Three delvers hold a lantern at the head of a torchlit dungeon corridor, a vaulted stone ceiling above them and a horned skeleton waiting in the dark ahead.

Tallow

A melee extraction crawler. The exits are upstairs, the loot is downstairs, and every fight you win tells three other people exactly where you are.

15-minute floors Solo · Duo · Trio PvPvE Browser

15Minutes a floor
3Strata down
4Classes
8Delvers a floor
1Insured slot
0Minimaps

The candle you carry down burns whether you’re winning or not.

  • Fifteen minutes a floorShort enough to risk on a whim, long enough to lose everything on one.
  • One insured slotEverything else you carry, you carry at your own risk.
  • No power for saleCosmetics only, for as long as this game exists.

Down is where the money is.

Three strata, each physically below the last. There is no difficulty selector. There is only how far down you are willing to walk.

A hooded delver with a lantern stands at the top of a spiral stairwell descending into darkness. 01

Descend

Depth is the difficulty dial.

Cellars, then Ossuary, then Vaults. Deeper means richer loot, nastier skeletons and fewer ways out. Nothing abstracts that into a number. The danger is just how far down you went.

A knight blocks a barbarian's axe with a shield while a skeleton watches from a doorway. 02

Fight

Melee is a conversation, not a DPS race.

Directional swings, stamina, weapon weight, parry into stagger. A duel runs fifteen to thirty seconds, long enough for someone else to hear it, work out where you are, and arrive while you’re still busy.

A cloaked delver cranks open a portcullis into daylight with a sack of loot at their feet. 03

Extract

The way out is the loudest thing you’ll do.

Cranking the portcullis takes ten seconds. It is audible and it is visible, and you do it holding everything you came for. Die on the way and you lose all of it but your one insured slot.

Deeper is richer, and worse.

Each floor sits physically below the last and reads differently the moment you arrive: damp brown, then bone white, then gold. You always know how deep you are, because you can see it.

The Cellars: a warm sepia storeroom of barrels and crates, lit by a delver's lantern.

Damp store-rooms under the Sconce. Thin pickings, thin danger — where every delver starts.

Getting in
Free. It is the floor you queue into
Rattlers
Swarms of 2–4
Bonewrights
Baseline. Roughly one CONTENT room in three
Rare loot
0% outside the vault room
Experience
×1.0
Floor size
×1.0

A bad decision here costs you time. It does not cost you everything you own.

The shape never changes, only the odds. Every floor is an entrance, six to ten rooms of approach, the Bone Warden’s vault room, a short egress, and one of two stairwells out. Every route to every exit crosses the Warden. Its chest always holds something rare, and it stays shut while the Warden is alive.

In-game view: delvers lit by a single dropped lantern on hexagonal flagstones in a dark brick chamber.
In-game capture. Your lantern is the only thing telling you the truth, and the only thing telling everyone else where you are.
  • No minimap
  • No nameplates
  • No kill feed

The dungeon is the map.

Every piece of information about another player reaches you through the world, never through the interface. That is the whole game, and it is why the HUD refuses to help you:

  • NoiseImpacts, doors, chest lids, a portcullis crank, a party running together. Skeletons hear all of it and come looking, so every fight you pick broadcasts your position.
  • Open chestsA looted chest stays open. That is a trail with no UI attached. One you learn to read, and later learn to fake.
  • WeightLoot has volume. A heavy pack shortens your sprint, slows your dodge and makes you louder. Greed is a wound you give yourself.
  • LightA lantern lets you see and be seen. Douse the braziers ahead of you and you make a dark pocket. The same one somebody else might already be waiting in.

Everything you do has a radius.

18 m 12 m 10 m 6 m 4 m You

Every one of these is checked against real line of sight, not raw distance. A wall between you and the noise stops it. The radii are the server’s own constants, and the skeletons already act on them: hit something loudly and everything within twelve metres that can hear it comes to look.

