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DUNGEON DIVERS

Field Manual

The Game

Dungeon Divers is built around one idea: victory is decided before the first blade is drawn. Your heroes fight on their own. Whatever happens next is your fault.

01 · Your Heroes

The battle fights itself. The build doesn't.

A class is only the beginning. Every recall is a roll: the Crucible draws each Awakened's talents at random from its specialization's pools, and two heroes of the same class can come back as completely different fighters.

Passives
They change the rules: damage conversions, defensive engines, resource loops, effects that only make sense once several talents start interacting.
Active abilities
Each hero brings three into battle, triggered automatically. Their selection decides what the hero actually does once you surrender control.
The Ultimate
One manual ability per hero. You cannot micromanage the fight, but one decision made at the right second can save a run.

Finding the perfect hero is only the start of progression.

In-game talent web of a Grace, a Healing Magic specialization, with dozens of connected talent nodes
In-game capture · the talent web of a Grace

02 · The Pool

Hundreds of talents. Thousands of builds.

Each recall rolls its talents from an enormous pool of offensive, defensive, utility and transformative effects, and a roll can mix specializations: the same archetype can come back a purist, a deviant, or a hybrid nobody planned.

The Heroic exception

Heroic classes break rules. Each brings an innate mechanic of its own: resources, forms, stances, contracts, weather, summons, curses, and stranger systems buried deeper still. Their talents determine what you do with it.

You do not need the perfect roll to make a Heroic work. But finding the right talents can turn one into something absurd.

In-game recall of Valdthas, an Occultist of Alterative Magic, emerging from the Crucible
In-game capture · a recall: Valdthas, Occultist, Alterative Magic

03 · Sacrifice

The Crucible gives. The Crucible takes back.

Not every Awakened will remain with you. Heroes can be sacrificed, and their talents do not necessarily end with them: through sacrifice, a valuable talent transfers to another hero, slowly turning a lucky recruit into something deliberately engineered. A bad roll is never worthless, a mediocre duplicate becomes raw material, and a rare talent can matter more than the hero carrying it.

You built them out of the dead.

04 · The Squad

The squad is the real build

A powerful hero can still belong to a terrible team. Dungeon Divers is about the interactions between builds.

  • A tank that turns incoming damage into a resource.
  • A support that makes taking that damage worthwhile.
  • A damage dealer whose entire engine depends on conditions the other two create.
  • A strange talent you ignored for ten hours, suddenly the missing piece of something disgusting.

The question is rarely which hero is strongest. It is: what happens if I put these together?

That question is the game.

In-game battle in the campaign: a squad of four heroes fighting on a stone bridge, with the combat log running
In-game capture · a squad of four, mid-descent

05 · The Campaign

A story-driven descent

At first you are doing what generations of Tunnelers have done before you: map the galleries, secure routes, recover what the village needs, go deeper. It does not stay that simple.

The campaign is story-driven and spans multiple worlds, following the village's descent from familiar galleries into increasingly impossible regions. Along the way you will meet Orsen, Veyr, Ayllend and others who do not agree on what should be done with what lies below. None of them has the whole truth. None of their answers come without a price.

The in-game Depths Map: the village above, then World 1 Mines, World 2 Caverns and World 3 Crypts descending below it
In-game capture · the Depths Map, year 842 of the Descent

06 · Endgame

The campaign is only the descent

Finishing the story changes what you are preparing for. Your roster becomes the foundation for endgame activities, each asking something different from the builds you have created.

  1. 01

    Plunder of the Depths

    Go where expeditions were never intended to survive. Push through the deeper network, extract what you can, and decide how much farther you are willing to risk the run.

    In development

  2. 02

    Halls of Dreams

    A descent through a labyrinthine mystery, where the pressure climbs room after room and nothing fully recovers. How deep can one composition go as attrition mounts?

    In development

  3. 03

    Descent of No Return

    A roguelite gauntlet through the paradoxical abysses. No single squad carries it to the end; what is really tested is the entire roster of Awakened you have built.

    In development

  4. 04

    Chains of the Rift

    Squads of enemy Awakened, each a question of composition and synergy. Your build is the answer, and something down there is building teams too. Comfortable answers die here.

    In development

  5. 05

    Village Defense

    Sometimes the dungeon comes to you. A miniature PvE MOBA where the assault pushes toward the village in waves: hold the lanes, control the space, and build the team that keeps it out.

    In development

In-game deep raid: the squad facing the Eviscerator, a massive boss with a full health bar
In-game · a raid against the Eviscerator
In-game Halls of Dreams run: the squad choosing between three exits from a chamber on floor one
In-game · the Halls of Dreams, floor one
In-game Chains fight: the squad battling enemy Awakened on a runic circle in a green cavern
In-game · the Chains, round five

07 · The Loop

Every system feeds the next decision

  1. 01

    Recall

    Draw a new Awakened, inspect the roll, and notice a talent you have never built around.

  2. 02

    Rebuild

    Change the squad, the equipment, the talents. Sacrifice another Awakened to make the build stronger.

  3. 03

    Descend

    Take it into the dungeon and watch the plan meet reality.

  4. 04

    Again

    Understand why it failed. Change one thing. Descend again.

The battle is the exam. Preparation is the game.