Arte de Quartermark$0.9980%Positivas

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THIS RPG PLAYS ITSELF. SO WHY CAN'T YOU STOP?

There is no attack button in Quartermark. Your four heroes fight on their own — across 100 maps, 3,400 floors and 440 monsters built to make you flinch. What you control is the only thing that decides whether they win: who stands in the party, what they wear, and which skill you feed.

Set up. Watch. Adjust. Then watch the party you built tear through a boss that wiped you an hour ago.

440 MONSTERS. NONE ALIKE.

Every creature is its own hand-built 3D model with its own skeleton and its own animations — it breathes, strikes, flinches and dies its own way. A rotting stag. A pharaoh in gold. A dragon on its eggs. A brain walking on spider legs. Things you will not have a name for.

Fire beasts smoke. Storm beasts crackle with lightning. Ghosts trail mist. And creatures wander between lands of their kind, so no map settles into the same five faces.

100 MAPS. 100 BOSSES.

100 maps, each a world of its own: haunted forests, crystal veins, drowned villages, ice castles, a black pyramid, rivers of lava, a burning library, clockwork halls, islands in the sky — and the flesh caves at the end of everything Real light and weather in every one: snow, rain, embers, ash, smoke off every torch Every map ends in its own boss. Beat it, or you do not go on The maps grow as you go — ten floors at the start, fifty at the end — 3,400 floors down to the Last Word

SIXTEEN HEROES, ONE GRAMMAR

Every hero has four skills and they always mean the same thing, so a new hero is never a new rulebook:

Basic — the ordinary attack, always ready. Core — the signature skill, on a cooldown. The one a boss can silence. Reaction — fires by itself the moment a condition trips, and beats everything else. Aura — always on, for the whole party.

GOLD STARS ARE THE DEEP GAME

Nine keywords — Poison, Bleed, Burn, Freeze, Weaken, Shield, Fury, Thorns and Ward — are shared between heroes and items. A hero and a weapon that share one are worth more together than either is apart.

Certain heroes empower each other. Put the right two side by side and their skills grow — and the moment it fires, the screen goes gold. Building for the stars is the deepest thing you can do.

EVERY UPGRADE IS A BET

Every boss drops a piece of gear. Then you gamble it: every +1 multiplies every stat on the item, and every attempt can destroy it outright. The odds are printed before you commit.

Sell what you cannot use for souls — the currency of every upgrade and every new hero. A +10 is worth more than twice a +0. That, and nothing else, is why anyone risks one.

RESET TO GO FURTHER

Prestige wipes the floors and your hero levels. It does not touch your gear, your souls, or the heroes you bought. You come back with a permanent tree that compounds.

The point was never to get back where you were. It is to get past it.

SIX COMPANIONS, AND THE LONG GAME

Every kill fills a bond, and the family you hunt most sends its young to walk at your side: six companions that fight with the party. Further down wait the champions, hero mastery and awakening, runes, the Weekly Gate and ten curses, each with its own leaderboard.

IT TELLS YOU WHY YOU LOST

Hit a wall three times and the game opens the file on it: what killed you, what it did to you, who fell first, and exactly which keywords were running on both sides.

It never tells you the answer. Finding that is the game.

PLAY THE DEMO NOW

The free demo is the first ten maps and their ten bosses, four heroes and ten prestiges — a few hours of the real game. The full climb is out now: all 100 maps, sixteen heroes and six companions.

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