BOAR
HEAVYBest armour, hits hardest in melee.
Shoulders a locked door open without the key, at a cost in health.
FOUR HUNTERS · ONE LANTERN EACH · A NEW DUNGEON EVERY RUN
Four masked hunters, one torch apiece, and a dungeon that redraws itself every run. Health is a clock, the dark is real, and everything past the edge of your light can already see you. Get in, get deep, get out with a story.
JOIN A PARTY
The host is given a code. Paste it here and drop into their floor — no account, no lobby browser.
SEALED UNTIL ONLINE CO-OP LANDS
I · YOU CARRY THE ONLY LIGHT DOWN THERE
Past the sconces there is nothing to see. What you get is the torch you brought: a pool of cold light that moves when you move, and stops where it stops.
Eat enough essence and the pool grows. So does the distance at which something notices you. You can farm all floor and all you have bought yourself is a bigger target — getting stronger down here means getting louder.
Sees further than anyone and grows fastest. Also dies fastest.
You will hear it wind up long before you see it move.
ONE HUNTER, THREE POWERS
You never get bigger. Your light does — and so does the crowd it draws.
II · THE FOUR MASKS
Colour belongs to the slot. The mask belongs to the character.Tusks, antlers, a beak, a pair of ears — you know who is who from clear across a room. Each mask can do one thing the other three cannot, and none of them asks you to learn a new button.
Best armour, hits hardest in melee.
Shoulders a locked door open without the key, at a cost in health.
Armoured and quick enough to hold ground.
Stand still to plant: solid to monsters and their shots, and firing four ways at once.
Slow, easily killed, enormous damage. Doubles potion power.
Carries a far wider pool of light than anyone else — and grows it fastest.
Fastest on foot and fastest firing, weak per hit.
Commit to a sustained run and the chasers give up.
III · WHAT IS DOWN THERE WITH YOU
These are the real thing, at the size you will meet them — drawn by the game, not for the poster.
Kill the spawner, not the spawn. Break one open and it showers essence like nothing else down here, so the brave play and the greedy play happen to be the same play.
Grunts crowd you. Ghosts walk straight through the wall your light stopped at. Demons shoot you from somewhere you cannot see. Only one of the three fights fair.
Every third floor puts an arena where the exit should be, and the door shuts behind you. Shooter, charger or summoner — and it shrugs off everything you have until you break the generators feeding it. This is the one fight you cannot walk away from.
There is only ever one, and you cannot kill it. It comes for whoever is glowing brightest and takes their power, not their health. Grow big enough and you call it yourself. A potion sends it away — for a while.
Taller and thinner than anything else down here, hunched, and carrying no light of its own — two cold eyes are the only part of it you will ever see clearly. It does not hurry, because it does not have to.
You can see the armour, not just guess at it: plated, it wears heavy shoulders and a shield across the hips. Kill the arena's generators and those come off — that is your cue that shots are finally landing.
IV · THE CLOCK NEVER STOPS RUNNING
Standing still will kill you on its own. No amount of essence buys you a single second back — only food does that.
The old arcade cabinets drained you to eat quarters. This one keeps the drain and skips the quarters: die and you are back at the top of the next floor, and half of what you were carrying spills on the ground for your friends to scoop up. And yes, you can shoot the food. It will be gone.
V · PULL UP A CHAIR MID-FLOOR
No device is tied to a player. Press fire on anything — a keyboard half, a gamepad, the mouse — and you claim the next free slot, pick a mask, and drop in. At any point, even mid-level.
Mashing beats holding. Every mask fires faster on clicks than on a held button, so if you want to hammer it, hammer it. The mouse does not aim — it is just another fire button.
Two of you can share one keyboard, so four people need nothing but the laptop already open. Too dark? Turn it up; it remembers.
Four hunters, one lantern each, and the clock already running.
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