Attack
Damage one selected enemy. Perfect timing can critically strike.
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Your guide to the reels, your relics and every step down.
Rules checked against the current game · September 21, 2026
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Your first run starts with 30 coins. The first pull is a guaranteed triple unless the second House Marker is active. Keep some coins for healing and future spins.
A two-symbol match pays a common relic. A three-symbol match can pay uncommon or better, subject to your unlocked rarities. A triple bomb does not award a relic. More coins per line enrich potential rewards and strengthen bombs; they do not improve the chance of matching.
| Paylines | Player level | Base spin cost | Base triple chance |
|---|---|---|---|
| 1 · middle row | 1 | 2 | 18% |
| 2 · top and middle | 10 | 5 | 36% |
| 3 · all rows | 20 | 9 | 58% |
| 5 · rows + diagonals | 30 | 14 | 70% |
| 7 · adds two V lines | 40 | 20 | 80% |
Choose 1–5 coins per line. The spin price is the base cost above multiplied by that selection, less any spin discount, with a minimum of one coin. Luck, rigging, free lines, nudges and guaranteed spins can alter the result: the game’s displayed odds and price reflect your build.
Loose bombs arm smaller fuses; a triple arms a larger one. Fuse damage is spread over the opening enemy turns. Guard can absorb it and fuse wards reduce each tick. Bombs are initially dormant for the first three chambers unless a House Marker changes that rule.
Two-matches grant 10% Fortune and triples grant 25%, before relic amplification. Fortune strengthens your battle damage. The winning item family also gives a temporary match gift for the next fight, even if you sell the item.

CALL boosts your opening action, but provokes foes with extra power for three rounds. READ reveals upcoming moves and reactive tells; certain relics also grant opening Guard.
Damage one selected enemy. Perfect timing can critically strike.
Spend a charge to hit the enemy group. Benefits from twice your Attack bonus and your equipped relic count.
Gain a shield against incoming damage. Normally half of unused Guard carries to the next round.
Spend a charge to restore vitality, up to your maximum.
Attack and Relic Art use the timing meter: green / Perfect delivers full power, yellow / Solid 70%, and red 40%. Guard and Recover do not require timing. Deeper chambers make timing harder; relics can widen or slow the meter.
Defense reduces ordinary hits before Guard absorbs the remainder. Status damage and Shatter have different rules. Do not stall indefinitely: the house normally grows impatient from round six, increasing enemy power each round.
Look at each foe’s intent before choosing an action. Some foes change plans in response to your Guard, healing, purse or their remaining vitality. Bosses and some elites change their hand at half vitality.
Your five equipped relics define your build. Flat combat bonuses grow with the chamber where a relic drops. Existing relics keep their original item level: descending does not automatically upgrade old gear.
The multiplier for level-scaled bonuses is 1 + 0.055 × (item level − 1), rounded to whole points after multiplying the base bonus. Rarity has its own authored effects. Chance bonuses, charges, timing modifiers and economy bonuses do not all scale with item level.
A level 1 common Iron Dirk adds 1 Attack. A level 70 rare Masterwork Iron Dirk has a base bonus of 5, scaled to 24 Attack. The same Attack bonus contributes twice that amount to Relic Art.
| Rarity | Player level | Sale coins |
|---|---|---|
| Common | 1 | 3 |
| Uncommon | 1 | 7 |
| Rare | 10 | 12 |
| Legendary | 20 | 20 |
| Mythical | 30 | 30 |
House offers can change sale rewards. Player levels 20, 30, 40 and 50 each add ten more relics to the available pool. Compare the actual effect text on new loot with your current build before replacing an item.

Your position in this run, from 1 to 150. Scales foes, your base combat power and new loot.
Persistent XP progression, capped at 50. Unlocks wagers, rarity tiers and new relic collections.
The depth at which a relic was found. Determines its scaled bonuses and stays with that item.
Chambers 1–50 have one foe, 51–100 have two, and 101–150 have three. Identities are randomly selected; strength scales to depth. Every tenth chamber is a boss encounter. The DEPTH MAP shows your route and cleared chambers.
