Every hall remembers

HALLS OF MINOS

An endless-labyrinth loot roguelite. Walk it first-person, carry only what fits, and live with every choice — because the maze keeps score.

▸  Descend — Free How it plays
∞ endless labyrinth 8 loot slots, brutal choices 0 downloads — plays in your browser
▼ descend

CHOOSE · CARRY · LIVE WITH IT

The loot-runner genre, sunk into a maze that goes down forever. Three ideas do all the work.

Two Roads, Always

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.

The World Remembers

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.

Bank It or Lose It

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.

STRAIGHT FROM THE HALLS

Not concept art — the game as it plays, this build, in your browser.

First-person maze walking: a torch-lit corridor with a cultist ahead
Walk the halls first-person
The camp at the labyrinth's mouth — your home base
Your camp at the mouth
The forge: a sword on the anvil over live coals
Strike steel at the forge
Charted Unwalked Stairs down

CHART THE MAZE

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.

  • Fog of war, one hall at a timeSix-by-six near the top, widening to eight-by-eight in the deep. The stairs down sit at the far end — you have to find them.
  • The venture-down tensionOnce the stairs are seen, you can take them at any time — or keep exploring for more loot and more risk. That choice is the whole game in miniature.
  • Three floors to a descentClear all three to bank the full haul plus your party's pool. Fall, and everything you found this descent stays in the dark.

THE FORGE & THE SEALED ARTS

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:

A sword on the forge
??? — Sealed ArtUnseal at +3 invested and one socketed gem.

Invest, socket, agonise

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.

▸  Descend — Free

Eight weapons, eight arts — each a button on a cooldown while the blade is in your hand.

SwordCrossguard Rush — two strikes at 75%.
AxeSunder — 130%, ignores armour.
SpearSkewer — 120% and bleed for 3 turns.
DaggerShadowfang — a guaranteed critical.
BowTwin Volley — two arrows at 80%.
MaceSkullringer — 110% and a stun.
StaffArc Burst — 160%, ignores armour.
Tower ShieldBulwark — the next enemy turn deals nothing.

THE LABYRINTH'S OWN

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.

AsterionASTERION
GorehoofGOREHOOF
BronzehornBRONZEHORN
AshmawASHMAW
The WardenTHE WARDEN
NinehornNINEHORN
BlackhideBLACKHIDE
Dread of the DeepDREAD OF THE DEEP
⚑ Bellowing Call · under 60%Summons a floor enemy at half strength to bodyguard the beast — your blows land on it first, and both hit back each turn.
🔥 Berserk · under 30%Attack surges +35%. The log warns you. The dead end does not.

THE DEEP CHANGES ITS FACE

Themes cycle as you descend, and the enemies only get stronger — the labyrinth never stops, it just grows teeth.

Hedge Walks
Hedge WalksFloors 1–2
Stone Galleries
Stone GalleriesFloors 3–4
Sunken Roots
Sunken RootsFloors 5–6
Painted Halls
Painted HallsFloors 7–8
Gilded Deep
Gilded DeepFloors 9 & down

THE ONE THING YOU NEVER HAVE TO LEAVE

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.

Healing DraughtRestore 50% of max HP, right now.
Potion of Might+25% damage until you leave the floor.
Stoneskin Tonic+25% defence for the floor.
Hunter's Brew+15% critical chance for the floor.
Prospector's Philter+40% gold found for the floor.
Sage's Infusion+40% XP for the floor.

YOUR CHOICES OUTLIVE THE FLOOR

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.

A bardTHE BARD
A captainTHE CAPTAIN
An elderTHE ELDER

DESCEND TOGETHER, ALONE

At 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.

⚔ THE LADDER — RANKED BY LEVEL

1ToddLv 1
2WayfarerLv 0
3TesterLv 0
4WayfarerLv 0
5DeployCheckLv 0
?— your name here —climb
Level is the free-roam measure — every floor you clear is a place on the board.

The pool that pays

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.

A living world above the maze

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

THE GATE IS OPEN

Play free in your browser right now. Sign in to sync your descent across devices — and carry it to mobile when it lands.

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