Depth 1 Turn 1

King's Tomb

A Tactical Dungeon Delve

The Deathless King was buried with everything he loved — his gold, his army, his hunger. Four are sent beneath the barrow to end him: a Wizard to read what must not be read, a Warrior to break what must not be broken, a Cleric to cleanse what festers, and a Rogue to steal what remains. What each of them alone can open, only their death can close.

How to Play

Fire Emblem hands, Rift Wizard heart

The Party

You command all four heroes every turn. Each hero may move and take one action — attack, ability, interact, item, or wait — in any order. When everyone has acted (or you press End Turn), the dead take their turn. Abilities cost Mana (moving and basic attacks are free) — hover a skill to read what it does and what it costs; on a phone, tap a skill to cast it — its details show as you take aim. You regain some Mana each floor, more when you Rest at camp, and from Mana Draughts you find — so a long delve is a test of husbandry, not just swordwork. Any hero can Meditate once per floor to recover Mana, at the cost of skipping their next turn. On a phone: the map is zoomed in — drag it to pan around. On desktop: Space ends the turn, 1–4 select a hero, D descends a cleared floor, Esc cancels.

The Four Locks

If a hero dies, their lock can never be opened again this run. The tomb keeps what they could have carried.

Combat is Deterministic

No dice. Physical damage = ATK − DEF, magic = MAG − RES (always at least 1). Blast areas, pushes, poisons and stuns all do exactly what they say. You die because of where you stood.

Skill Points

The party levels together; every level grants each hero +1 SP, spent in their own skill tree (open a hero's card, or spend freely at camp). Trees cost more than one run can earn — choose a build.

Between Floors

At camp: Rest (heal 40% and restore Mana), Scavenge (loot roll + heal 10%), or Drill (+1 SP to one hero). Manage gear, spend SP, descend.

Controls

Click/tap a hero → blue tiles to move → pick an action → red tiles to target. Esc or Cancel backs out (you may undo a move until you act). Space ends the turn. The delve is saved every turn.

Disciplines

What is learned below is never unlearned

Packs & Panoply

Everything the tomb has yielded

Camp

The torches are low. Choose how the hours are spent.

The Tomb Keeps Them

The King Is Dead

The barrow exhales a thousand years of held breath.