A duel is a conversation, and it is slow on purpose.

Fifteen to thirty seconds, which is long enough for somebody else to hear it, work out where you are and arrive while you are still busy. That is not a pacing accident. It is the mechanism the whole game runs on.

Cheap and quick. You will land three of these while a great axe is still winding up, and still be behind on damage. Dagger

Damage
18
Reach
1.6 m
Arc
100°
Stamina
12
Full swing
420 ms
Windup
135 ms
Impact
15
Knockback
0.5 m
Block cost
15
What a light swing does to each armour tier, at impact 15 against its poise
ArmourPhysicalMagic PoiseSpeedWorn by On a hit
Cloth0%30%10×1.0Rogue, Druid Staggered
Leather10%20%45×0.95Nobody Holds
Mail20%10%70×0.88Barbarian Holds
Plate30%0%100×0.8Knight Holds
Parry: 150 milliseconds

Free if you get it right, fifteen stamina if you do not. Land one and you have a one-second window to riposte at one and a half times damage.

You are committed after 60% of the windup

Up to that point you can still steer the swing. After it, you are swinging where you decided to swing. A feint buys the cancel back for eight stamina.

Ten seconds of sprint, and that is the bar

Sprinting drains ten stamina a second from a hundred, and refills at fifteen. Dodging costs twenty, with invulnerability from 15% to 65% of the roll.

Nothing staggers plate

Stagger lands when a weapon’s impact beats the defender’s poise. The heaviest swing in the game is 70. Plate is 100. A great axe cannot even stagger mail.

Every landed hit is heard twelve metres away, through walls it has line of sight around. Win a fight and you have told the floor exactly which room you are standing in. The fastest way to lose everything is to win something loudly.

PvE that manufactures PvP.

The skeletons are not the point. What they do to your noise floor is. Every one you fight is a flare telling the rest of the floor where you are standing.

Rattlers: a swarm of small spindly skeletons clattering forward.

Rattlers

Cheap to fight. Expensive to fight quietly.

Health
36
Damage
18
Armour
Cloth
Speed
3.5 m/s
Parries
No
Found in
Swarms of 2–4

They move faster than you walk and slower than you sprint, so running is a real option and standing your ground is a choice you made. Killing a pack is trivial. Doing it quietly is not: one aggros and the whole room aggros with it.

A Bonewright: an armoured skeleton duellist squared up with sword and shield.

Bonewrights

The same hundred health you have, and the same parry.

Health
100
Damage
30
Armour
Mail
Speed
2.5 m/s
Parries
40% of the time
Found in
Alone

Directional swings, stamina, parry into stagger. A Bonewright fights with the exact grammar a player does, and turns aside two hits in five. Beating one is practice for beating a person, which is the entire point of them.

The Bone Warden: a huge horned skeleton with a greataxe guarding a vault door, three tiny delvers below it.

The Bone Warden

Five hundred health, plate, and a great axe. One per floor, and you are not meant to solo it.

Health
500
Damage
52
Armour
Plate
Speed
1.8 m/s
Parries
Never
Experience
40

It sits on the vault chest, and the chest stays shut while it lives. You do not have to kill it, but every route to every exit crosses its room, so you do have to decide. It walks slower than you do, which is the only mercy in the design.

  1. Guardian Full health. A very large skeleton with a very large axe.
  2. Rattling Call at 66% Summons three Rattlers. The fight stops being one thing at a time.
  3. Bone Fury at 33% +40% damage and +30% movement. It stops being slower than you, which is the point where walking away stops being free.

Nothing here ever fully forgets you. Losing a monster puts it into an eight-second search, not a reset, and running away relocates the problem onto whoever you run toward. Roughly two corridors in five hold a patrol that was never standing still to begin with, and the rooms nearest the entrance hold none at all, because being killed in the first ten seconds teaches nobody anything.

Read the fight from the silhouette.

