The game in numbers
The road
The road, in four stages.
Every stage below is real and every number comes from the game's code. The difficulty is real too — the page says where it bites.
Act 01 · Minute one
Nothing to install. Nothing to buy.
A run in your first minute.
Sign-up is an email address and a password, or one tap on Continue with Google, and it takes about twenty seconds. Pick one of three classes — Ranger, Warrior or Mystic — and you are in the first chapter before the kettle boils. There is no tutorial island and no energy meter; the game simply starts.
The campaign is 100 chapters. Each is a sealed arena whose rooms arrive as waves — ten on a standard chapter, three on a boss rush, a dozen on a sprint — and most end in a boss. Nine chapter archetypes rotate underneath that — horde, elite, boss rush, survive, ambush, sprint, cursed, treasure and standard — and every tenth chapter is a pinnacle fight. When a chapter is cleared you can run it again at a higher Fury, a per-chapter difficulty dial capped at your best on that chapter plus one, so the next hard run is always exactly one step past the last one.
WASD / drag to move · stand still to shoot · Space to dash
That line is quoted straight from the game. Movement is the whole control scheme: you shoot when you stop, you dash when you are in trouble, and everything else — the loot, the gems, the oaths — happens between rooms.
- Town hub — 18 doorsteps, walked to rather than tapped: the Forge, the Temple, the Trading Post, the Adventure portal and the rest.
- Idle outpost — keeps fighting while the game is closed; rate-capped per defender, with no offline time cap.
- Daily writs — three a day, drawn from an 18-task pool that widens as you progress.

Act 02 · Hour ten
A build you can argue about.
A build is a skill gem, up to five support gems linked into it, auras in up to five slots, and a movement skill. The pools are 42 skill gems, 63 support gems, 19 aura gems and 10 movement gems, and the supports change how a skill behaves rather than only its numbers — more projectiles, faster fuses, wider arcs, denser rain, longer-lived ground, hastened minions.
Talents come from six gods — Might, War, Hunting, Knowledge, Darkness and Machines — each offering a Classic board plus three variants, 24 boards in all, allocated across three panels that open at character levels 1, 30 and 70. Gear is Normal, Magic, Rare or Unique across nine slots, and upgrading a piece has no cap: the cost climbs on a quadratic curve, so the wall never arrives, it only gets steeper. Every affix is scored against its tier band, and a Best Rolls record keeps the finest roll you have ever held in each slot.
Character levels reach 100 and then continue as Master Levels, each worth 30% of a normal level at ten times the experience, all the way to a hard cap of 1,000.
- 12 currency orbs — including Godtouch corruption and the Godbind Seal, which locks one affix through every reroll.
- Deep crafting — a Crafting Bench with 10 ichors, a Recombinator that fuses two items, and 6 fossils.
- 104 uniques — across seven drop pools, 16 of them chase jewels that carry whole build rules.


Swipe ›
Act 03 · Hour one hundred
After chapter 100, the Starchart — and it has no top.
Clear the campaign and the Starchart opens: an infinite ladder of tiers. Each tier raises every monster's Life and damage without limit, and the curve is quadratic rather than exponential — by tier 200 a monster carries around 636× a tier-1 monster's Life. Your build has to keep pace, and eventually it will not.
Every tier also changes what you fight. Thirteen named Chart Lords, one per boss archetype, seven map-archetype slots and six arenas each turn on their own cycle, so a tier's exact combination repeats only every 546 tiers. Eight optional regions pin a roster, an arena and a boss if you would rather farm one shape of fight. Chart Infusions let you spend 6 Astrolabes a curse, up to six curses, for a harder map that pays more gold.
Then the oaths. Creeds are 18 run-scoped rules, three per god, drafted mid-run — the drawback is stated first, and you accept, reroll for Favor, or refuse. Divine Edicts are 18 permanent keystones sworn into a god board at 26 line points. One oath per god, either way. Four Guardians wait at tiers 5, 15, 30 and 50, summoned for 12 to 60 Astrolabes, each holding two relics that drop nowhere else; fell all four and the Sovereign of the Starchart can be summoned for 60.
- The Widening Halo
- The Falling Sky
- The Brooding Star
- The Manyfold Crown
- The Silent Winter
- The Tempest Throne
- The Turning Edge
- The Unplaced
- The Unturning
- The Drawing Dark
- The Withering Hour
- The Breaking Floor
- The Iron Orrery
This is where it starts to hurt. Every chapter and Chart boss runs a three-phase ladder that shifts at 70% and 35% Life, and every telegraphed stagger opens a window worth +35% damage. But monster damage climbs faster than a life pool can — move speed is your dodge stat, and past a point being hit is the thing to avoid, not survive.
- Star Alignments — 8 Signs that bias which encounters seek you out, in 3 slots that open at tiers 10, 30 and 120.
- 16 elite modifiers — a pool that opens by chapter and again by ladder depth, so a deep monster is a different monster, not just a bigger one.
- Seven chart biomes — each seeding which curses a Chart Infusion offers first.