Win battles to earn coins and persistent XP. Descending restores some vitality. Clear chamber 150 to receive a permanent Gold Coin: every later run begins with 1,000 coins. It is never spent or consumed.
Between fights, you can spend coins to mend vitality or buy action charges. Prices increase with depth and purchases, so read the displayed cost. Mending heals only up to maximum vitality.
Special offers appear every ten chambers, starting at chamber 4. Fourteen encounter types can trade relics, offer healing, wager your purse, suppress bombs or change your next battle. Read every price before accepting: some ask for vitality, future danger or a temporary restriction instead of coins.
A stronger rarity is not always a better fit. A relic that protects against fuses or supports your other four items may be worth more to your run than an isolated damage upgrade.
Not every meeting on the stairs is a battle. The traveller cast includes 189 lucky allies and 78 unlucky enemies, separate from the combat roster. Each has a story and brings either a temporary blessing or a setback.
An ally can improve Attack, Guard, Recover healing or critical chance for the next two won battles. Ten special allies can also be invited to travel with you.
An unlucky enemy applies a temporary penalty to one of those bonuses. These encounters are resolved through their encounter choice; they are not the combat bestiary’s defeated-enemy count.
Meetings can begin at chamber 2. Boss chambers and pending House offers block them, and meetings are spaced at least three chambers apart. Before relic modifiers, each eligible chamber has a 32% meeting chance; a meeting has a 70% chance to be an ally. A character does not repeat within the same descent.
Relics can change meeting chance (capped from 10% to 65%) and the ally share of meetings (20% to 95%). These are separate from the reel’s match odds. Inspect their effects in STATS.
Effects last for two battle victories. You can have one blessing and one setback at a time; another meeting of the same kind replaces that effect and refreshes its duration. Temporary effects do not stack without limit.
Up to two recruitable allies can accompany you for the run. When the party is full, choose whom to replace. You may accept an ally’s help without recruiting them; unlucky enemies cannot join.
Companions act automatically once per fight: the first slot helps after your second action, and the second after your fourth, if a foe is still standing. Depending on the ally, support strikes one foe, hits the group, breaks Guard, adds your own Guard or restores vitality. Support strength grows with chamber depth. Hover over the party entry to inspect the skill.
The House Ledger contains 100 achievements. Open ACHIEVEMENTS from the title screen or pause menu, then search by name or filter by category and earned status. Locked icons are sealed and dimmed; earned icons show their full color.
| Meeting type | Different characters met |
|---|---|
| Lucky allies | 1 · 5 · 10 · 25 · 50 · 100 |
| Unlucky enemies | 1 · 5 · 10 · 20 · 35 · 50 |
A character counts once across your descents, after its encounter choice completes successfully. Merely seeing a preview does not count, and meeting the same character again does not increase the total. Recruitment is optional. Both counters save with the completed encounter.
Other goals reward bosses, Perfect timing, relic combinations, coin totals, House offers and full descents. Combat counters bank when you win; replaying part of an interrupted fight does not repeatedly bank its actions. Earned achievements remain earned across runs.
Older saves retain earned achievements and can recover progress from facts already recorded, but cannot reconstruct earlier meetings or unrecorded combat counters. The website catalog is a reference, not a connection to your personal save. Steam achievement support is being prepared for release.
Browse all 100 achievements and their artwork ↗Clears unlock additional House Markers. Their challenges stack as you increase the selected marker level.
Use the on-screen buttons to spin, inspect relics, select a target and choose actions. In battle, 1 / 2 / 3 / 4 select Attack / Relic Art / Guard / Recover. Esc closes an inspection or opens the pause menu; required choices still need an answer.
STATS opens your complete build breakdown. Hover or focus entries for explanations. DEPTH MAP shows campaign progress. Inspecting either pauses play.
Choose CONTINUE on the title screen to resume a saved run. Quitting during battle resumes from the chamber checkpoint, not midway through an action. If RETRY SAVE appears, use it before closing the game.
Your XP, records, unlocked progression and earned Gold Coin persist across descents. Starting a new run resets that run’s chamber, coins and inventory. Need help? Contact support.
