Tier ICommon
HP 2–5, two ability slots. Fragile and expendable — but every roster starts here. Learn the lanes with them.
Tame creatures mid-battle, or buy packs from merchants during a run. Pick a party of up to five from your vault, place them into three combat lanes, and descend a branching seven-depth map — battles, elites, merchants, rest sites, and events. Two bosses. One final encounter at the bottom.
Creatures that die go into the Records permanently. Dust and progression carry forward. The creature doesn't. You tame replacements, mutate their talents, and descend again.
HP 2–5, two ability slots. Fragile and expendable — but every roster starts here. Learn the lanes with them.
HP 4–7, three ability slots. The ones you name. Ability synergies start here — and the first losses that actually sting.
HP 7–10, three to four ability slots. Your whole run revolves around one of these. Losing one usually ends the run.
HP 10–13, four ability slots. Can only be tamed in battle — weaken them first, throw bait, and survive the attempt. They act before everything else.
Place up to three creatures into lanes — the rest sit on the bench as reserves. Each turn, queue one ability per creature, then combat resolves by speed. No ATK or DEF stats — all damage comes from abilities and status effects.
Creatures target the enemy in their lane first, then adjacent lanes. Ten status effects — poison, burn, shield, stun, taunt, and more — stack, tick, and interact. Use bait to tame enemies mid-fight. Use belt items to heal, cure, or deal damage.
Every creature you lose enters the Records permanently — their name, how deep they went, what killed them.
The abyss doesn't reset. Progress carries forward, but the creature is gone. You tame another and keep descending.
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Tame creatures mid-battle or buy packs from merchants during runs. Build a party of up to five from your vault — three in lanes, two on the bench.
Use mutagen to roll talent mutations — gain a new talent, upgrade one, corrupt it, or pull a wild void talent with a curse. Max three per creature. Use syringes to extract and infuse abilities between creatures.
Seven depths with branching paths — battles, elites, gauntlets, merchants, rest sites, and events. Bosses at depth IV and VII. Five biomes rotate the creature pools each floor.
Dead creatures enter the Records permanently — name, depth reached, cause of death, total kills. Dust earned carries forward. The creature doesn't.
Every creature has a signature talent unique to its species, plus shared talents from mutation. Seven ability combos trigger when one creature holds both required abilities — like Toxic Barricade, Dark Fortress, or Abyssal Rebirth.
Eight belt slots carry consumables into each run — healing salves, cure vials, thorn bombs, syringes, mutagens, and four tiers of bait. Use them in battle or between encounters. When they're gone, they're gone.
Every action is server-validated. No save-scumming, no fake runs. Seasonal leaderboards track the tamers who actually survived. Play at your own pace.
Beat the Devourer and the abyss gets harder. Eleven levels of escalating difficulty. The abyss remembers how many times you survived it.
Sign In. Descent. The Devourer is patient.