An endless-labyrinth loot roguelite. Walk it first-person, carry only what fits, and live with every choice — because the maze keeps score.
The loot-runner genre, sunk into a maze that goes down forever. Three ideas do all the work.
Every step of a descent is a fork — a fight, a find, a stranger, a gamble. Six equip slots and two bag slots, and every treasure you take means something left behind.
Spare a thief and she opens doors floors later. Rob a traveller and his brothers hunt you. Characters die by your hand — permanently — and their friends keep score.
Everything you grab is unbanked until you clear all three floors. Retreat early and bank half. Go down, and the road keeps every coin and every blade you found.
Not concept art — the game as it plays, this build, in your browser.



Each floor is a pre-generated maze you walk in first person and chart onto parchment as you go — you see only the cell you're in and through open doorways.
Level a weapon at the forge and socket gems that shatter if you ever change your mind. Every rare-or-better blade hides a sealed art — invest enough, and it wakes. Try it:

Forge levels raise the blade's power — and doubly matter, because investment is what unseals its art. Gems set into the sockets are destroyed if you re-forge. Choose like you mean it.
Then find something shinier, and ask yourself the hard question.
Eight weapons, eight arts — each a button on a cooldown while the blade is in your hand.








A lair waits on half the floors — and always on a descent's last. No flee, no mercy: a boss guarding a vault of gold and two more loot decisions in the dead end behind it.
ASTERION
GOREHOOF
BRONZEHORN
ASHMAW
THE WARDEN
NINEHORN
BLACKHIDE
DREAD OF THE DEEPThemes cycle as you descend, and the enemies only get stronger — the labyrinth never stops, it just grows teeth.





Bags fill and force choices — but the potion satchel has no cap. Heal on the spot, or brew an edge that holds until you leave the floor. Drinking mid-fight costs your turn.






This isn't a maze that resets its memory at the stairs. Morality, world flags, NPC trust and permanent death follow you down. Spare someone and they open a road later; cross them and their kin come looking — and the weapon in your hand quietly trains while your other skills fade, so who you become is who you fought as.
THE BARD
THE CAPTAIN
THE ELDERAt the gate you're joined by a party of up to four — snapshots of real players near your depth. Everyone descends at their own pace; no waiting, no live sync. Whoever's data shows they made it fattens your bank.
Each other party member who also completes the descent adds +30% to your banked gold. Cooperative, but never blocking — their success pays you, their death costs only them.
Sell your old gear to other players at your price — the bazaar burns 15% of every sale. Found an alliance and pool your scores. Bring a friend and you each pocket 10 crowns. The labyrinth is solitary; the kingdom around it isn't.
"The left path lies," said the beggar — and would say no more.— somewhere in the Hedge Walks
Play free in your browser right now. Sign in to sync your descent across devices — and carry it to mobile when it lands.