No nameplate is going to tell you what is walking toward you. A shield and a heavy stance mean one thing; a hood and a pair of daggers mean another.

Rogue portrait

Fast, fragile, and the only one who can turn the noise off.

Resource
Energy. 100, +12/sec, and it starts full
Weapon
Dagger. Light band: 18 damage, 1.6 m reach, 12 stamina a swing
Armour
Cloth. 0% physical, 30% magic, poise 10
Move
Full speed. Nothing you wear slows you down

Abilities

  • Vanish

    Stops you making noise for 4 seconds.

    Free45sSelf
  • Sinister Strike

    16 damage, and no cooldown at all. Energy is the only thing pacing you.

    30 energyNo cooldown3 m
  • Eviscerate

    34 damage.

    55 energy10s3 m

Capstone. One of the two, and only after eighteen points

  • Shadow Strike×1.5 damage.
  • Opportunist×1.2 damage against anything already busy with someone else.

Every class carries the same 100 health and the same 100 stamina at +15 a second. The differences are what you swing, what you wear and what you spend, not a bigger health bar. Slot four is the same on all four: a Trinket that clears whatever is holding you, on a two-minute cooldown, and the only ability in the game that ignores the 1.25-second global cooldown.

Gear stays dumb. Your build doesn’t.

Seventeen abilities and a talent tree fifty-six nodes wide, spent permanently until you pay to respec.

Loot is money and nothing else. A rusty sword and a jewelled one swing the same. What actually separates a level 25 delver from a fresh one is what they chose to learn, and what they gave up to learn it.

The spread is capped on purpose. A built character is measurably stronger, but never so far ahead that reading a room badly stops costing you the run.

Nodes a class27
Seven tiers. Twenty-four nodes and three capstones, of which you may ever take one.
Points at the cap25
One at creation, one a level to level 25. A full tree needs 75, so two thirds of it stays shut.
The capstone gate21 points
Tiers open at 0, 3, 6, 9, 13, 17 and 21 spent. Reaching the last one is most of your lifetime budget.
Experience to a level200
Extracting pays 40 and dying pays 12, so getting out is worth more than three deaths.
Depth multiplies it×2.0
Ossuary experience is worth one and a half times the Cellars, the Vaults twice.
Changing your mind200 Wax
No cooldown, and the only way back out of a capstone.

Every ability and consumable you can slot

BraceKnight

Cannot be staggered for 3 seconds.

Cost
Free
Cooldown
45s
Range
Self

56 talents across four classes

Berserker Rage
Blood Frenzy
Brace Training
Brutality
Bulwark
Castellan
Cutpurse
Deep Roots
Deft Hands
Evasion
Evergreen
Exposed Weakness
Fortitude
Gentle Step
Grim Purpose
Grovekeeper
Guardians Resolve
Harvest
Iron Will
Last Bastion
Lifebloom
Light Feet
Mend Training
Momentum
Natures Ward
Opportunist
Pack Mule
Precision
Quick Hands
Quiet Growth
Reflexes
Relentless
Riposte Mastery
Sap And Bark
Savage Swing
Second Wind
Shadow Strike
Shadow Training
Shield Wall
Silent Step
Stampede
Steady Guard
Stoic
Thick Hide
Thorns
Tireless Watch
Unbreakable
Unyielding
Verdant Touch
War Lungs
Warcry Training
Warlords Fury
Weapon Mastery
Widening Grove
Wider Reach
Wildheart

Nothing herds you. The clock just runs out.

No shrinking circle, no forced-fight zone, no stairwell slamming behind you. One floor, one fifteen-minute deadline, and from minute six every heal your druid lands is worth less than the last one.

00:00

Full effect. A heal is worth what it says.

Healing effectiveness 100%
  1. 0:00Drop in
  2. 6:00Healing starts to fade
  3. 15:00The floor is done with you
Before you have control

A fly-through walks the route from the entrance to an exit, so nobody is lost on a floor they have never seen. It shows the route and nothing else: no loot, no monsters, no chest that somebody already opened. Any key skips it.

