


Walk down the down staircase to descend — crystal
shards and rising teal motes mark its mouth. Walk up to the merchant's counter
to shop. Walk onto chests to open them. The
fog-of-war minimap lives on the MENU screen (it was too big to leave up during play).
Floating damage numbers rise from every hit — green for damage you deal, red for damage you take.
Cheat hold LB + RB together for ~5s to open a level-skip menu (jump to any depth).
The hero has no fixed class — the equipped weapon defines your playstyle (melee / ranged / caster),
and a full 6-slot paperdoll of gear shapes the rest of your build. Loot vacuums into a 21-slot backpack;
open MENU to compare, equip, salvage and socket. The paperdoll cells show each equipped
item's icon, your live stats sit beside them, and the fog-of-war map tucks into the top-right.



Wp Of Hl Ar Am Rg
| Slot | Bases | Role |
|---|---|---|
| Weapon | 12 types — Dagger, Sword, Greatsword, Axe, Mace, Spear, Warhammer (melee) · Bow, Crossbow (ranged) · Wand, Scepter, Staff (caster) | Sets attack style; base damage spans 14 → 52, with faster weapons hitting lighter |
| Off-hand | Shield, Tome, Charm | Armor / caster bonus |
| Helm | Cap, Helm, Crown | Armor + affixes |
| Armor | Tunic, Mail, Plate | Bulk of your armor |
| Amulet | Amulet, Pendant | Powerful jewel affixes |
| Ring | Ring, Band | Jewel affixes |
Every weapon type and item kind has its own glyph, drawn pixel-for-pixel by the game
(rogue_item_draw_icon in rogue_inventory.c) and tinted by rarity so a legendary
still reads at a glance. The same icons appear in the backpack grid and beside each merchant
listing. These are the exact in-game icons:
Each weapon type also has its own swing animation, impact sparks and projectile, so combat reads differently the moment you pick something up — not just different numbers.
| Weapon | Effect |
|---|---|
| Dagger | quick short forward stab + a few pale sparks |
| Sword | clean wide cyan crescent, gold-white sparks |
| Greatsword | huge sweeping blue arc + a big blue spark burst |
| Axe | wide fiery orange cleave + ember sparks |
| Mace | short blunt arc + a grey dust shock-ring |
| Spear | long thin thrust with extra reach |
| Warhammer | stubby heavy arc + a large dust shock-ring |
| Bow | thin gold-wood arrow streak |
| Crossbow | heavy steel bolt, longer & faster |
| Wand | small fast cyan spark with a glittery trail |
| Scepter | golden holy mote with a sparkle trail |
| Staff | big purple arcane orb, glowing trail, larger impact |
Magic detonates. Every wand / scepter / staff impact — wall, scenery or creature — fires a circular shockwave around a hot core burst and deals half-damage splash to everything within ~1.5 cells (staff blasts biggest). Piercing staves detonate on every enemy they punch through.
Rarity is deliberately stingy early so the descent feels like progression — at depth 1 a drop is only ~0.5% legendary / ~2.9% rare (mostly common & magic); by depth 20 that climbs to ~6% / ~18%. Affix magnitudes scale with both depth and rarity too.
All equipped affixes aggregate into your character: max life, armor (a diminishing-returns damage-reduction curve), crit (base 5% / 150%), attack & move speed, life-on-hit and resist.
An elemental affix (or an elemental gem socketed into your weapon) gives the weapon an element — a gameplay effect on every hit, and a full colour identity: projectile body, trail, impact bursts, the magic shockwave and melee sparks all take the element's palette.
| Element | Effect on hit |
|---|---|
| Fire | bonus burn damage |
| Frost | chills the victim — 45% movement for 1.4s, icy motes shimmer off them |
| Poison | damage over time — venom ticks every half-second for 3s, green bubbles |
| Lightning | the bolt arcs to the nearest other enemy for full element power — a jagged spark line joins the victims |
| Holy | smites the unholy — double power vs skeletons, zombies, archers & demons, with a golden flare |
| Shadow | drains life — a slice of element power returns to you as healing |
| Void | implodes — drags the victim toward the impact instead of knocking it away |
| Arcane Force | a massive 1.2-cell launch — shove enemies off bridges, into chasms, into the lava |