Changes the chance of a traveller meeting in eligible chambers. The base is 32%; the total is capped between 10% and 65%.
Changes the share of traveller meetings that bring a lucky ally. The base is 70%; the total is capped between 20% and 95%. This is not the chance of a meeting happening.
These descriptions come from the game’s STATS help. Power totals already include equipped bonuses; do not add them a second time.
Your persistent level unlocks paylines, higher rarities and more relics. It carries across descents.
Your current and maximum health. Reaching zero ends the descent. Maximum health grows with chamber depth and relic bonuses.
Attack damage before timing, Fortune, criticals, enemy guard and conditional bonuses. Equipped attack bonuses are included.
Relic Art damage before timing, Fortune and conditional bonuses. Includes twice your attack bonus and one power per equipped relic.
Flat damage reduction against ordinary enemy hits, applied before guard. Shatter and status damage follow their own rules.
Guard gained when you use Guard. Guard absorbs damage; normally half of what remains carries into the next round.
Health restored by Recover, up to maximum vitality. Each use spends a Recover charge.
Attack can critically strike on Perfect timing. Certain relics also allow Solid timing to crit at half the Perfect chance.
Health restored after winning and descending, capped at your maximum vitality.
Coins pay for spins, healing and purchases. Your five equipped relics determine the build bonuses below.
Normal triple-match chance for the selected wager, including luck bonuses and rigging. Guaranteed spins and nudges can change the final outcome.
Your remaining damage shield in this fight. Blocking consumes guard before vitality on ordinary hits.
Remaining uses of Relic Art and Recover for this fight. Relics, match gifts and purchases can grant extra charges.
Damage bonus carried into battle from the winning match, amplified by Fortune relics.
CALL strengthens the opening action and provokes foes for three rounds. READ reveals the foe's hand and reactive tells.
Reduces your damage by 25% for the affected actions.
Damages vitality directly over its remaining enemy turns.
Remaining bomb damage, spread across the remaining enemy turns. Guard absorbs the damage and fuse wards reduce each tick.
Added to Attack power and doubled for Relic Art power. Already included in the power values above.
Added to Guard gained. Half this bonus, rounded down, also becomes flat defense. Relic Art gains this bonus as guard too.
Extra health restored each time you use Recover, capped at maximum vitality.
Extra coins awarded for each battle won.
Flat health restored when you deal damage, capped at maximum vitality.
Adds to the damage bonus carried by a winning match into battle.
Increases normal triple-match odds by this many percentage points.
Adds percentage points to Attack's critical chance on Perfect timing.
Extra maximum vitality from relics or house offers. Included in your vitality total above.
Guard granted automatically when a battle begins.
Damage returned to an attacker when you block its hit.
Damage returned when an enemy hits, even without blocking.
Health restored for each loose bomb showing on the reels.
Extra damage on the opening action of a fight.
Extra Attack damage against foes at or below 34% vitality.
Relic Art charges gained when you defeat a foe.
Allows Attack to critically strike on Solid timing at half the Perfect chance.
Preserves your remaining guard between rounds instead of halving it.
Widens the Perfect region of the action timing meter.
Slows the action timing meter, giving you more time to stop it.
Adds a free payline to the selected wager.
Reduces the price of a spin.
Chance to turn a near miss into a triple match.
Coins paid for loose bombs showing on the reels.
Number of relic rerolls available without payment each chamber.
Treats the reels as more heavily staked when determining relic rarity.
Attack bonus for each equipped WEAPON. The resolved total is already included in Attack power.
Guard bonus for each equipped ARMOR. The resolved total is already included above.
Triple-match chance bonus for each equipped CHARM. The resolved total is already included above.
Grants extra Fortune when all five relic slots are filled. The resolved bonus appears in Fortune bonuses.
Extra opening damage when choosing CALL.
Extra opening guard when choosing READ.
Reduces each bomb-fuse damage tick before guard absorbs it.
Relic Art charges granted for first blood.
Extra damage against a boss that has changed its hand.
Extra damage against a foe using a reactive intent.
Amount of guard protected when an enemy shatters it.
Extra rounds before the house begins growing impatient.