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DEEPDELVE

Descend. Survive. Claim the Heart of the Mountain.

Create Your Adventurer

Who you were

The Dungeon

You already have a hero below

Starting a new run will replace that saved character. Heroes who have already fallen or won stay in the Hall of Heroes either way.

Load a hero from a code

Paste the save code from another phone or browser (Menu › Save code there), or open the file it was saved to.

Karrathal

Hall of Heroes

Score rewards depth above all: twice your experience, plus 100 for every floor reached. Taking the Heart adds half as much again, and 2000 more, and each vow sworn adds its share of the whole. Gold hoarded counts for nothing. A win inside the hour earns up to 600 more, ten fewer for every minute it took, and the Hall sets the quicker of two equal scores first.

Relic Codex

Every named relic your heroes have picked up or bought, kept from one delve to the next.

Bestiary

What your heroes have learned about the things below, kept from one delve to the next. Meet a monster to see it; kill one to take its measure; see its trick, then beat it, to learn the answer.

Companions

How to Play

You are alone in a dungeon generated from a seed. Go down floor by floor, find the Heart of the Mountain on the deepest floor, and take it from the thing that guards it.

Who you are

Pick a class and a background. The class decides what you can wield and cast; each card says in a word how it plays, and for your first few runs the Fighter and the Cleric, who forgive mistakes best, are marked as a good first hero. The background is the life you had before the first stair: it gives you one lasting advantage, colours the opening, and decides how your story is told at the end.

The way in

A new run opens on your hero coming down the passage into the mountain, walking on by themselves. At its end the roof comes down behind them, and the first floor begins with fallen rock where the stair back up would be: there is no way out but down. Tap the view, or any button, to skip it.

Moving

The d-pad turns you and steps you one square at a time. Walk into doors to open them, into locked doors to use a matching key (with none, walking straight at one throws your shoulder against it; a step aside or back into it does not), and into a staircase to take it. Stairs are set into the walls, so you have to be facing them: if you step up beside a staircase the log says which side it is on, and the Use button changes its name to say what it will do — Descend, Open, Trade and so on. Hold a button to keep walking. You can also swipe on the view: left or right to turn, up or down to step. Tap the view to act on what is in front of you. Left-handed? Menu › Controls swaps the d-pad and the buttons to the other sides. Map, or a tap on the little map in the corner of the view, shows all you have explored; pinch it, or press +, to look closer, and drag it about.

Finds

Walking onto a square picks up what lies there, except what you put down yourself and gear your class can never use: those stay where they lie and show in the Take row at the foot of the view whenever you stand on them. A tap on the row lifts everything, and a trader will buy all you cannot use in one go.

Dungeon puzzles are optional at the first stair of each new custom or Quick Start run. Tick Include dungeon puzzles to put rune sequences, watchfire patterns and keeper seals on some existing gold and gem caches. Stand on a cache or face it and press Puzzle (Use). Its inscription holds every clue, and the dungeon waits while you read. Start again clears a guess; Leave for later keeps your progress. A wrong answer costs nothing, and you may retry as often as you like. Open the cache, then choose its gold and gems or, when its purse covers it, a Potion of Healing or unidentified gear with any remaining coins. The item replaces some coins; choose once, then step onto the cache or press Take to collect your share. You may leave the choice for later; a full pack leaves the treasure on the floor. Keys, relics, passages, stairs and the Heart never need a puzzle solved. Daily and Weekly challenges keep puzzles off.

A barrel, crate or urn breaks to a blow when there is nothing to fight in front of you, or to Use (the button says Break), and walking into one kicks it over. Most hold nothing; now and then a little gold, a meal, or very rarely a healing draught.

Secrets

Some walls hide secret doors leading to treasure vaults. Walk into a suspicious wall or press Use facing it to search; at a dead end, walled on three sides, the button says Search, since that is where the builders liked to hide a door. Thieves often notice them just by walking past. Fountains set into the walls restore you fully, once.

Rooms come in many shapes: halls with rows of pillars to put between you and a blow, caverns, long galleries, rooms with niches in their walls. The corridors loop, so there is usually more than one way round. Past the divided stair each road builds after its own fashion: the Crypts in burial niches, long galleries and straight passages, the Warrens in burrows and crooked tunnels. Every floor holds one set piece: a block of cells along an aisle, each behind a barred gate; a shrine with a basin at its back; a cistern where the water carries lightning and freezes under cold; or a hall half fallen in, with something left at the back of the stone. Each comes in versions: cells made kennels or storerooms, a shrine defiled or still kept, a cistern brimming over or silted up, a fall that buried someone or that someone tried to shore. Each keeps a find worth the detour.

