Every descent is new
Sixteen quests, each a different relic and a freshly generated dungeon — rooms, caverns, traps, and roughly sixty kinds of monster that grow meaner the deeper you go. No two runs share a map.
A 3D roguelike of descent & permadeath
Fifteen levels down, a relic waits in the dark. Steal it, claw your way back to the surface, and escape alive — or die trying, and let the next soul read your name in the Hall of the Fallen.
Sixteen quests, each a different relic and a freshly generated dungeon — rooms, caverns, traps, and roughly sixty kinds of monster that grow meaner the deeper you go. No two runs share a map.
Permadeath, honestly. Hunger drains, wounds compound, and a single careless step into a slime that splits can end you. When you fall, your run is scored and enshrined in the Hall of Fame.
The same world, three renderers: a full 3D client in your browser, a
native desktop build, or — if you're a purist — raw ASCII over
telnet. Pick your poison.
Four ways to see it
or, from a terminal: