spears, the Berserker's greathammer, the Necromancer's bone scepter, the Alchemist's alembic — and only the Lancer, Paladin and Cleric are built to carry a shield.

Most of what drops is smart loot, weighted toward the party you actually field, and a clear upgrade equips itself — the hoard becomes a build, never inventory homework. And it really is a build: amulets of the Sign roll extra ranks straight into skills on your tree, the four elemental brands (Ember, Rime, Storm, Acid) turn ordinary weapon hits into burns, chills, forks and corrode stacks, and Magic Find and Gold Find are stats you can chase at the cost of raw damage.

At the top sit the named legendaries — a chase piece for every class, each carrying a power the tree cannot grant. The Drakespur bites back: half of every blow the Lancer blocks returns to the one who swung it. Truefeather makes every fifth arrow a guaranteed headshot. The Moonchalice sends a tide through the party every forty seconds, mending the weariest first. Nightfang lets the thief skim gold off his own crits. Clear a difficulty tier's capstone for the first time and a legendary is guaranteed.



THE DRAGONS
Every tenth depth a dragon blocks the road, telegraphing a cone of fire your party has to walk out of. Kill it and it drops a Dragon Heart — the currency behind the tree's most dangerous keystones: a second wind, a drake companion, a dragon-slaying pact.

THE CAMPFIRE
Everything between runs happens at the fire, under the sky itself — one zodiac sign hangs overhead at a time, and turning the wheel brings the next sign, and the next delver, into view. Strangers walk up out of the dark to be recruited under their own constellation: the roster — Lancer, Berserker, Archer, Cleric, Wizard, Thief, Bard, Paladin, Necromancer, Warlock, Druid, Alchemist — each with its own range, attack cadence, and row in the formation. Only four march at once, so the party you take down is a real decision and not a checklist. The ones who stay by the fire keep what they earned: heroes bank experience permanently, class by class, levelling across four primary stats — Might, Grace, Vigor, Lore — and those levels survive everything, runs and prestige alike. Each hero also fields only a few active skills at a time, so even a fully-built delver has to choose what to bring.

THE SKY
The skill tree IS the sky: twelve zodiac signs, each a constellation of minor stars, notables, and a keystone at its end. Stars reveal themselves as you buy toward them, skills rank up rather than simply switching on, signs unlock class paths, and fusions exist only where two branches meet. Nothing is locked behind a respec fee — the tree refunds what it reforges, so a build is something you keep rebuilding. The whole camp plays with mouse or keyboard alike.



THE LONG NIGHT
Clear the ladder and difficulty tiers reopen the whole descent, harder, with better gear waiting at the bottom. When a lifetime of runs stops paying, the Rekindling burns your tale for embers — a permanent currency that buys the back half of the roster and the tree's ember nodes, so the next era starts further along than the last one ended.

WHAT'S IN THIS DEMO
This demo is the complete current build of the game. Nothing is capped, nothing is timed, and no content is held back:
  • Every hero class, recruitable at its constellation, with persistent levels
  • The full zodiac skill tree — ranked skills, class paths, fusions, keystones, Dragon Heart nodes
  • The entire loot system — all eight slots, every rarity, the full affix pool, elemental brands, smart loot, and every named legendary
  • All six biomes, the whole enemy roster, elites, minibosses and apex foes
  • Dragon bosses every tenth depth, and every difficulty tier
  • The Rekindling — the full prestige layer
  • Single-player · English · full keyboard support (mouse never required)
The full game continues on past this build: new content lands there first, along with Steam achievements and cloud saves. The demo is its own app, so progress you make here stays with the demo.

Divulgation de contenu généré par IA

L'équipe de développement décrit l'utilisation de contenu généré par IA dans le jeu comme suit.

Some of the soundtrack is AI assisted

Configuration requise

Windows
macOS
    Minimale :
    • Système d'exploitation : Windows 10 64-bit
    • Processeur : Dual-core 2.0 GHz
    • Mémoire vive : 4096 MB de mémoire
    • Graphiques : Integrated graphics with WebGL 2.0 support
    • Espace disque : 600 MB d'espace disque disponible
    • Notes supplémentaires : 1920x1080 display recommended
    Minimale :
    • Système d'exploitation : macOS 12 Monterey or later
    • Processeur : Apple M1 or later (Apple Silicon only)
    • Mémoire vive : 4 GB de mémoire
    • Graphiques : Apple Silicon integrated GPU
    • Espace disque : 1 GB d'espace disque disponible
    • Notes supplémentaires : Apple Silicon (M1 or later) only — Intel Macs are not supported.
* Depuis le 15 février 2024, le client Steam n'est plus compatible avec les jeux 32 bits, ni avec macOS 10.14 et ses versions plus anciennes.
Aucune évaluation pour ce produit

Vous pouvez rédiger une évaluation sur ce produit pour partager votre expérience avec la communauté. Utilisez l'encadré situé au-dessus des options d'achat pour rédiger votre évaluation.

Filtres d'évaluations