Kur - Endless Descent artworkFree to play59%Mixed

Kur - Endless Descent

An auto-battler RPG in the Mesopotamian underworld. Build a party of heroes, gear and level them up, set their formation, then watch them fight on their own through seven Domains and an endless descent. Free to play, in a small window that fits around your day.

Screenshots

From the Steam store

Some depths should not exist. Yet we descend.

KUR is a free-to-play auto-battler RPG set in the underworld of Mesopotamian myth. Every fight plays out on its own: your power comes from how you build, equip and arrange your party. It runs in a small window in the corner of your screen while you work. Your party explores and fights on its own. You make the decisions that matter: who descends, what they carry, how they grow, and how deep to push.

Beneath the known world lies a realm of forgotten cities, sealed kings and fractured gods. What was buried still breathes.

Your screen, your way

KUR fits around your day. Resize the window, keep the full dungeon backdrop or switch to a minimalist view with just your party, or minimize it to a small indicator that keeps track of the descent while you work.

Key features

Auto-battler party combat: build, equip and arrange your heroes, then let them fight

Seven Domains, seven guardian Gates, and a descent with no bottom

80+ creatures drawn from Mesopotamian myth

Hundreds of named items across nine rarities, from Common to Absolute

Ash, limited Artifacts and player trading through the Steam Inventory

A passive skill tree for every class, and an account-wide Seal that never resets

Free to play, never pay to win

Build your party

Pick three heroes, never the same class twice. The Oathkeeper holds the line, the Ashblade brawls up close, the Hunter strikes from range and the Seer bends the fight with magic. Combine classes, skills and synergies to form the right team for the depth you are facing.

Seven Domains, one endless descent

Each Domain has its own laws, its own dead and its own guardian waiting at the Gate.

Ashen Vestibules: the only layer of KUR that still lets itself be read.

Ningiszida Rootways: not a forest. Growth without sun.

The Salt Cisterns: here death was not burned. It was kept.

The Lapis Vaults: KUR does not only kill. It records.

The Dust Courts: halls too large for the silence they hold.

The Seventh Threshold: here KUR stops pretending to be a place.

Kutha's Ember Works: inflicted death has a workshop, and it lies at the end.

Break the last Gate and KUR learns your name. The Mark claims you, and the descent begins again, deeper. New Domains open under the Mark, monsters return more corrupted, and every item that drops carries a numbered Sigil and stronger stats than anything found above. Each Descent also opens new engravings on your Seal. There is always another level down.

Ash and Artifacts

Ash is what KUR leaves behind, and every monster you fell can drop it. Ash gathered deeper is worth more. Gather enough and an Artifact emerges, numbered and permanent. Only a limited number of Artifacts can ever exist. Once found, an Artifact only returns to the world when someone uses it, so KUR feeds on itself: what one player spends, another can find. Artifacts are the rarest material in KUR and the key to its rarest gear, and we will never sell them.

Trading between players

Player trading is coming to KUR. Through the Steam Inventory, players will be able to trade equipment with each other, Artifacts included. Owning Artifacts never helps you find more, so trading rewards the patient and the lucky, not the deepest pockets.

A bestiary from the oldest myths

The Gidim, dead who stayed behind, dry and covered in dust. The Galla, who exist to find, bind and drag below. Namtar, Asag, and the Seven Judges who still judge. More than 80 creatures drawn from Mesopotamian sources, all bound to the order of Ereškigal, Lady of the Great Earth.

Loot, gear and builds

Hundreds of named items across nine rarities, from Common to Absolute. Gear you wear out melts down into Kug, the metal of KUR, ready to be refined. A passive tree for every class. Every descent brings new equipment, and every build is another way down.

Free to play, never pay to win

KUR is free. Nothing that makes you stronger is for sale. New classes arrive as optional DLC, each a different way to play and never a stronger one. Companion pets and cosmetic items will follow. Nothing is ever taken from you: no death penalty, no daily chores.

The Mark claims. The Seal returns.

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