Ten floors down under a dead fortress, the Warden King still wears a crown that
does not belong to him. Nine other things stand between you and him, and each one
is worse than the last. Every swing, every chest, every step is settled by dice —
and you can find more of them down there. Five, if you live long enough.
The pool
In a fight you roll every die you own and keep the highest. More dice means
better and steadier rolls — and each die you find adds a trick of its own.
Rerolls
Some dice grant Reroll charges. They refresh every fight and every room, and
can be spent on any kept result of 3 or less. A Lucky Coin rerolls anything.
Reading the room
Bosses wind up. When the log warns you the next blow lands at TRIPLE damage,
that is the turn to Defend, Ward or drink — not the turn to swing. Ignore it and it kills you.
Choices
Each floor offers three routes: fight for XP and loot, or slip past and arrive
several levels weaker. Every boss you kill lets you draft one of three permanent boons.
Speed is armour
Every point of SPD is a 2.5% chance to avoid a blow completely, up to 35%.
Light gear is a real defence, not a compromise.
Choose your class
Shortcuts: 1 Attack · 2 Defend · 3 Item · 4 Spell/Flee ·
9 Pack · Space continue · R reroll · Esc close
Cellar StepsstartFloor 1/10
YOU DIED
You died on Floor 1.
THE CROWN IS YOURS
Ten floors down, the Warden King kneels, and does not get up.
Use an item
Inventory full — discard something?
The floor is yours — take a boon
Permanent, and they stack. Choose one; the other two are gone.