Act 04 · Hour three hundred
Three hundred hours in, the ladder is still ahead of you.
Two endless Astrolabe sinks sit on the Starchart itself. The Ascendant Chart pays +2% Damage and Life per rank; the Aegis Chart pays +3% Life and Shield per rank. Both cost 20 + 10 × rank, forever, so power grows as the square root of what you spend — and a ladder that grows with the square of the tier stays in front. Gems Transcend from 20 to 25 with Awakening Shards, then keep Deepening far past 25: each level costs one more shard than the last, and the effect eases toward a bound rather than running away.
Damage or defence is a real decision. In the developer's own simulation a 300-hour character that spends everything on damage reaches about tier 150 at roughly 556× a fresh character's power — and dies to any single landed hit. Split your Astrolabes between the Ascendant and Aegis Charts and you climb less far, but you survive it. The simulation never dies and never idles, so treat it as an upper bound, not a promise.
The Starchart is one of five endless ladders, and each has its own bosses.
- The Descent Six biomes, a named Warden every ten depths — thirteen of them, from Karvax, Tyrant of the Veins to Sethrum, Who Buries the Sky and Undermaw, Breaker of Floors — and a haul that is lost on death.
- The Rift Domain Fuse 100 Rift shards into a Riftstone, survive 60 seconds, and Nyxara arrives — wearing a different boss shape as the tiers climb — thirteen in all.
- Endless Trial A boss every five waves, rotating through all 13 kinds, and a wave-100 unique once per account.
- The Vigil A different warden each cycle, with monster Life climbing on the clock.
Endless and the Vigil hold leaderboard records, so they get variety but never escalation. On the deep ladders a fifth monster grade appears — Ascendant: four elite modifiers and fourteen times a normal monster's Life.
And the records: 104 uniques in a Collection that says where each drops, 72 achievements, 22 earnable titles, a Hunt Log for all 13 boss kinds and a Best Rolls trophy wall — records that pay nothing and prove everything.


Between runs
A world that keeps moving while you are away.
Trading Post
Sell your own drops at any price in gold, gems, orbs, ichors or lifeforce. A flat 5% tax, listings that last 7 days, and every purchase is a transactional, sanitised cloud write.
Async PvP Arena
Elo-rated and asynchronous. Your published build and your town defend while you are offline; rival builds are sanitised, then simulated.
Ironhaven and the outpost
Seven upgradeable buildings — hall, tavern, mine, smelter, shipyard, farm and map — and an idle outpost that banks kills against a per-defender ceiling with no offline time cap.
Seven cloud leaderboards, five monthly season tracks, and weekly Trials of Divinity that unlock an ascendancy path for your class.

Questions
Frequently asked
Is it really free?
Yes, completely. There are no purchases of any kind — no ads, no premium currency, no energy system, no battle pass, no paid loot boxes. Everything is earned by playing.
Do I need to download or install anything?
No. It runs in your browser on phone, tablet or desktop. If you want it full screen without browser bars, add it to your home screen and it opens like an app.
Do I need an account?
Yes — a free account is required, and it takes about twenty seconds. Sign up with an email address and a password, or use Continue with Google; there is no confirmation email to chase and no other personal details. The account is what keeps your characters safe across devices, and it means the developer can find and fix your save directly if anything ever goes wrong.
Is there a level cap or an upgrade cap?
Gear upgrading has no cap at all. Costs rise on a quadratic curve, so upgrades never become impossible — only steadily more expensive. Character levels reach 100 and then continue as Master Levels, all the way to a hard cap of 1,000.
What is the endgame?
After the 100 chapters, the Starchart opens: an infinite ladder where each tier raises the health and damage of every monster, without limit — around 636× a tier-1 monster's Life by tier 200. Thirteen named Chart Lords, eight regions, Guardians and the Sovereign sit on it, and four more endless ladders run beside it. How far you get is a question of how hard your build scales.
Is there PvP and trading?
Both. The Trading Post lets players sell their own drops at any price in gold, gems, orbs or crafting materials, with a 5% tax. PvP is asynchronous and Elo-rated — your build defends against other players while you're offline.
Does it work on iPhone?
Yes — Safari, Chrome, Edge and Firefox are all supported, and the game is built mobile-first for one-thumb portrait play.
Who makes this?
It's a solo project, developed and updated by one person. Bugs and suggestions are genuinely welcome.
Your bow can hit +500.
The game will not stop you.
Free, in your browser, on phone or desktop. Nothing to buy — ever. A solo project, updated by one person.
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