Survival

Walking makes you hungry. Eat rations from your pack or you will start to starve. Your wounds close on their own only up to half your life (more for the Heartsworn); past that it takes a potion, a prayer or a Rest. Resting costs food and is impossible with enemies close by. A floor's wear carries: the first rest on a floor restores up to two thirds of your life and spell points, the second a third, the third a sixth, and after that the dark is too close to sleep until you find the next floor (on Easy a rest restores everything, then half, then a quarter). Only a night by a trader's lamp makes you whole. The longer you linger, the likelier something finds you asleep. The Rest button shows how much the next rest will do; with anything close it dims and says foes near, and it never drinks for you. Drink in a fight from the Pack, or in one tap: anyone carrying a healing potion they know gets a red Drink button beside the life bar, which says how many they carry, and beats when your life is below a quarter. Watch for traps in corridors. Now and then someone who knows a floor tells you where its traps lie: they show on the map as a red ×, and you step round them. A trap goes off under whatever walks onto it, not only under you: lead a chase across one you know of, and the dart, the pit or the gong takes the creature instead (what flies goes over, and a kobold's own wire is not sprung by its kind).

The deep takes the measure of whoever comes down. Arrive on a floor far stronger than most who reach it and what waits there is readier for you: sturdier, surer, and more often a champion. Clearing every corner still pays, just not for free.

Keyboard

W/S or arrows to move, A/D to turn, Q/E to sidestep, Space to attack, U to use, C to cast, T to take what lies underfoot, R to rest, X to drink a healing potion, Z to read a scroll (or coat a bare blade as a fight starts), M map, I pack, P spells, H hero, J journal, L the log, Esc to close (or to go back, on any other screen). What a key opens takes the focus, so Tab and Enter work inside it.

Controller

A controller works everywhere once it is plugged in and a button pressed. In the dungeon: the left stick or the d-pad steps forward and back and turns, LB and RB step aside, A attacks (hold it to keep swinging), X uses, Y casts, B takes what lies underfoot, LT drinks a healing potion, RT reads the scroll at hand, the right stick's click rests and the left stick's opens the log. Menu pauses and opens the Menu; View puts a gold ring on the buttons along the bottom (the map, the pack, the spells, the hero, the journal, Rest), to move along and press with A.

Everywhere else, in every screen and every window that opens, the d-pad or stick moves the ring from button to button, A presses, B goes back or closes (a level's choice and an encounter wait to be answered), and the right stick scrolls a long page. On a list to pick from, A steps to its next choice and LB/RB step back and on. A touch puts the ring away again.

On a phone, the back gesture closes whatever is open, and in the dungeon it opens the Menu (pausing the game) rather than leaving it. Put the phone away with something awake close by and you come back to the Menu too, with the fight waiting for you.

How it ends

How the delve ends is yours to choose. On the floor before the last of any delve of four floors or more (on a Long Delve a floor further up, in the dark elves' halls, while the floor below them keeps the old smiths' forge, cold, with something left by its doors), one of the old smiths who lit the Heart sits kept at a cold anvil, and has two things to give, of which you may carry one: his quench, which puts the Heart out for good, or the way the smiths stayed to keep it. (The Pale One's bargain teaches the second too.) With either, the Heart asks you, once its keeper is down: carry it up, put it out, or stay and keep it. Each ending has its own card, Hall entry and feat, and none scores more than another. Walk away from the choice and it waits for you.

The same seed with the same choices makes the same dungeon. When a run ends, Share this run passes on a line with its seed and any choices you changed (through your phone's share sheet, or copied if it has none), so a friend can try the same halls. Share a picture makes a card of the run instead: the hero, how far they got and what brought them down (or the Heart they lifted), to send or to keep.

Pack

Map

Explored ground only. You are the ringed square.

Spells

Hero

Trader

For sale

Services

Your goods

The trader pays about a quarter of what they would ask for a thing.

Journal

What the delve taught you

An old cache

The Stair Divides

The stair goes down a little way and splits. One way the air is cold and still and smells of old stone; the other is warm, and loud with distant voices. The two ways meet again only near the bottom. Whichever you take, you will not see the other this time.

Messages

Save code

This code is your hero as they are now. On another phone or browser, choose Load from code on the title screen and paste it in.

Menu

Final moments

Your recorded run