Down, not out, for twenty seconds

Bleeding out takes twenty seconds, and a squadmate needs four uninterrupted ones to bring you back at 40% health. If nobody alive can physically reach you, it resolves immediately rather than making you watch.

The way out takes ten seconds

Cranking the portcullis is ten seconds alone, five with three of you on it, and it is the loudest thing in the game. Eighteen metres of dungeon hears it while you stand still holding everything you came for.

Descending resets the clock

Fifteen minutes is per floor, not per session. Go deeper and it starts again, which is why a full sitting runs closer to twenty minutes than fifteen.

The Arena hides nothing.

Everything the dungeon does with darkness and distance, the Arena refuses. One lit room — drawn from four, each a different shape of fight — and every combatant visible to every other from the first second.

The Arena: a lit stone duelling chamber ringed by braziers, three delvers fighting at its centre.

Six in, one team out.

Queue solo, duo or trio and the round fills to six: six lone gladiators, three pairs, or two trios. Bots take any seat the queue can’t, so a walkover is structurally impossible.

Bodies a round6
Six lone gladiators, three pairs or two trios. Bots take any seat the queue cannot fill.
Maps4
Hand-placed, not generated, and each a different fight: the Pit is open, the Causeway a long lane, the Colonnade a hall of pillars, the Cistern a ring around a heap you cannot cross.
Round cap5 min
Twenty seconds to gather, five to the bell, then five minutes before it resolves as a draw.
Loose in the room3 skeletons
Two Rattlers and a Bonewright, neutral to everyone. No Warden, because a raid boss does not fit a five-minute round.
TalentsHalved
Every node runs at half its deviation from neutral, and the capstones are switched off entirely.
At stakeNothing
Experience only. Die and you spectate the rest of the round rather than being thrown out.

What carries over is the only thing that ever mattered: whether you can read a swing. Nothing you brought will save you, and nothing you lose here was yours.

The Sconce hub: the delver on his plinth beside the wallet, and six tiles — quests, contracts, insurance, commissions, shop, and the delve itself.
The Sconce — in-game capture.

The Sconce.

A small shared room where delvers stand around between descents. Bank what you carried out, buy the insurance capacity that decides how much of the next disaster you survive, take a contract that drops you straight into the Ossuary with no early-game safety net, hand over the curios the three people on the commission board are asking for today, and spend the difference on something that doesn’t make you stronger.

Progress is access

Stash, knowledge and deeper entry points, not a gear-score ladder.

Loot is money

What you haul out is worth Wax. It is never a stat upgrade.

Cosmetics only

We will not sell weapons, stats or insurance advantages for real money.

Everything the Sconce holds

Delve
DelveInto the dark
Arena
ArenaDuel, no delving
Quests
QuestsDaily & weekly
Contracts
ContractsDeeper entry points
Inventory
InventoryStash, gear & skins
Shop
ShopSatchel, arms & skins
Commissions
CommissionsCurios wanted, today
Insurance
InsuranceOne slot, always
A haul of extracted loot: spilled gold coins, jewelled goblets, a candlestick, amber beads and a wax-sealed strongbox.

Loot is money. It is never a stat.

Everything you drag back up is priced and sold. A jewelled sword is worth more Wax than a rusty one and swings exactly the same, which is the whole reason a new player with a bad weapon can still kill a veteran with a good one.

Wax buys stash space, replacement kit, deeper Contract entries and a wider insured slot. Capacity and access, never power.

Wax · earned

The soft currency. Comes out of the vendor when you sell what you survived with.

Ember · bought

Premium, and cosmetics only. It converts to Wax at a fixed rate and buys nothing that swings.

