Arte de DA_RL$395%Positivas

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DA_RL is a traditional turn-based roguelike dungeon crawler. You pick a class and descend into a procedurally generated dungeon, hunting the scattered shards of the Amulet of Ascension. Combine them and the dungeon turns on you. Now you have to climb and fight your way back up.

Your adventurer's name, their hometown, and the dungeon itself are all procedurally generated, so every run starts in a world you've never seen. Descend through the dungeon, recover the shards, and find out what's waiting in the depths below.

Restoring the Amulet doesn't end the run. The floors above repopulate, so the climb back can be deadlier than the way down. And when you finally reach the entrance with the full Amulet in hand, the dungeon's ancient guardian is waiting to stop you from leaving:

The Dungeon's End.

PICK A CLASS, PLAY DIFFERENTLY

Five classes, each with their own stats and a unique ability that changes how you approach every floor.

The Fighter starts tough and gets a free Second Wind each floor, a heavy heal for when things get desperate. The Mage is fragile but casts from the largest mana pool in the game at reduced cost. The Rogue lives and dies by crits and dodges, and hitting from invisibility doubles the damage. The Cleric mixes combat with Divine Healing on a cooldown. The Ranger gets extra range on every ranged weapon they pick up.

THE GODS ARE WATCHING

Five gods pay attention to how you play. You earn favor by killing the enemies they like, using their shrines, and playing the way they prefer. Build enough favor and they help you. Let it drop and they punish you.

Ferrus, god of war, likes it when you kill things. Arcanus, god of magic, favors spellcasters. Umbra, god of shadow, is fine with poison, darkness, and things most gods would find distasteful. Luminos, god of light, rewards healing and hates the undead. Sylvan, god of nature, likes it when you let the dungeon's own dangers do the work.

Each god also has a rival, and worshipping at a rival's shrine costs you favor. Pick one and commit, or worship no one and go it alone.

SPELLS, SCROLLS, WANDS, AND MORE

Most consumables start unidentified. A potion might heal you, poison you, turn you invisible, or make you hallucinate, and you won't know which until you try it. Scrolls can reveal the map, teleport you across the dungeon, summon an ally, or end your run if you read the wrong one. Wands give you limited-use versions of spells like Fireball or Drain Life.

Spellbooks are permanent. Read one and that spell is yours, from basics like Magic Missile and Frost Bolt to late-game magic like Meteor Swarm, Death Ray, and Void Sphere. Casting costs mana and many spells have cooldowns, so managing resources matters.

Weapons and armor can be enchanted or cursed. A sword of flaming adds fire damage, a ring of regeneration heals you passively. But a cursed item might glue itself to your hand, drain your stats, or keep you confused until you find a way to remove it. Status effects work on monsters as well as on you, so enemies can be frozen, burned, poisoned, confused, or charmed into fighting for you. Much of the game is learning how these systems interact.

A DUNGEON FULL OF THINGS THAT WANT YOU DEAD

The monster roster is large and every family runs deep. A regular Bat gives way to a Cave Bat, then a Shadow Bat, then a Vampire Bat, and eventually a Demon Bat, and that pattern repeats across goblins, undead, dragons, elementals, giants, demons, and more. The enemies you face on floor 5 are not the ones waiting on floor 25.

The dungeon is split across five regions that grow stranger and more dangerous as you descend, from stone halls near the surface to open caves deeper down. Some rooms are pitch black, dropping your vision to a few tiles while whatever's in there already knows where you are. Traps are hidden throughout, some you can dodge, some you can save against, and some just drop you to the next floor. Some walls are secret doors. On top of all of it, you have to manage hunger, or starvation starts doing the dungeon's work for it.

FEATURES

Five playable classes with unique stats and abilities

Five gods to worship with a full favor and boon system

Recover the Amulet of Ascension, survive the return journey, and defeat The Dungeon's End to escape

Turn-based, tile-based movement and combat with saving throws

Procedurally generated dungeon floors with scaling difficulty

Five dungeon regions with organic cave generation deeper down

Dark rooms, hidden traps, and secret doors

17+ potions, 19+ scrolls, wands, rings, and spellbooks

18+ learnable spells from Magic Missile to Void Sphere

30+ weapons and armor pieces, many with enchantments or curses

Multiple ranged weapon types (bows, crossbows, blowguns) with ammunition types

Dozens of enemy types across multiple monster families

Hunger system, status effects, field of view

Procedurally generated adventurer names and hometowns

Full controller support

Full save system with Steam Cloud support

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