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.
Join the playtestStills 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
- I
Stirring
Guards its lair on the floor where you fell, and grows with every kill.
- II
Hunter
Hunts the fallen delver's household and party by scent, a few floors either way.
- III
Invader
Breaks into other parties' delves and drags them into the Nightmare Layer.
- IV
Conqueror
Takes a whole floor. The guardian is driven off and the way down is barred.
- 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.
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
The warren
Where every delve begins. Still lethal.
- 5
The Chieftain's hall
A goblin chief who calls his kin from the side tunnels.
- 12
The Ogre's pit
Boulders, pillars for cover, and a rage when it's hurt.
- 13
The Bell-line stair
Below it, other delvers can strike you, and keep what you carry.
- 17
The Crystal Vault
A stone golem, and the shaman it calls.
- 18
The Lantern Hollow
A safe floor with a fire and a waystone home.
- 25
The Sealed Gate
As deep as Early Access goes. For now.
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.
One life. Nothing for sale that makes it easier.
Be first down the stair.
A year and a half in the making. Leave your email and we'll write when Early Access opens on Steam.
Launch news only. No spam.
Want to play sooner? Join the playtest on Discord.