What a full bag is actually worth

Every item in the loot table, sorted by what a kilogram of it is worth
ItemRarityWeight Sells forWax per kg
Rusty SwordCommon1.2 kg87
Silver CandlestickCommon0.8 kg1013
Tarnished ChaliceCommon1.0 kg99
Bone TotemCommon0.6 kg610
Warden’s KeyRare0.4 kg130325
Coin HoardRare2.2 kg15068
Gilded ReliquaryRare3.5 kg15043

You can carry 25 kg. A Gilded Reliquary is worth 150 Wax and eats three and a half of them; a Warden’s Key is worth almost as much and eats four hundred grams. That is the whole greed mechanic in two rows.

Weight is not just space. A full bag moves you at 70% speed, makes every dodge cost 40% more stamina, and past fifteen kilos you are audibly overloaded. A plate knight carrying everything moves at 56% of walking pace.

And what Wax buys

A second insured slot500 Wax
Permanent, and the cap. Nobody gets a third.
A respec200 Wax
No cooldown. Talent points are otherwise spent for good.
Ten more stash slots100 Wax
You start with 25. The next ten cost 250, then 400, then 550.
An Ossuary contract1,000 Wax
Four descents straight into the second floor. Two hundred and fifty a go.
A Vaults contract2,580 Wax
Four descents into the deepest one. Six hundred and forty-five a go.
Ember50 to the euro
Cosmetics and energy. It converts to Wax at ten to one, capped at 300 a day.

None of it is power. Contracts and consumables are Wax-only with no Ember path, the exchange runs one way and is capped, and every energy bundle is priced above what a run pays out, so buying energy buys play time and can never print currency. The premium shop is cosmetics.

The questions everyone asks.

Ten of them, answered straight. If something here still isn’t clear, that’s a fault in the design and we’d rather know about it.

What happens when I die?

You lose everything you were carrying. Whatever you insured while you were down there comes back to you; whatever you had already banked in your stash was never at risk in the first place.

How does insurance actually work?

You buy insurance capacity at the Sconce, permanently. Which item that capacity protects is decided live, mid-run, at the moment you are holding something you can’t face losing.

Is it pay to win?

No, and the economy is built so it can’t become one. Ember is bought with real money and spends on cosmetics, or converts to Wax at a fixed rate. We will not sell weapons, stats or insurance advantage.

Do I have to grind gear to compete?

No. Loot is priced, never a stat. A jewelled sword is worth more Wax than a rusty one and swings identically.

Character level and talents are a real power axis, but the total spread is deliberately capped, so positioning and reading a fight still matter more than the gap.

Can I play solo?

Yes: solo, duo and trio queues. Be warned that every route to every exit crosses the Bone Warden’s room, and it isn’t solo-able for most loadouts. Crossing it is the gate; killing it isn’t. Its chest just stays shut while it lives.

Why is there no minimap?

Because the dungeon is meant to be the map. Every read on another player comes from the world: noise, chests left open, how heavy someone sounds, whether they lit a lantern. A minimap would answer for free the question the whole game is built to ask.

How long is a run?

Fifteen minutes per floor, and the clock starts again when you descend, so a full sitting lands closer to twenty.

From minute six the healing you can receive starts falling, down to 40% by the deadline, so the back half is decided by not being hit rather than by out-healing it. Anyone still on the floor when the clock runs out finishes the run as dead.

What do I need to install?

Nothing. It runs in the browser: no client, no launcher, no store account. Desktop and mobile both.

What’s the difference between Wax and Ember?

Wax is earned: it’s what the vendor pays for loot you got out with, and it buys stash space, kit, Contracts and insurance capacity. Ember is bought, and it buys cosmetics.

Is there a PvP-only mode?

The Arena. One hand-built room called the Pit, six combatants a round, everyone visible from the first second, and nothing you own at stake. Experience only. No loot to win and no gear to lose.

Go down. Come back up.

Fifteen minutes a floor. One insured slot. Everything else you have to carry past whoever heard you.