Rune Builds
Pick an attack rune, socket compatible support runes, then choose a mastery path as that rune levels.
Semi-idle pixel ARPG
Shape a rune build, fight through regional expeditions, and decide when to extract before a death loses your pending rewards.
Choose a build, clear encounters, bank rewards, then craft claimed gear and materials into stronger equipment.
Pick an attack rune, socket compatible support runes, then choose a mastery path as that rune levels.
At checkpoints, extract pending rewards, recover, or continue deeper for tougher fights and better returns.
Claimed gear and crafting materials feed Crafting, where affixes turn drops into build-defining equipment.
Riskier Logbook choices can pay more, but each depth gives enemies more room to punish weak builds.
Pick an attack rune, socket support runes, and prepare your hero for the region ahead.
Clear encounters, reach checkpoints, and decide how much danger your pending rewards are worth.
End expeditions at checkpoints to keep gear, crafting materials, support runes, and region progress.

Attack runes define how you fight. Support runes and mastery ranks push each build toward ailments, guard breaks, retaliation, burst, or sustain.
A flexible starter rune. Every third Strike repeats one supported on-hit effect. Best for learning support combos; weaker at specialized bossing or pack clear.
Hit: 8-13 damage, 2.85s attack time
A slow physical burst rune. Heavy Strike rewards wounded, staggered, or guard-broken enemies. Best for rares and bosses; weak into packs without support.
Hit: 10-18 damage, 4.20s attack time
A defensive retaliation rune. Thorns Aura hits lightly, then strikes back when enemies hit you. Best against packs; needs Health and Defense to shine.
Aura Hit: 3-6 damage, 2.80s attack timeRetaliate: 11 damage when struck, 2.25s cooldownPack Splash: 35%Quick answers about rewards, death, saves, and crafting before your first run.
Create a character, choose one attack rune, then start an Expedition from the world map. Your rune is your combat skill.
An Expedition is a run of fights. You beat enemies, reach checkpoints, collect pending rewards, and decide whether to leave or keep going.
When you reach a checkpoint, choose to end the Expedition. That safely keeps your gear, support runes, crafting materials, and region progress.
You lose the rewards that were still pending in that Expedition. If you find something you care about, leave at the next checkpoint.
Crafting improves gear. Expeditions give you gear and materials, then Crafting lets you change or improve the stats on that gear.
Logbooks are upgrade trees for specific regions. They let you make a region safer, more rewarding, or more dangerous depending on what you choose.
Rune Masteries are special paths for your attack runes. As a rune levels up, its mastery gets stronger and changes how that rune plays.
Guest play saves on this device only. Create an account if you want your heroes backed up and easier to continue later.
No. This is early alpha. Combat, Expedition Logbooks, rune masteries, crafting, discoveries, and progression are playable, but balance and systems will keep changing.
Play as a guest on this device, create an account to back up heroes, or log in to continue an existing character.