A fantasy action roguelite of timed descents. Fight on stamina and frame-perfect blocks, build every run from the gear and skills the dungeon gives you, and carry Essence out to keep.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The core of Kazfall — the combat, the three-stage progression and the run economy — is built and stable enough to play for hours at a time. The game around that core is not finished and I do not want to finish it alone

A year of content is planned and deliberately not locked down: a new endgame mode for players who have cleared the three stages, additional bosses, an online leaderboard, and a steadily growing pool of items, skills, rooms and enemies. What those become, and the order they arrive in, is what I want Early Access players to decide with me. The endgame mode especially is a direction question rather than a polish task — there are several ways it could work, and the right one depends on how people actually play this game, not on how I imagine they will.

I am ready for the commitment that involves: a year of active development, regular content updates, patch notes that explain the reasoning behind a change instead of only listing it, and being present in the Steam Discussions to read and reply. I intend to see Kazfall through to its 1.0 release and to keep supporting it afterwards.”

Approximately how long will this game be in Early Access?

“Around a year, with the 1.0 release — codenamed The Siege — targeted for 2027. That window is sized for the content planned during it rather than for a bug-fixing period, and if player feedback redirects what gets built, I would rather adjust the plan than the deadline.”

How is the full version planned to differ from the Early Access version?

“The 1.0 version adds a new endgame mode, additional bosses and an online leaderboard, and expands the rooms, enemies, items and skills throughout the existing stages.

The specifics are deliberately open. The shape the endgame mode takes, which bosses are added and what the leaderboard actually ranks are the three decisions I most want Early Access feedback to influence, so I would expect the details here to change during the year — that is the point of releasing this way. Everything already in the Early Access build stays and keeps being expanded; the full version is Early Access plus, not Early Access replaced.”

What is the current state of the Early Access version?

“Playable from start to finish and stable. The build has three stages of NPC-gated progression, two bosses, a vast roster of enemy types, 63 pieces of equipment, 29 skills, the complete meta-progression economy, a Codex with 28 achievements, full controller support and accessibility options.

It does not yet have the endgame mode, the additional bosses or the leaderboard described above, and the item, skill, room and enemy pools will all grow during Early Access. Balance across the later stages is still settling, which is normal for a roguelite at this point and is one of the things player feedback corrects fastest.”

Will the game be priced differently during and after Early Access?

“The price will increase modestly at the v1.0 release. Buying during Early Access is the cheaper route, and the update is free to everyone who already owns the game.”

How are you planning on involving the Community in your development process?

“Through the Steam Discussions and the community hub, on two levels.

The first is direction. The endgame mode, the additional bosses and the leaderboard are all still open, and I would rather put options to the people playing the game than pick alone. When there is a real choice to make, I will describe it in the Discussions and decide with the feedback in hand.

The second is the game as it stands. Every descent is generated fresh, so players will walk into situations I never will — layouts I did not anticipate, builds I did not think were possible, combinations that are quietly far too strong. Those reports change what gets built next, not just what gets tuned. Changes will be posted with the reasoning behind them rather than as a bare patch note.”
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Planned Release Date: Q4 2026

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About This Game

WELCOME TO KAZFALL

The keep fell. The vaults beneath it fell. Everyone who ever held the place went down with it.
Something else lives there now and it did not come from above.

This dungeon does not open because you got stronger. It opens because you found who is left.

  • A Vendor still trades from a lantern-lit corner, having lugged his wares through hell to

    reach you. What he sells lasts one delve only — the depths keep what they're given.

  • An Artificer waits deeper still, and what he forges endures. Every upgrade is bound to you

    and carried into every run after.

  • A Hierophant tends an altar nobody has knelt at in a long time. He offers covenants: take on

    a curse, walk the harder road, and the depths repay your suffering with greater glory.

Each one you reach permanently opens the place further — new rooms, new enemies, a new boss and a

tier of gear that did not exist for you before.

ONE DESCENT, AND A CLOCK

A run is a single unbroken delve against a countdown. There is no safe backtracking and no grinding a

floor for scraps — the timer takes you if the dungeon doesn't. Reach the boss, kill it, and climb out.

The steel you found stays down there. What you carry back up is worth more than any of it.

COMBAT THAT ASKS SOMETHING OF YOU

  • Weave light and heavy into three-hit chains that cost stamina. Swing carelessly and you have

    nothing left to defend with.

  • Perfect block on the frame the blow lands: you take no damage and open enemies

    up. Mistime it and your guard breaks.

  • Multiple enemy types that fight differently — lancers that close, spearwraiths that keep their

    distance, obelisks that shield everything around them until you deal with them first.

BUILD A RUN OUT OF WHAT THE FLOOR GIVES YOU

  • 63 pieces of equipment — burn, freeze, thorns, lifesteal, crit, and armour that retaliates

    against whoever hit you.

  • 29 skills — 15 active and 14 passive, with an Ultimate unlocked at level 20.

  • Chests as a reward— scrap what you don't want and re-roll with the gold it earns.

  • Covenants from the Hierophant multiply your score — and make the descent meaningfully worse.

THE DEPTHS KEEP WHAT THEY'RE GIVEN

  • Gold lives and dies with the delve: the Vendor's stock, chest rewards, potions. None of it

    comes back up with you.

  • Essence does. Buy permanent stat upgrades, weapons and unlocked gear at your Antechamber

    before the next descent.

Dying is not a wasted run. Dying is the economy.

BUILT TO BE PLAYED HOW YOU PLAY

  • Full controller support, with native PlayStation, Xbox and Steam Deck button prompts that

    follow the pad you actually plugged in.

  • Accessibility — colourblind modes, UI scaling, brightness calibration, a light-flicker toggle

    and a damage-number toggle.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 1600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1050 Ti / AMD RX 570
    • DirectX: Version 11
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 10 / 11 64-bit
    • Processor: Intel Core i5-10400 / AMD Ryzen 5 3600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 1060 6 GB / AMD RX 580
    • DirectX: Version 11
    • Storage: 2 GB available space
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