Ember Depths.
Five soul-vessels. One mad god beneath.
Into the depths.
A warlock became a god.
Descend. Break his vessels. End his reign.
A little further into the dark.
Choose a Human, Elf, or Dwarf and train as a Ranger, Berserker, Zealot, or Warlock. Cast spells using mana and unlock advanced class magic as you level up. Earn XP, assign stat points, and equip dungeon loot. Explore rooms and winding corridors, with the unexplored dungeon hidden from view. Move into a foe to strike. Collect gold and healing draughts, grow stronger, and follow the glowing stairs deeper.
Veyr waits on the 24th descent. Five optional branches hold his phylacteries: each destroyed vessel removes one of his powers. Break all five for the true ending. Read enemy telegraphs, seek rare artifacts, and trade at themed merchants. Full-clear runs are designed toward 2–3 hours; pace and exploration vary. Death ends your expedition.
Your current expedition is saved in this browser after every turn. Come back to continue. Saves stay on this device; clearing site data removes them.
- W A S D / ↑ ↓ ← →
- Move · bump into foes to attack
- Space / .
- Wait one turn
- H
- Drink a healing draught
- E / >
- Use stairs, branch gates, shops and phylacteries beneath your feet
- M
- Focus the inline spell selector · choose a spell and target
- R
- Use your racial ability
- C
- Assign stat points and change equipment
- F
- Cast the selected spell
- B
- Trade at a shop · buy or sell equipment
- J
- Campaign journal and explored map
On-screen controls are available for touch. Click inside the game to use your keyboard.