The build-defining powers — gameplay modifiers, not just numbers:
| Aspect | Effect |
|---|---|
| Chaining | Melee hits add a cleave AoE around the hero |
| Piercing | Projectiles pass through enemies, re-hitting as they fly |
| Nightstalker | +40% damage while your torch is out (in darkness) |
| Vampiric | Heal a fraction of your melee damage on hit |
| Thorns | Reflect a chunk of damage back at melee attackers |
Press B on any item (equipped or in the bag) to open its detail page — the full
damage/armor, every affix, the legendary aspect, and its sockets. All item management lives here:

A on the grid equips/uses instantlyRare and legendary gear roll sockets. Gems drop into your backpack; open an item's detail page
(B) and choose Socket a gem to slot one into a free hole.
The classic four grant their stats in any socket. The elemental eight imbue a weapon with their element when socketed there; in armor sockets they grant +4% elemental warding (resist) instead.
Salvage unwanted gear into gold from its detail page (B → Salvage → confirm). Each floor
has a real merchant's stall — a gold-trimmed counter, the shopkeeper behind it on his gold-tiled
alcove, and a wares-packed shelf wall at his back. Walk up to the counter to trade:
Provoke him at your peril Hit the shopkeeper — even by accident — and he turns into a blink-casting battle wizard: huge HP, fans of three arcane bolts, and a teleport whenever you corner him. Kill him and his unsold stock spills onto the floor as free pickups… but the guild remembers: every shopkeeper for the rest of the run attacks on sight, and trading is over. The grudge only dies with you.
Every floor is carved fresh into a static 64×64×64 voxel space and rendered through a DDA raycaster at a fixed isometric tilt. The layout is a BSP partition — each split carves a corridor between its two halves, so the room graph is always fully connected and the down-stairs is always reachable. Every permadeath floor is solvable.



The theme shifts every 4 floors — reskinning blocks, swapping the enemy roster, and ending on a champion mini-boss. Each band has a distinct identity and includes a ranged threat (archer or fire sprite) plus, where it fits, a flyer (bat); together the five bands use all 11 enemy types. After the last band the sequence loops while enemy stats keep climbing: an endless descent. Each band reskins the floor, walls, pillars and the surrounding terrain:





| Band | Floor / Wall | Theme | Roster |
|---|---|---|---|
| The Crypt | Wood plank / Cobble | Vermin & risen dead | Rat · Bat · Skeleton · Skeleton Archer |
| The Caverns | Dirt / Cave rock | Cave beasts & raiders | Spider · Kobold · Goblin · Bat · Slime |
| Fungal Deep | Mycelium / Fungal wall | Toxic spore horrors | Slime · Zombie · Fire Sprite · Spider · Kobold |
| Frostvault | Flagstone / Ice | Frozen undead | Skeleton · Skeleton Archer · Zombie · Bat |
| The Inferno | Obsidian / Cobble | Hell's legions | Demon · Fire Sprite · Goblin · Skeleton Archer · Kobold |
Cuboid creatures with wander → chase → telegraphed wind-up → strike AI (every hit is fair — foes flash white-hot before they swing). Both stats and numbers scale with depth — the floor spawns 5 + depth enemies (up to 20) — and each type drops a different kind of loot, not just gold. Ranged foes fire projectiles and kite; flyers ignore the floor.
| Foe | Behaviour | Drops |
|---|---|---|
| Rat | Fast, weak swarmer | gold |
| Slime | Slow tanky hopper | potion |
| Skeleton | Sturdy melee | gear |
| Spider | Fast melee | gold |
| Bat | Flyer, very fast, fragile | gold |
| Kobold | Quick skirmisher | gear |
| Goblin | Sturdy bruiser | gear |
| Zombie | Very slow, very tanky | potion |
| Skeleton Archer | Ranged — fires arrows & kites | gear |
| Fire Sprite | Ranged flyer — lobs fire | gem |
| Demon | Big, hard-hitting elite | rare gear |
| Shopkeeper | Peaceful trader — until hit. Then: blink-casting battle wizard | his stock! |
Enemies respect the terrain too: anything knocked into lava burns down fast (fire sprites and demons shrug it off; flyers stay above it) — force-element weapons turn chasm rooms into kill zones.
Champion — 3× HP, 1.7× size, boss floors Rosters vary per depth band, so deeper floors mix in the deadlier foes.