A first-person retro dungeon crawler. On your wedding day a necromancer dragged your bride underground. Descend floor by floor, parry, break cracked walls, pick locks, and hunt for scraps of her veil and the relics that open the way deeper. Every fight is fair. Every hit is shown before it lands.

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Geplantes Veröffentlichungsdatum: 2026

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Infos zum Spiel

On the last day of summer, two vows were spoken. At the words "till death do us part", Death came down in person. The groom was thrown into the well, the bride was taken below. All you have left is a scrap of her veil and a road that only goes down.

Till Death Descends is a first-person dungeon crawler in the spirit of Knightmare II: The Maze of Galious, built on 320×200 pixel art. No procedural generation and no meta-progression between deaths. The floors are drawn by hand, and your hero grows only through what he finds and earns on the way.

A prison block still ruled by the Skeleton King. Sunken depths where something large moves under the water. A snowbound surface with a graveyard in the rain. Every floor locks the way down behind its own obstacle: water, darkness, walls a plain sword cannot break. The answer is always somewhere on that floor, in the shape of a relic.

A prison block still ruled by the Skeleton King. Sunken depths where something large moves under the water. A snowbound surface with a graveyard in the rain. Every floor locks the way down behind its own obstacle: water, darkness, walls a plain sword cannot break. The answer is always somewhere on that floor, in the shape of a relic.

You start with bare fists. The sword has to be earned, then upgraded twice. Every enemy attack is telegraphed at the exact spot where it will land, and projectiles fly straight and never track you. That means everything can be dodged, and everything that can be dodged can be parried. A clean parry takes no damage and leaves the enemy open. Dash, sprint and the charged strike all spend stamina, so every fight is also a matter of pacing.

You start with bare fists. The sword has to be earned, then upgraded twice. Every enemy attack is telegraphed at the exact spot where it will land, and projectiles fly straight and never track you. That means everything can be dodged, and everything that can be dodged can be parried. A clean parry takes no damage and leaves the enemy open. Dash, sprint and the charged strike all spend stamina, so every fight is also a matter of pacing.

Locks are picked in a minigame, chests hide gold and relics, traders sell the sword and stat upgrades for coins. The breaker sword brings down a whole chain of cracked walls in one swing. Torchlight moves, fog eats the far corridors, and the music switches between calm and combat on its own.

Locks are picked in a minigame, chests hide gold and relics, traders sell the sword and stat upgrades for coins. The breaker sword brings down a whole chain of cracked walls in one swing. Torchlight moves, fog eats the far corridors, and the music switches between calm and combat on its own.

The Skeleton King, who raises his court from the cells. The water lurker, who has no health bar at all: its life is the tentacles you have managed to cut. A stone golem in shafts of light. Each boss has its own arena and its own flashback about what happened at the wedding.

The Skeleton King, who raises his court from the cells. The water lurker, who has no health bar at all: its life is the tentacles you have managed to cut. A stone golem in shafts of light. Each boss has its own arena and its own flashback about what happened at the wedding.

## Key features

- First-person dungeon crawler with hand-drawn floors

- Fair and lethal combat: strikes telegraphed at the point of impact, projectiles with no homing, parry as the core skill

- The sword is earned, not given. Three upgrade tiers, chain-breaking of cracked walls

- Relics gate the floors: water, darkness, breakable walls

- Lockpicking minigame, chests, stat traders

- Bosses with their own rules, some without a health bar

- 320×200 pixel art, crisp pixels with no smoothing, DB32 palette

- Adaptive music and living torchlight

- A wedding cut short by death, told in flashbacks between floors

Systemanforderungen

    Mindestanforderungen:
    • Betriebssystem: Windows 10 64-bit
    • Prozessor: Intel i3-6100 / AMD FX-6300
    • Arbeitsspeicher: 4 MB RAM
    • Grafik: Intel HD 530 / GeForce GTX 750 Ti (or similar)
    • Speicherplatz: 100 MB verfügbarer Speicherplatz
    Empfohlen:
    • Betriebssystem: Windows 10/11 64-bit
    • Prozessor: Intel i5 / Ryzen 5
    • Arbeitsspeicher: 8 MB RAM
    • Grafik: GeForce GTX 1050 / RX 560 or better
    • Speicherplatz: 200 MB verfügbarer Speicherplatz
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