ROOKWARRIOR
100 / 100 HP
FOCUS 50 / 100
THE SUNKEN KEEP
4000:00
ASHWARRIOR
100 / 100 HP
FOCUS 50 / 100
RELICS 0 / 6
TECHNIQUES
LOCAL

TWO HEROES. A THOUSAND BAD DECISIONS.

EMBERDEEP

Make an oath.
Break the keep.

Read the enemy. Find a strange combination.
Bring someone worth dying for.

1–2 PLAYERS3 ACTS · 6 REALMSONE SHARED FATE
A NEW DESCENT

Leave your old build behind.

Choose a class, then your first build choice inside. Everything after that is what you find—and what you're willing to risk.

Hover or approach to read effects. Press E to take an offering.

YOUR DESCENT, UNFOLDED

Choose your path.

Golden path: travelled · Glowing ring: you · Faded: unreachable

Mark a destination to plan together. Travel by meeting at its door and pressing E. Solo pauses here; online combat continues.

THE DESCENDER'S FIELD GUIDE

Your field guide.

Three ways to descend.

Warrior cleaves at close range and chooses an oath. Ranger fires fast arrows; every third arrow pierces an extra enemy. Arcanist fires slower orbs that splash nearby enemies. Both ranged classes trade health and close-range damage for reach. Click or J attacks, Q uses focus. Arcanist fields land 100 units ahead, stopping at cover; their faint preview shows the landing area. Ranged hits earn focus, misses do not. After your first room, pick a Q variant or a relic. Hover your class name and Q icon for details.

Read. Move. Commit.

WASD or arrows move. Mouse aims. Hold click or J to swing. Every third swing hits harder. Space dodges. F or right-click opens a short parry window facing your aim. Parry on the white flash: counter melee attacks or send arrows back to their source. Gain 30 focus and double your next attack.

Spend your focus.

Base Q costs: Hexblade 30, Dancer 35, Sentinel and Reaver 40. Q forms change the skill and its cost. Sentinel protects and staggers. Reaver breaks guards. Dancer cuts through a line. Hexblade detonates your own marks within 140 range, with splash around each target. One mark is enough. Hover your ability icons to read their effects. The blue number on Q is its focus cost. Phoenix automatically rescues either warrior once; its slot shows READY or SPENT. Your oath description shows the details. Hold E beside a downed ally to revive.

Loot with intent.

Cleared rooms leave personal offerings on the ground. Hover or walk close to read effects immediately. Press E or Take to claim one. When your inventory is full, select the slot to swap in the same card. Offers are random: multiple relics or multiple stats can appear. You have six relic and two technique slots. Hover equipped items to read them. Click for Discard, then confirm to free the slot.

Take a route.

When both players finish looting, doors open. Approach the same door and each press E. Step away to cancel. The right-hand map shows the linked route and named guardian. Demi-bosses offer two relic choices and bonus gold. M shows all three acts. Entering a new floor restores health and focus, and introduces the next guardian’s realm. Shops spend shared gold. Camps offer recovery or temporary power; shrines offer an explicit blood price.

Break the formation.

Flank shields or break them with skills. Kill healers and summoners before their pack. Lure bombers into enemies. Bomber explosions can damage enemies too. Enemy spell telegraphs show their exact footprint. Melee attack cones show their exact reach and lock direction before impact. Pylons block 80% of damage to the pack and make the Architect immune. Breaking the last pylon exposes enemies for bonus damage.

A different run.

Four oaths with revealed starter relics, twelve Q forms, mixed rewards, six guardian realms with native enemies, different room geometry, and a random world omen. Stat upgrades are capped. Repeated wins unlock no free damage: your discoveries and run records stay in this browser's journal.

WHAT YOU BROUGHT BACK

The field journal.