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A delver holds a torch up in a stone tunnel; goblins crouch at the edge of the light

Gloamdelve

Whatever kills you down there remembers you.

A slow, deadly action MMORPG for PC. One life, one dungeon, and a city above it. Coming to Steam Early Access in 2027.

Play it before Early Access.

The closed playtest runs through our Discord. Join, sign up there, and come back to tell us what killed you.

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Also on itch.io and YouTube.

  • Delvers with round shields and torches hold a stone courtyard against goblins under a red sky
  • A party with a torch turns a corner into a dark tunnel
  • A glowing underground lake with a campfire on the far shore
  • Worn steps lead into a violet crystal cave
  • Goblins and an ogre talk among themselves in a dim cave

Stills from the current build.

The thing that kills you becomes a Nightmare.

When a delver of note dies, their killer keeps everything they carried and uses it. It swings the sword, wears the mail, drinks the potions and remembers how it won. Then it gets a name.

Grisk Who Wore the Priest's Ring
The kind of name the Guild posts on its board
A goblin chief in a dented knight's helm sits on a heap of dead delvers' shields and blades
  1. I

    Stirring

    Guards its lair on the floor where you fell, and grows with every kill.

  2. II

    Hunter

    Hunts the fallen delver's household and party by scent, a few floors either way.

  3. III

    Invader

    Breaks into other parties' delves and drags them into the Nightmare Layer.

  4. IV

    Conqueror

    Takes a whole floor. The guardian is driven off and the way down is barred.

  5. V

    Calamity

    Climbs out of the Dungeon and lays siege to the city.

It never comes from nowhere. Every Nightmare that can reach a floor is posted at the Guild before you go down, and the one who kills it takes the whole hoard.

Your skill lands the blow. The dice decide what it does.

Fights are slow and they punish greed. Stamina runs out, recoveries are long, and three goblins in a dark tunnel can end you. Lock on, roll, guard, break a guard. When steel connects, two dice say how well.

Glancing
Half damage, no stagger
Hit
What the weapon deals
Solid
Staggers anything short of a brute
Critical
Double six. Top damage, and it may wound

A roll never turns a blow that landed into a miss.

A delver in mail blocks a goblin with a round shield while two more close in, lit by a dropped torch

One dungeon under the city. Each floor worse than the last.

Floors 1 to 25 open in Early Access. Nobody knows how deep it goes. Most floors are dug fresh, so the dark can't be learned by heart.

  1. 1

    The warren

    Where every delve begins. Still lethal.

  2. 5

    The Chieftain's hall

    A goblin chief who calls his kin from the side tunnels.

  3. 12

    The Ogre's pit

    Boulders, pillars for cover, and a rage when it's hurt.

  4. 13

    The Bell-line stair

    Below it, other delvers can strike you, and keep what you carry.

  5. 17

    The Crystal Vault

    A stone golem, and the shaman it calls.

  6. 18

    The Lantern Hollow

    A safe floor with a fire and a waystone home.

  7. 25

    The Sealed Gate

    As deep as Early Access goes. For now.

Broken stairs switch back down a vast dark cavern, lit by a lamp, with blue crystal in the rock
Lidd at dusk: lantern-lit houses, a tavern door open, delvers round a fire, the tower over the Dungeon behind

Between delves, Lidd.

Above the Dungeon is a crowded city where nobody draws steel. You meet other delvers here, and in the safe zones below. Sing in the taverns, eat at the long table, pray with your household, rest by a fire. What you do together goes down the stair with you.

Six gods. Eight schools. Every spell said out loud.

You choose a god when you are raised, for life. They grant two Miracles and a blessing. Arcane spells come from grimoires, teachers, and enemies you watch cast. You hold three. Everything nearby hears the chant, and a hit can break it.

  • Rauna, the Hearth

    A failed save, thrown again once a delve.

  • Haoth, the Gate

    Guard counters land harder.

  • Thasem, the Lamp

    Your torch carries a third further.

  • Naunem, the Keeper

    A Nightmare you slay pays its renown twice.

  • Hossol, the Anvil

    Blocking costs less stamina.

  • Eirau, the Shutter

    Quicker crouching, and traps found sooner.

A hooded caster throws a bolt of fire across a dark chamber at two goblins

One life. Nothing for sale that makes it easier.

Death is finalYour delver is gone, and what they carried stays where they fell until someone, or something, takes it.
The bank is safeWhat you bank, the maps you drew and your household's renown outlive every death.
Co-op for up to fourDelve with a party, or alone if you dare. Solo is allowed, and much harder.
Buy it onceNot free to play. After that, money buys looks only: never power, never an easier death.